Vehicles as Commander designatable assets
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Aestabjoo
- Posts: 21
- Joined: 2007-05-26 02:33
Re: Vehicles as Commander designatable assets
Like we've both said, there are so many different ways that a system like this could be implemeneted. I guess the bottom line is that it has to:
1. Satisfy the DEV's vision of their Mod, including Reality v's Gameplay
2. Give a clear enough advantage to a team for having a commander, without utterly disadvantaging the opposition to the point where a commander is necessary.
3. Add something unique to the Mod - either some that will give sheer enjoyment, or add another layer of reality without making it tedious.
I'd be intrigued to see if other people have come up with their own systems. Through thorough discussion, the best system can be identified, but if noone mentions it then that system may never surface!
1. Satisfy the DEV's vision of their Mod, including Reality v's Gameplay
2. Give a clear enough advantage to a team for having a commander, without utterly disadvantaging the opposition to the point where a commander is necessary.
3. Add something unique to the Mod - either some that will give sheer enjoyment, or add another layer of reality without making it tedious.
I'd be intrigued to see if other people have come up with their own systems. Through thorough discussion, the best system can be identified, but if noone mentions it then that system may never surface!
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: Vehicles as Commander designatable assets
Uber necro bump!
I'm bumping this thread with more-or-less the same suggestion - the commander controls which assets spawn on the battlefield, except this time cannot control what squad gets the assets, unlike as suggested by the original post. Anyway, here's the idea in its entirety for a new game mode separate from AAS.
The commander places team assets as he (or she :!
would a FOB, except they
must be placed within the immediate vicinity of the team's main base using a magical asset-spawning radio similar to the officer kit has (it would require a new "commander" kit or something along those lines).
In other words, with this radio the commander spawns Stryker APCs instead of FOBs.
In this mode, instead of tickets being lost whenever a vehicle is destroyed, now they are lost whenever a vehicle is spawned onto the battlefield. Like before, different ticket values are lost depending on what vehicle is spawned (a tank would cost far more than an unarmed jeep, of course). Some sort of flood control similar to the existing controls on the numbers of TOW/AA deployables available to the team would be in place preventing the commander from spawning in eight tanks at once.
Other than that, the entire game would play the same as conventional AAS, except with more or less infinite replay value and significantly more strategic depth.
Things that would have to be accounted for/problems with this idea...
90 percent of PR's maps wouldn't work for this mode because their either too small or built with a specific scenario in mind (Barracuda wouldn't work, for example, thing as the Chinese having access to tanks would neither make sense nor be balanced). Still, all the four kilometer maps would likely work fine (Kashan, Burning Sands, Wanda Shan, etc, etc) thing as there would be enough room for all the assets to be in-play without any of them being imbalanced.
Assets available would have to be similar across the armies (something I've admittedly been pushing for for a while now) for balance/gameplay reasons. This would mean only a few "complete" armies would be initially available for this mod - in other words, armies that essentially can be described as having all the assets required for the mode to work in-game (a main battle tank, anti-air vehicle, APC, IFV, attack helicopter, etc, etc).
The commander would have to be competent enough to manage an absolute ton of stuff while still keeping the game fun for all the players; therefore, only the best run servers could really make this work. Nods go out to PRT and TG. Note: I am not suggesting this mode replace AAS.
A huge rebalancing of the game's assets and the game itself would likely be required for this to run properly and remain enjoyable.
Certain assets would be difficult to have spawn correctly, namely helicopters and jets, as they would need to spawn on a runway/helipad and face the right direction.
I'm bumping this thread with more-or-less the same suggestion - the commander controls which assets spawn on the battlefield, except this time cannot control what squad gets the assets, unlike as suggested by the original post. Anyway, here's the idea in its entirety for a new game mode separate from AAS.
The commander places team assets as he (or she :!
must be placed within the immediate vicinity of the team's main base using a magical asset-spawning radio similar to the officer kit has (it would require a new "commander" kit or something along those lines).
In other words, with this radio the commander spawns Stryker APCs instead of FOBs.
In this mode, instead of tickets being lost whenever a vehicle is destroyed, now they are lost whenever a vehicle is spawned onto the battlefield. Like before, different ticket values are lost depending on what vehicle is spawned (a tank would cost far more than an unarmed jeep, of course). Some sort of flood control similar to the existing controls on the numbers of TOW/AA deployables available to the team would be in place preventing the commander from spawning in eight tanks at once.
Other than that, the entire game would play the same as conventional AAS, except with more or less infinite replay value and significantly more strategic depth.
Things that would have to be accounted for/problems with this idea...
90 percent of PR's maps wouldn't work for this mode because their either too small or built with a specific scenario in mind (Barracuda wouldn't work, for example, thing as the Chinese having access to tanks would neither make sense nor be balanced). Still, all the four kilometer maps would likely work fine (Kashan, Burning Sands, Wanda Shan, etc, etc) thing as there would be enough room for all the assets to be in-play without any of them being imbalanced.
