Author Topic: PS2 Branch Rules and Regulations (w/ Serious Squad Play Guidelines)  (Read 4248 times)

Offline kymcman

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PlanetSide 2 Branch Rules and Regulations:

For Members of Community:
[IAM] Community Rules must be followed: http://www.iam-clan.com/announcements/(iam)-community-rules/

Furthermore, playing with the Branch members is a privilege, not a right.  Violating these rules as well as not respecting your place as a community member of the PS2 Branch will remove this privilege.

Branch Members (and Recruits):

Generally:
1. Show the utmost amount of respect to others.  You're representing [IAM] and should be a soldier/player worthy of that tag.
2. Attempt to handle grievances first with each other privately, then approach a ranking officer to settle problems.
3. Remember your place in the system (ranks are earned in-game and out-of-game - show the proper respect and act accordingly).
4. Know that [IAM] Family Members or Community Members may not understand how the PS2 Branch operates - give them some leeway, but this does not mean that you are forced to accomodate them into squads/etc. if they cannot comply with the rules set out by the Branch.

In-Game:
1. Friendly fire is not tolerated (no shooting at others to request rides or playfully shooting around friendly targets).
2. Do not spam voice communications.

Rules may be updated/altered without notice.  [IAM] Leaders have final say despite what the rules may articulate.

« Last Edit: November 29, 2012, 09:44:20 PM by [IAM] kymcman »

Offline kymcman

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Re: PS2 Branch Rules and Regulations (w/ Serious Squad Play Guidelines)
« Reply #1 on: November 29, 2012, 09:33:45 PM »
[IAM] PS2 Serious Squad Play Guidelines

This post is going to outline the steps that every player must follow while playing PS2 in a "serious" capacity.  These guidelines will cover a variety of topics including how to play in a serious squad, further outlining mumble use and in-game voice use, and up to each class's role in the squad.  The purpose of these guidelines are to create an expected structure that governs the play of a serious squad. 

You must follow these guidelines for serious squad play.  Understand that serious squad play may not be for you.

Let me repeat that, YOU MUST FOLLOW THESE GUIDELINES FOR SERIOUS SQUAD PLAY.  Entering the serious squad play channel is a voluntary decision, but doing so means that you must follow the more-restrictive requirements established in this guide. 

Constant abuse of these guidelines may result in you being denied from any serious play until it is shown that the abuse will no longer occur.

Chapter 1: Ranks and Structure.

1.0 Chain of Command.  Follow, defer to, and obey higher ranks.  Higher ranking soldiers can always defer command for a period of time, but their rank was earned and granted by the Branch Boss (highest rank) and should be respected as such.

1.1 Squad/Platoon Leader Designation.  Squad and Platoon Leaders govern how the squad/platoon is run.  As such, chain of command will dictate who is running the squad/platoon.  If you are a lower ranking solider and a higher ranking soldier requests squad/platoon leadership, you should defer that leadership.  However, if a higher ranking soldier designates a lower ranking soldier for squad/platoon leader - it is to be assumed for this period that that lower ranking soldier has the same rank as the higher ranking soldier that designated the role.  Thus, a soldier ranking above the lower ranking soldier, but not the higher ranking soldier could request command and be denied appropriately (the lower ranking soldier should state the designating soldier during this denial).  All designations will be valid ONLY for that play session.

1.2 Platoon Leader.  A platoon leader's main purpose is to orchestrate objectives for the different squads in the platoon.  Additionally, the platoon leader may designate certain squads for a given purpose and control membership of each of the squads accordingly (air force, infantry, ground armor, etc.).

1.3 Squad Leader.  A squad leader's main purpose is to guide the squad members to an objective while dictating the given roles / classes that each squad member should follow.

1.4 Squad Member. A squad member's main purpose is to follow the role designated to them and to stay on objective.  You are to be a member of a squad leader's squad, which comes with it an assumption that all decisions will be made by the squad leader, even minor ones.  If someone asks a question regarding any element of squad play you should ASSUME that the question is being asked to the SL and let them answer it.  You must follow the instructions of the SL.  You may suggest a different course of action, but these sort of requests must be reasonable/appropriate.  Constantly spamming that you want to be a certain role because you want to try it out, and the like, is unacceptable (and more appropriate for casual play).  Seriously, just listen to the SL, follow the orders/instructions of the SL and things will run smoothly.

