[TNT] What we really need for our Military Units!

Day 1,651, 15:56 Published in USA Canada by Chucky Norris


Todays article is about the current state of all MU and what we could have as an experience instead. After talking to Cleveland Fleman, he told me how we should change quite a few things in how our MU works. An article seemed like the best way to inform our dear all powerfull admin on what we think we should have as an experience.

I know it musn't be at the top of the priority list since it's not a paying feature but... We keep receiving offers to increase our powers that always come at a price, how about reinvesting that money into something really beneficial for the team? This game has been somewhat static in term of improvement. And we're not asking for enormous feature, but the game needs to evolve in order to survive, and that's a fact I think they should pay attention to.

Ok enought about the rambling here is what we think would improve the Military unit module in order to make large MU more manageable. Because this is the main problem, the large MU are growing out of control and there is enormous flaws about how to handle daily operations.

-=Control=-

In their current state, the Large MU amass incredible number of regiment (ie, The US ARMY), in which very few soldiers are assigned to, or some are just plainly lacking active people. However this would be easely fixed if the MU commander could actually delete or add new regiment when there is a need for it. We could still add new regiment automaticly, but this procedure would not be done (automaticly) unless every MU has at least 50 members in it. This number would ensure that there is sizeablequite a few members in each regiment while also lowering the number of regiment.


Don't you aspire to have more control than this over your MU?

Put yourself in the shoes of the Commander who has 100 regiment, and defacto 100 captains of regiment. This lead to ridiculous amount of paperwork and communication in order to simply pass down orders and make sure they are being followed. Fewer regiment would also mean that there would at least be a better ratio on quality since we would need less captains, again reducing the amount of work for MU commander. The MU commander are the one doing all the community service that is probably keeping many of us from quitting this game, why not hand them over control over their Military Unit? It would be the least to do so they can actually enjoy the experience instead of being permanently terrified of a command position, these people have feelings too!



-=Military Unit Assets=-

As of right now, most MU use what I would call commune war industry. And in most case these industry are supported by players. Most of the time it's q6 factory with a few iron mine which are all on a single thrustworthy individual account. The problem with this is that should this person experience some problem, say a need to quit, a ban or even simply going rogue, there is no easy way to get the property back. Because well... it's hard to prove that it actually belonged to the said MU in the first place.

An easy fix to this would be that MU could have assets, such as company and inventory, storage could be upgraded just like any ordinary citizen. This would ensure a smoother transition should there be change in the leadership, because as of right now, it's hell! But it would be as simple as having the old organisation, but tied to a Military Unit.



-=Statistics=-

The MU statistics that we have nowadays are quite simple... way too simple. The only thing we can see is how much kill a soldier has made, but given the fact that every kill can range from 1 to 5 hit, and that we also have enormous fluctuation in the strenght and ranks of soldiers, it's hard to get the full picture. Would it be this difficult to simply add the number of influence one has done daily, or even weekly?



With more tools the MU captains and commanders could easely see who is doing the most damage. This would help them do their job in seeing who's active. Another interesting issue is the fact we don't really know where they are hitting. How do we know that the supplys we are giving them is being correctly used? For all we know they could be fighting against their own country and if nobody can see it visually, we would never learn about it!

-😛ast orders=-
submitted by Rainy Sunday

Sometimes commander want to see what their Captain are doing, it would go a long way if they could get an history of their daily set orders. Without it, they have little control over their captain aside from checking all the time what they have. And if you have 100+ regiment, this can turn in a tedeous task to do daily. Fdrthermore, in the spirit where MU are accountable to the government if they are funded, it would provide another measure in which the said MU would be able to show that they are in fact using their funds according to their country military goals.

-=Closure=-

I think that we can see the need for these changes, but more importantly, I hope the admins of this game see it. Because it's not only a matter of having a few more fancy options, it's about improving the game, and in the gaming industry, either you evolve, or you die. This game is in a need of new features and implementations to keep a steady interest in it's international community of players. And down the run, what we would have, is a bonafied gaming experience that would really quiet down all this talk about how the game is living a slow agony.

Give us something to be proud of, I know you can do it!

Want to help us? Chain-shout this article in order to give it some more coverage, the more people see it, the more we might actually see some change. I can also include your suggestions in it.