forced comander

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TJ-XRL
Posts: 110
Joined: 2008-08-16 23:39

forced comander

Post by TJ-XRL »

i allways find there are no comanders on any games and i think there should be forced somone to be one by doing like u cant make enamy forces tickets go down if theres no comander on ur team or no vercles sparn until theres a comander :mrgreen: :mrgreen:
I am back to play pr fly choppers and hopefully join tordiments i am back and i am ready to play
lucky14
Posts: 149
Joined: 2008-06-20 17:28

Re: forced comander

Post by lucky14 »

Then you should be Commander...
waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: forced comander

Post by waldo_ii »

Image

Please.

Used received an infraction for this.
Last edited by Dunehunter on 2009-05-11 10:28, edited 1 time in total.
|TGXV| Waldo_II

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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: forced comander

Post by Rudd »

^ lol

this can't be a serious suggestion.

A team with a commander should win because of better cohesion etc (in the pubber domain anyway) but thats just silly.
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: forced comander

Post by gclark03 »

Sounds really good 'on paper', if you've never played PR before.

It's been tried already. An unwilling Commander is always a bad commander. Hell, there are already too many willing Commanders who can't do the job anyway!
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: forced comander

Post by IAJTHOMAS »

You'd get people who didn't know how to set up FBs going CO. Bad commander is worse than no commander.
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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: forced comander

Post by nick20404 »

Probably a bad idea like some people stated above just grabbing anyone and forcing them commander won't do any good, imagine if it picked someone who was AFK or just learning how to play. Hopefully they will revamp the commander position so people actually want to use it.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: forced comander

Post by Gore »

Back in older versions I remember when the enemy team didn't have a commander, then everybody knew they were gonna lose the round. Having a commander makes the game much more fun IMO.
lucky14
Posts: 149
Joined: 2008-06-20 17:28

Re: forced comander

Post by lucky14 »

In .7, you couldn't build FB's or any of that stuff without a Commander. Maybe they should put that back in. Also, take away the little hut he has to sit in.
waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: forced comander

Post by waldo_ii »

lucky14 wrote:In .7, you couldn't build FB's or any of that stuff without a Commander. Maybe they should put that back in. Also, take away the little hut he has to sit in.
Naw, man. In .809, they added the ability to deploy firebases without the commander. Before that, people would always go commander for just a second, deploy the firebase, and then go back to their squad. Occasionally someone would be tempted to stay as commander, and they would always be the kind of guy who really shouldn't be commanding (because they don't like doing it or because it just isn't their type of job). A lot of people said that this would cause people setting up firebases all the time in all of the worst spots, and that nobody would go commander anymore. Firebases are usually set up in pretty good positions (people have to go through the process of bringing up a logi truck anyways, so they usually know what they are doing), and really, when you think about it, we don't really have any fewer "commanders." We have fewer "people who give squads orders," but the same number of "commanders" as before.

The command post also, I believe, does more good than bad. Before the CP, people would always
A. Go on spec-ops missions to blow up the command post, and this leads into the type of gameplay that PR tries to stray away from.

B. Commanders would become combat personnel, fighting when instead they should be doing their job.

C. Logistics personnel, driving trucks places when they should be doing their job (this was back before logistics trucks)




Decisions on what to do with the commander position are hard to make. People at first come up with ideas to make commanding more fun or more enticing, but then all you have is a bunch of people who aren't "commander-material" doing the job. However, if you do screw something up, then people who are naturally good at the job of commanding won't want to do it.
|TGXV| Waldo_II

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Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: forced comander

Post by Gore »

We always had very good dedicated commanders on TTP back then.
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: forced comander

Post by Sadist_Cain »

Real Topo maps, not just a tacky copy. i.e. russian maps for most of basrah (most of al bas was mapped by russians iirc).
groovier looking symbols for units, Firebases and such.
More variety/flexibility and cohesion required by squads when it comes to area attacks.

REMOVE THE CHOPPERS MINIMAP MARKERS AND 3D MARKERS except for LZs! (you'll hate me for that one)
It'll make LZs required or at least a lot more useful + will make it pretty badass as part of a squad to have to fall back to (near enough to pop smoke) towards a safe LZ to get a pick up.
Don't cry pilots, Imagine how much more fun it'd be to not fly staring at a yellow marker n whatnot? actually looking out the windows to see landmarks etc near LZ areas.

"SQ6 need Evac near LZ Alpha, tall white building, near water tower, Marking with green smoke"

Now:
"SQ6 need a pick up"

FINALLY, there's a totally pointless lil minimap with as much detail as pong in the top left of the commanders screen, make it display summin more interesting, a lava lamp would do... (although the dream would be minicams atop each SL/Firebase/both being displayed in miniature on the screen, as a means of "involving" the CO more... or give the CO the ability to see through his SL's SOFLAMS when they're equipped?)

I love playing CO but you really have to fight tooth and nail with some good squadleaders before they'll listen to you.
SLs in PR aren't used to being told what to do cos no one commands enough, if CO says "GET OUT GO NORTH" you get out and go north regardless of wtf you think is more important.
As long as you keep the CO updated as accurately as poss with your situation he (I) will make an informed decision based on what you've said , give shit intel youll get a shit result don't follow his plan like it's your meaning to exist and you'll also get a shit result.

Follow the COs orders then when it goes tits up blame it on him. :mrgreen:
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GrimSoldier
Posts: 169
Joined: 2009-01-09 21:59

Re: forced comander

Post by GrimSoldier »

Yea i don't really like the idea of someone having to be FORCED to play as a commander. A lot of people don't want to be a commander so you can't make them do something that they don't want to.
In Game Name - Gr1mSoldier
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: forced comander

Post by R.J.Travis »

The team only needs a co once every time there area atk is up sadly.
Twisted Helix: Yep you were the one tester that was of ultimate value.
Masterbake
Posts: 363
Joined: 2009-03-13 16:34

Re: forced comander

Post by Masterbake »

waldo_ii wrote:Image

Please.

Used received an infraction for this.
Moderators here really don't like sarcasm do they.

In terms of the thread, not gonna work.
To make people go commander SLs need to stop moaning so much for little pointless things and stop being generally aggressive towards the commander.

First time I go commander - I can't find the trailer and when I do have no idea what I'm doing, everyone is screaming so I resign.
Second time - It's Jabal but on Russian Reality so 3 of the SLs are complaining that I don't speak Russian (even though theyr'e telling me this in English), but I ignore them and just do my job. We win easily.

http://screenshot.xfire.com/screenshot/ ... b18f27.png

Basically, if a round has gone by for half an hour and someone decides to go commander, give them a break and they might actually do a decent job.


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