1.5 Outfit Ranks / Out-of-Game Ranks.  Outfit ranks are limited to five levels so these may combine multiple ranks that are established out-of-game.  Out-of-Game ranks may be established that define roles or further separation between members.  The Out-of-Game ranks will govern chain of command with Outfit ranks matching accordingly or as closely as possible.

Chapter 2: Voice Comm./Mumble

2.0 General and Voice Comm. Discipline.  Voice in this game can be very important.  Keep off the radio unless you have something to say that is important.  The ability to hear in this game gives a huge advantage to those who can use it and spamming the microphone is unacceptable.  There may be times when it is appropriate to be a bit lax with these standards, but try to limit your joking to those points so that you can be an effective squad member.

   a. Enemy Contact.  Relaying information about the enemy is extremely important to allow the SL and other members of the squad to react appropriately.  However, this relay must also be done correctly to avoid implementing confusion instead of useful intel.  If you merely spot an enemy or enemy force that the squad is not aware of, you should communicate this.  However, if the squad is aware of enemy contact, use the "Q" spotting feature in its place and only call out extraordinary forces / obstacles or new enemy movements and updates.  Be as concise, but descriptive as possible.  For example, "infantry spotted south, south-West by the smaller mountain."

   b. Taking Fire/Death.Please try to keep your frustration about being killed off the radio, or at least do your best to do so, as it will merely clutter the thoughts of those still fighting.  If you're down and know a medic is in the area, tell the medic your location and state that you are down.  Providing information of your location when you are hit/injured/down will also allow the medic to get over to you if it is safe.  Use the in-game voice command features to request heals/repairs/ammo.

   c. Grenades.  If you're going to throw a grenade, please voice "Grenade out!" or "'Nade out!"  The "out" designation will allow people to know you're the one throwing it.  If an enemy throws a grenade at you, you may yell "Grenade!" to designate that there is in fact a grenade coming at you and not "out" as would be designated if you were safely throwing it.  This will allow squad members to scatter for cover.

2.1 In-Game VOIP.  In-Game VOIP will be used increasingly.  Because of how the In-Game VOIP is set up, you can control which group you want to communicate with very easily.  As such, it is important to get your In-Game VOIP set up to the best of your ability prior to any serious squad play.  Ask someone for help with this because the "echo" features may not be how friendlies are hearing you. 

   a. Platoon VOIP.  If you are a squad member, please do not use Platoon VOIP.  Leave this channel free for squad leaders unless instructed to communicate (avoid middleman/telephone conversations).

   b. Proximity VOIP and Squad VOIP.  Proximity VOIP may be used to communicate with non-squad members.  However, the main form of communication w/ squad members is via Squad VOIP.

   c. Outfit VOIP.  At this point, Outfit VOIP should not be used during serious squad play (and potentially ever).

2.2 Mumble.  Serious and casual play should be done in the corresponding channels.  This guide will mainly refer to the serious squad play as casual play is more of a "do what you want" sort of thing within the guidelines of [IAM] Clan Rules and the [IAM] PS2 Branch Rules.  Temporary channels may be created within the serious section by corresponding officers for the purposes of a mission, campaign, or objective.  Within any of these temporary sub-channels, the voice comm./mumble rules still apply.

2.3 In-Game Text Chat.  Currently, there are no restrictions for in-game text chat (besides meeting the requirements of the branch and representing the tag well.  Utilize this option if you don't want to clog the radio channels.  Use in-game text chat (/outfitsay) especially want asking for a squad invite.

