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Chapter 290 The solution to the five-character formula

PS: The last 2 and 3 chapters are all theoretical chapters. The theories of practical command in RPG online games are all my own original creations. These are practical theories that can be directly used in online games. For book friends who are not interested

Please don't waste your money on subscribing. I deliberately made it independent. If you don't read it, it won't affect the reading of the novel and the continuity of the plot.

Yun Xiaohan was just about to take a rest when Feng Suiying suddenly contacted him.

Feng Suiyingdong had been waiting for Yun Xiaohan to finish his command lesson, but Yun Xiaohan had completely forgotten about it. In desperation, Feng Suiyingdong had no choice but to come to him to seek answers.

After being reminded by Feng Suiyingdong, Yun Xiaohan remembered the test questions he had given his apprentice before the war started, so he was not in a hurry to take a rest and simply tested Feng Suiyingdong's understanding of the "Five-Character Jue".

After all, Feng Suiying Dong has little experience in this area, and he can't tell much from just watching a conductor. The answers he gives are basically his own imagination, and most of them are wrong.

Yun Xiaohan had already been mentally prepared for this, and he had no intention of slowly guiding and training his disciples. He simply gave the answer directly and let him go back and understand it slowly.

"Advance" is the core part of command. Simply put, it means where to go, how to go there, and why to go there.

"Advance" is a command point, and there are many things that need to be paid attention to.

The low-level stage of "advance" is to move the team from one place to another. It can move forward as a whole team or in separate teams. It is important to keep the team members as neat as possible, reduce laggard players and ensure that the team does not suffer sudden attacks during the march.

The main goal of the low-level stages.

As for maintaining the team's basic marching formation, this is extremely difficult for the player team to achieve.

When instructing the team to take action, the commander needs to clearly indicate the location of the advance. If the starting point and destination are far away, the commander also needs to clearly explain a series of journey nodes on the road. If the team is personally leading the team, the commander can

Guide the team forward point by point.

But if the team is divided into groups to move forward, then the movement path of the group needs to be as clear as possible. If there is a tactical command or multiple tactical squads in the team battle, it is another matter.

When commanding, there are often savages or players who are unfamiliar with the battlefield in the regiment. The commander needs to arrange deputies to guide such players to prevent them from leaving the team. If there are players who cannot speak, a special person must be arranged to give them text.

Paraphrase and explain.

When shouting, you should report the place name according to the situation of the team. Only use the abbreviation of the place name if you are all experienced players. Try not to use the abbreviation of the place name in the wild group, because there will always be people who don’t know what place the abbreviated place name represents. The commander should

Try to use place names that can be directly seen on the mini-map. If the place name is large in scope, the specific assembly location should be described as clearly as possible based on the place name.

In the advanced stage of "advance", "advance" is no longer just about advancing, but the implementation of strategic intentions. The commander needs to clarify his own strategic goals to the entire team, at least the strategic goals of the current combat stage.

When most team members have a general understanding of the commander's strategic intentions, they will understand what should be done and what should not be done, which will allow them to make fewer mistakes, and there will be no need for the commander to constantly shout.

stop.

For example, the commander's strategic intention is to fight a war of attrition. In addition to reconnaissance and guarding a small number of nodes, most players will stick together and continuously consume the enemy's total number of resurrections. Then, you must make it clear to the team members before starting the war, so that the team

The members will not pursue mindlessly, or attack the enemy's advantageous stronghold when the fight is extremely smooth, and then the enemy will take advantage of the resurrection support to overturn the situation.

If the strategic intention is to capture certain key nodes, win victory points or increase certain key resources, such as the number of resurrections, then the commander also needs to make it clear which nodes are to be captured and ensure that those nodes are in his own hands and that the nodes can be used for

The commander can even rank the benefits brought by his side according to the importance of these key nodes and clarify his side's priority attack and support sequence.

But what needs to be noted here is that the prerequisite for implementing strategic intentions is that the strategic intentions will not be exposed to the enemy, or the enemy will not have time to react after being exposed. Otherwise, only the overall strategic objectives can be given, and the relatively detailed command content can only be combined with

Subordinate commander explains.

Players are not puppets, and the commander cannot be comprehensive. The team cannot move forward alone. It requires the subjective initiative of each player in the team. Only when the majority of players in the team, at least the subordinate commanders, understand where to go.

, how to go where, and why to go where, in order to make the "in" performance more perfect, so as to implement the commander's strategic intention.

"retreat".

First of all, we must clarify a concept. Online game team battles are different from real-life team battles. In online games, players do not step on each other, and there is protection within the same camp. In RPG online games, players have relatively many escape skills, even if several players are chasing one player.

, it cannot be dropped immediately.

In real wars, the vast majority of defeated soldiers died from fighting each other. It is not surprising that one person on the pursuing side kills consecutively or captures multiple defeated soldiers. The two are completely different.

In most online games, just because one party is defeated does not mean that the losing side will quickly suffer a large number of casualties. Even if it is a sudden defeat without preparation and organization, the losing side will suffer fewer casualties.

On the contrary, if the situation is reversed, if you do not retreat as soon as possible and continue to resist stubbornly on the same spot, it will lead to huge casualties, and you cannot cause greater damage to the enemy, because in reality, you cannot add blood. In online games,

But it works.

In reality, the collapse of one party requires the troops to cut off the rear, but in most RPG online games, there is no need to cut off the rear troops.

What "retire" requires is the ability to judge the battle situation. The earlier and more accurate the judgment, the more capital can be reserved for one's side.

Another thing to note is that you can "retreat", but you can't retreat over a long distance, you can only retreat over a short distance, and it is best to give a clear regrouping point when retreating, and this point cannot be far away.

The reason is very simple. Players are not soldiers. When chasing, the winning player will often only pursue the target in front of him. It is normal for several players to chase the same person. In other words, the winning side cannot organize an effective pursuit force at all.

The commander's ability to intervene in the entire pursuit was extremely low.

Therefore, as long as the team can assemble and reorganize quickly after a short distance evacuation, it is relatively easy for the losing team to launch a small counterattack and capture the team that is chasing too deep.

Because the chasing side has been chasing for a while, the formation is probably a long snake formation with N sections broken, and the front and rear are completely disconnected. The losing side can assemble first, reorganize the formation, wait for work, and replenish BUFF, while the chasing side’s BUFF is often

It's incomplete, or even non-existent.

In fact, whether it is the retreating party or the pursuing party, the biggest problem is not how many players died during the pursuit, but how many players escaped during the process.


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