Enlisted is a very immersive game however I request the developers look into the 2 following changes to further enhance it.
- implement an incentive to keep your squad alive longer
- implement a way to replenish dead squad members at a spawn and subtract the appropriate tickets if an invasion map.
I find it immersion breaking when people suicide their squads to get another squad or act recklessly with them i.e rushing out in the open and draws me out of the game.
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err, no.
perhaps i’m ok with the first suggestion,
but speaking of gameplay and balance, the second is an affront to everything that the definition of balance stands for.
now, just imagine how bad it can gets if i ( or you ) just had a lot of troubles taking down an mg squads made out of 7 troopers, and i miss the last soldier. that one is going to it’s spawn, replenish his squad, and spray hell on the opponent.
sure, i can do the same. and in the meanwhile there’s cool down to advance. but just like this squad laying supressive fire while killing alot of troops, there are still other’s 9 players/bots around that could buy time for that.
honestly, it’s not needed in a game like enlisted. i think currently it’s somewhat best, because you have to be carefull as you can lose your needed/favorite soldiers. that way, you have to be more cautious insteand of just replenish him and continue the killing.
lasty, it gets really draining at end “tier” matches.
but this is just my personal opinion.
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actually that’s a very good point, scratch the replenishment mechanism. How about going back to spawn and having the option to swap them out for another squad but have it like as if the squad you’re swapping out died so you cant just replace and spam MGs for example
Isnt better to get that last guy get killed? It saves you a time with going back on spawn and you can spawn earlier.
For gameplay purposes yes definitely but for roleplay purposes it just feels silly i’d rush to get my last guy killed if i wanted to change. It’s like oh hey im down to 1 guy left out of my 5 man squad, might as well rush with them.
Historically most squads would take alot of caualties and then be withdrawn, id feel like its inaccurate to have squads fight until total destruction. Perhaps a minor points bonus for withdrawing?
If you want to roleplay, i dont think Enlisted is game for you tbh.
don’t get me wrong other than a few minor gripes, it’s probably the game (compared to HLL or squad) i enjoy the most mainly for it’s ai squad mechanics. I already find myself very immersed but would be curious on the developers direction. I’m happy with keeping the mechanics the same if that’s how everyone enjoys it.
Its more like no one would use it, as it is more rewarding to play with that last soldier to last breath and get more points this way. Then spawn new squad and repeat.
Squads are disposable. K/D is irrelevant. The objective is forever.
Any “veterancy” mechanic is what soldier levels are for.
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I do like the idea of having an incentive to not lose squad members.
How would that work?
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Maybe add a timer so that when you spawn a squad, you can spawn another one 1min (for example) after spawning 1st one (and current 10s after death).
If you live longer than a minute, you won’t see any difference.
1 min would be too long, as it would punish the unfortunate guy who received a plane bomb on the head right after spawning… 
Sounds like more of a your treating it as a role playing theatre than a problem with the game tbh.
Also from a gameplay perspective… being down to 1 man is not that big a deal. I can do a lot of damage with 1 guy especially if their an assaulter.
Leave as is IMO.
It was only an example. Place there whatever number suits you.
I am all for some kind of bonus to keeping your squad mates alive as long as possible. Should be a small XP bonus based on time in battle.
Not really keen on the other suggestion.
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for every minute your squad is alive, it creates a multiplier e.g. 10 mins alive with same squad = 1.5x multiplier for exp and score.
But i am also wary of people abusing this mechanic.
My main goal is to remove the reckless, charging into fire behaviour and make it so people are more considerate of their lives and behave like someone actually under fire. I know when im taking shots, ill instinctively change windows or back down a bit but some people don’t care which i find unrealistic.
Just hoping to find a middle ground.
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I was thinking more along the lines of keeping individual soldiers alive, instead of the 1 surviving member being “the squad”.
But we’re on the same page where that’s also easily abused by trapping your bots.
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I feel that there is no measure, short of some kind of actual detrimental score impact that would deter folks from engaging in suicidal tactics. It exists in almost all FPS, this game no exception.
I agree that an incentive to encourage keeping your squad alive, with as many members as possible to the end of the match would likely have an effect, though I am unsure by how much.
At any rate I feel the suggestion has merit. I will leave it to far more intelligent and experienced players to suggest proper mechanics.
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The aggression coming from the nonchalant spending of lives is what makes this game exciting.
Squads being kept alive longer than they should just promotes camping.
The devs already mentioned they don’t want to change the pacing of the game- Which is more or less why mechanics you normally see in more realistic shooters, like suppression, localized wounds and a less informative UI weren’t part of the design.
I’d rather see players die dozens of times fighting the objective than sitting on the bottom of the scoreboard to brag about their pointless K/D.
Killing and getting killed nets exp for both teams. A mechanic that promotes survival merely encourages players to play sheepishly for minimal gain. With the absence of such a mechanic, the players are forced to actually fight until the squad expires- Which is a good thing.
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