Assets available would have to be similar across the armies (something I've admittedly been pushing for for a while now) for balance/gameplay reasons. This would mean only a few "complete" armies would be initially available for this mod - in other words, armies that essentially can be described as having all the assets required for the mode to work in-game (a main battle tank, anti-air vehicle, APC, IFV, attack helicopter, etc, etc).
The commander would have to be competent enough to manage an absolute ton of stuff while still keeping the game fun for all the players; therefore, only the best run servers could really make this work. Nods go out to PRT and TG. Note: I am not suggesting this mode replace AAS.
A huge rebalancing of the game's assets and the game itself would likely be required for this to run properly and remain enjoyable.
Certain assets would be difficult to have spawn correctly, namely helicopters and jets, as they would need to spawn on a runway/helipad and face the right direction.
Last edited by ShockUnitBlack on 2011-02-27 18:50, edited 4 times in total.
"I Want To Spend The Rest Of My Life With You Tonight."
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ledo1222
- Posts: 689
- Joined: 2009-03-16 01:39
Re: Vehicles as Commander designatable assets
Like ShockUnitBlack "90% of maps wouldn't work because there to small." WRONG you can limit what you can spawn on what maps. Just let you know
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Been palying PR:ARMA2 since 0.1v beta

-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....
Been palying PR:ARMA2 since 0.1v beta

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Sgt.BountyOrig
- Posts: 656
- Joined: 2009-02-22 18:12
Re: Vehicles as Commander designatable assets
The problem is, its the SAME RADIO across all maps, so the chinese would get strykers and LAV's, the U.S can get VN-3's and so on.
Not possible.
Not possible.
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Shots1721
- Posts: 65
- Joined: 2009-06-16 15:28
Re: Vehicles as Commander designatable assets
Damn some of you DEV's are starting to get a little narrow minded;[R-DEV]Tonnie wrote:na mate like nick20404 said if you work properly you wont have this problem... Bad idea unrealistic
Thinking about it, it could work for example a squad is set a certain amount of assets or cannot take out any other asset than what they asked for first...so...if they asked for a tank they are assigned 2-3 tanks (depending on the map) to use over the space of 20-30 minutes. If they waste them then they are warned automatically and if more than one is wasted they're squad loses the asset permanently and are dissallowed to use any other asset until the commander forgives them (like teamkilling, probably a hard code to crack). If they continue to do it the server automatically kicks them for say X minutes, if the commander is abusing his power for example, if he assigning one squad every asset after they wasted the other types of assets, the commander is Temp Banned for X hours/minutes (this should be explained in CAPITALS when they assign to be commander).
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the_ganman
- Posts: 151
- Joined: 2009-07-27 21:00
Re: Vehicles as Commander designatable assets
i think this is genius, the rcon codes already inplace for players to magicaly spawn stuf. just a bit of limitation to it and your golden
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: Vehicles as Commander designatable assets
I'm bumping this thread with more-or-less the same suggestion - the commander controls which assets spawn on the battlefield, except this time cannot control what squad gets the assets, unlike as suggested by the original post. Anyway, here's the idea in its entirety for a new game mode separate from AAS.echo wrote:This would require a commander every round otherwise there would be no assets. But I'm afraid people don't always want to go commander and people will just go commander to spawn some of these assets for their own squads and perhaps others if they are nice.
"I Want To Spend The Rest Of My Life With You Tonight."
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seph567
- Posts: 44
- Joined: 2009-02-26 19:54
Re: Vehicles as Commander designatable assets
no mechanism in this world can compensate if some player-side bullshit is going on. so I think this is not going to fix anything.
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Shots1721
- Posts: 65
- Joined: 2009-06-16 15:28
Re: Vehicles as Commander designatable assets
It aint about taking sides no, but its about a new idea thats 'different' and the moment this happens NEARLLY EVERYBODY disagree's, they're too narrow minded. This is a realistic suggestion and with more work on it, this is what could bring the commander role back into PR instead of a wasted player in a booth pressing buttons and just maybe call a JDAM or Area Attack.seph567 wrote:no mechanism in this world can compensate if some player-side bullshit is going on. so I think this is not going to fix anything.
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H.Maverick
- Posts: 716
- Joined: 2010-07-03 12:56
Re: Vehicles as Commander designatable assets
why not have a "commander ability" to call in a Chinook or Pawelow with a Humvee under neath it .
to call in once every 30 min or something, i don't know if it's realistic at all tho..
to call in once every 30 min or something, i don't know if it's realistic at all tho..
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General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
Re: Vehicles as Commander designatable assets
Because its impossible to do it in the enginevance14 wrote:why not have a "commander ability" to call in a Chinook or Pawelow with a Humvee under neath it .
to call in once every 30 min or something, i don't know if it's realistic at all tho..
The closest thing you would get is a parachute attached to the desired vehicle while it falls down
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Imchicken1
- Posts: 512
- Joined: 2008-11-08 05:09
Re: Vehicles as Commander designatable assets
Echo, keep thinking SEPERATE GAME MODE. I think it would only work on certain conditions, such as TG pw nights, where everyone is ready to be fair and teamwork oriented