Chapter 3: Gameplay

3.1 Firing Discipline.  Unless you are under fire or you are in a defensive/attacking mode, do not fire at an enemy unless the SL has told you to do so.  You should likely inform the SL of an enemy position, and the SL should tell you what to do regarding these enemies.  The reason behind this tight firing discipline is because one bullet going off can give away the position of the entire squad and mean disaster for all involved.  Sometimes it is best to avoid contact even though we all know you want to kill as many people as possible.  This also pertains to when no enemies are present.  Do not let off bullets for any reason - conserve your ammo (ESPECIALLY IN VEHICLES).  You can hear shots really far away.  Vehicle weapons will be ready to fire after the warm-up time.  You can check the ammo when you hop in or reload to be safe, but it will shoot when it needs to.  If you're unsure how a vehicle weapon works - be sure to inform the SL if he designates you to man that vehicle and then in your next training session (either LAN or online) try to test out the appropriate vehicle.  In sum, request permission to engage and do not just let bullets fly until then.

3.2 Connecting to a Server/Getting Roles.  The SL will tell you what role to be (with some feedback).  When you connect to a server, utilize text chat to request a squad invite and wait patiently until time allows for the invite.  Spawn in to the warp gate and get on the appropriate continent.  Once at the right continent's warp gate, hang tight and wait to instant action onto the SL when the green light is given.

3.3 Spawning.  If there is not a spawn point in the IMMEDIATE area of where your squad is, hold your spawn and do not release.  This will allow medics to potentially revive if the situation is under control.  Otherwise, this will allow the SL to be the first to spawn and announce the spawn point so everyone can follow as a cohesive group.

3.4 Viability of Squad Leader Instructions.  If you do not know how to do something, official squad play is not the appropriate time to learn.  If you seriously have never done something before and the SL tells you to do it, tell the SL.  No need to be embarrassed, you can get the proper instruction after official squad play is over, but having confidence that you can just do something may cost valuable time and lead to the squad's unnecessary death.

Chapter 4: Classes/Roles

4.0 Classes.  Follow the purpose of your class as outlined below unless the SL or circumstances require you to deviate.  Play as a squad and follow the instructions of the SL.  Look out for your squad mates and have their back.  Remember that the class can also be further defined by the designated role so act accordingly (see section 4.1).

   a. Light Assault.  Light Assault should be the first troops in an area on an assault.  Additionally, they can be used to scout because they can climb/scale terrain unlike any infantry.  Furthermore, the appropriate certification unlock can make the Light Assault even faster adding to these qualities.  LA troops should look to use their jetpacks to place them in a position of advantage as well as flank enemy troops.  If a squad leader is LA, they can place spawn beacons in normally unreachable areas.

   b. Heavy Assault.  Heavy Assault are the heavy hitters in an assault force.  They carry a lot of bullets and rockets for anti-vehicle and anti-air support.  Unlocks for lock-on missiles are of benefit to eliminate the need for tricky "skill shots."  HA troops can focus on attacking points, but should target any enemy vehicles in the area as a high priority.

   c. Engineer.  Engineers are versatile attackers and essential supporters.  Engineers can deploy turrets to help hold areas against infantry.  More importantly, Engineers can heal friendly vehicles and are the major supporters to keep AMS Sunderers alive so that a spawn point remains active.  Engineers should default to a defensive/support role in the event of a AMS Sunderer deployment to ensure the squad's best chances for success.  Furthermore, the Engineer supplies the ammo for the troops and should place ammo resupply at key "safe" areas (potentially by the Combat Medics) to allow everyone to re-ammo before heading back into the fray.

   d. Combat Medic.  Combat Medics keep people healthy and bring them back from death.  As long as a soldier has not "released" to spawn, the Combat Medic can get them on their feet.  In our serious squad play, Combat Medics should play defensively because of this ability to resurrect.  If our spawn point is lost, a medic on the ground can get the squad back up and running (starting with the Squad Leader w/ Spawn Beacon).  It is also prudent to take a safe position and allow injured squad members to return to you for healing.  This will keep our lightly armored medics out of the middle of the fray and allow them to provide a strong defensive position wherever they dig in.  Remember to use the mass heal utility to heal a group as well as yourself.

   e. Infiltrator.  Infiltrators have strong impact from distance with sniper rifles, but are also essential in base assaults because of their ability to hack terminals.  Infiltrators should help scout and stay a distance away from the team, but also be utilized in base assaults by hacking vehicle terminals to allow for the squad to spawn an AMS Sunder that can be deployed.  These "sneak" attacks may allow the squad to come in on foot and get a spawn point up and running before the enemy knows they are even there.

   f. MAX.  MAX units are essential in anti-air efforts and large infantry assaults.  Their massive health keeps them alive as they mow through infantry and pluck airplanes out of the sky.  The MAX units are heavily reliant on supporting staff (engineer for heal/ammo and medic for revive) to stay effective. 

