Player Strike Teams / Contracts – Use the Cash Economy to Actually Coordinate (Side Objectives)
From someone who has hundreds of hours and in Arma and Squad one of the most consistent frustrations is how hard it is to get randoms to form up for anything that isn’t the main objective.
Someone spots a problem (a strong enemy position, a vehicle nest, a flank that needs clearing) and tries to organize a push… but most people just keep doing their own thing. A few guys trickle in one by one and get wiped. The opportunity dies, and everyone goes back to whatever they were doing.
WARDOGS already has the perfect tool for this: the persistent cash economy + the fact that we’re supposed to be mercenaries.
Idea:
Let players create temporary Strike Teams / Contracts. Two ways it could work (or a hybrid):
• Direct hire – You put cash on the table and pay players who opt into your assault.
• Area bounty – You mark a zone on the map. Anyone who joins the strike team gets a cash multiplier for kills, assists, and support actions inside that zone for a limited time. Multiplier only fully activates once enough people join so it actually fights the trickle problem.
Either way, it gives a clear, money-backed reason for people to stop what they’re doing and form up for a specific job instead of just running toward the Control Zone on their own.
It fits the “cash is king / we’re mercenaries” fantasy, builds on the existing revive-bribe and player trading systems, and turns side objectives into something players actually want to organize around.
Would love to hear thoughts — does this feel like something that would improve the sandbox, or does it create new problems?
u/The-Bearded-Wonder1 · r/WARDOGS
Vezi originalul