For exemple,
infantry sqd : 9man → 12man
assault sqd : 7man → 9mam
engineer sqd : 6mam → 8mam
As weapons are being upgraded, the number of squad members needs to be increased to give players better survivability. And this will also help with much larger battlefield implementations.
how about we rather have a option for our squads to be all-assaulters, all-snipers, all-mortarmen, all- flametroopers, all-AT-gunners, or even all-radio operators, because i think that would make squads more interesting, and would induce more creativity in assembling squads as opposed to now.
right now you can only have x amount of the main soldier class (riflemen are a exception) in one squad. (for example, only 4 assaulters in a assaulter squad, or only 2 radio operators in a radio squad, and 3 snipers in a sniper squad)
i would like to see an all-assaulter squad for example, with all soldiers holding the infamous STG44, or iconic PPSH41 for example, but of course the other unlockable classes in that same squad wont be unlimited, because it wouldnt make sense having all-engineers/at gunners in a squad marked with assaulter symbol.
More bots per squad does not mean more survivability or larger maps. It only means even more grenade spam, more specialist spam, more ridiculously cramped crowds on tiny and cluttered maps.
I would reframe this to read we need doctrinal and authentic squads/sections/fireteams for the various Nations represented in game.
Different nations had different doctrines and to see doctrinally equipped squads would actually be a very good immersion element for the game.
For one, it would be asymmetric (diff nations had diff sized squads), and allow players to immerse themselves into the tactics used by different nations - some easier than others perhaps, but there would be a learning curve / adjustment for each - more adaptation and thinking involved.
Two, it would allow an appropriate allocation of BA/SA/SMG/LMG etc… across the squad millieu.
Three, it would allow them to re-develop perks along role lines with more thought and detail.
Technically it brings us back to the concept of splitting out elements out of the Campaign progression into a “Tech Tree” concept that prevents certain elements of repetition.
In this case we remove the role - ie Rifleman/Assaulter/Radio Op/ Engineer/AT/Mor/FT/Sniper - ie the red upgrade section, and make it into its own tech tree. The campaign unlocks different Squads/Sections/Fire Teams as part of overall progression, which still have to be individually fleshed out - ie blue tree, but these are now doctrinally authentic, and so once unlocked you can insert a centrally unlocked soldier role into it from the “Tech Tree” which suits any/every campaign.