4.1 Roles.  These roles can be accomplished through a variety of means (and use of vehicles), but the premise of each role is very valuable to a functional squad.  Find out what your role is and play your part accordingly.

   a. Assault / Defense.  The main goal of this role is to capture points / objectives as designated by the squad leader.  The assault / defense teams are the soldiers that lead the charge and mix it up with the enemy.  Vehicles on assault / defense should hunt other vehicles and lock down spawn areas.  Infantry on assault / defense should capture objectives, eliminate enemy spawn areas, or defend key objectives or Forward Operating Basis (AMS Sunderer w/ support staff).
      
   b. Support.  Supporting roles are absolutely essential to success in this game.  Supporting roles keep people alive and more importantly can keep an AMS Sunderer functional.  The job of this role is to stay in defensive areas that give them a strategic advantage over the enemy so they have a "safe" point to conduct their essential operations.  Vehicles on support should protect the spawn point or escort troop transports.  Infantry on support should establish safe areas (Forward Operating Bases w/ AMS Sunderer Spawn) and re-ammo and heal from defensive positions.

   c. Scout.  Scouts are the eyes of the squad and will head out in front of the troops to ensure the squad is not rolling into a massive force that means sudden death.  Infantry in this role should move ahead of the pack / away from the pack and have long-range optics to see what is around the squad.  Vehicles in this role should also move ahead of the pack / away from the pack but in a defensive / covert way to gather intel.  Strong vehicles for this include the Flash and Reaver.

   d. Troop Transport.  The job of the troop transport is to get the squad into the action on a continuous basis.  Troop Transport will include Galaxy pilots and Sunderer drivers.  For Sunderer, it is essential to have AMS capability to establish a spawn point.  For Galaxy, the point is to fly as high over the attacking point as possible so that squad members can hot drop out of the Galaxy (you can eject w/o fall damage at all times from Galaxy).  The Galaxy would go from spawn point (at a safe location) to this hot drop location on a continuous cycle and stay out of the fray.  It is important that these Troop Transport focus on the health of their vehicles and are typically Engineers so they can repair when loading up.  Furthermore, Troop Transport soldiers should focus heavily on getting their vehicles certified (including the shield diffuser on AMS Sunderer and low spawn timers on all vehicles).  AMS is a MUST for Troop Transport at the very least.

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Well, that should cover the [IAM] PS2 Serious Squad Play Guidelines for now.  This of course is subject to change as we play/learn the game.  This document is also pretty big so I'm sure I forgot certain things and will have to go back and add them.  I will post new posts for all updates so you can keep track of them.  To discuss the aspects of these guidelines, or to ask any questions, please create a post in the PS2 forums.  Please make these posts constructive.

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If you agree with ALL OF THE ABOVE and want to play in SERIOUS SQUAD PLAY, the access token for the channel on mumble is "ps2iagreetoguidelines"
Please do not give out this access token.  People have to read the guidelines to go into the channel/speak.

To add this access token on Mumble follow these instructions:
  1. Go to the "Server" file menu of mumble.
  2. Select "Access Tokens"
  3. Click "Add"
  4. Type "ps2iagreetoguidelines"
  5. Click inside the white box, but not on the same line as the access token you just put in.
  6. The access token should now be in and the line may have a faint outline to it to show that it is in.
  7. Click OK to save the access token

GET SOME!
« Last Edit: November 29, 2012, 09:43:45 PM by [IAM] kymcman »

Offline kymcman

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Re: PS2 Branch Rules and Regulations (w/ Serious Squad Play Guidelines)
« Reply #2 on: January 18, 2013, 01:16:01 PM »


Join the fight. 

Faction: New Conglomerate
Server: Mattherson


(Will change if anything changes).