Commander spawning

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reaver
Posts: 4
Joined: 2006-05-31 06:36

Commander spawning

Post by reaver »

How about having it so that the Squad leaders (and ONLY the squad leaders) can spawn on the Commander.....

This would encorage the commander to get into the thick of it and means he is ultimatly resposible for where the bulk of the troops are.

RvR
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Uhm...Isnt the commanders role to station himself BEHIND the thick of action to give his troops the commands he needs... Realisticly a commander does not go off into battle like rambo, thats the grunts job...
reaver
Posts: 4
Joined: 2006-05-31 06:36

Post by reaver »

Dylan wrote:Uhm...Isnt the commanders role to station himself BEHIND the thick of action to give his troops the commands he needs... Realisticly a commander does not go off into battle like rambo, thats the grunts job...
ummm yeah I 'spose.... so why is there a 25% point bonus for being in the vicinity of the commander....???


- If you are in the vicinity of either your commander or squad leader, you will receive a 25% additional point bonus, and if you are in the vicinity of both, you will receive a 50% point bonus!


RvR
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Im not sure... All i see is this would get exsploited alot....
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Right...Well I really dont know what to say about that because it doesnt really intersect with what im saying.
.:iGi:. Calcutter
Posts: 13
Joined: 2006-06-02 19:46

Post by .:iGi:. Calcutter »

lol, 1 comander, 5 squads of 6... 5 suqad members spawn on commander, thats 6 peeps at one flag, then the squad members spawn on the squad leaders... WOW!!! 31 people at one flag you'd think they were going to war :-P

Cant happen...
0mikr0n
Posts: 109
Joined: 2006-06-04 03:01

Post by 0mikr0n »

1. They are going to war.

2. It makes sense. I mean, you don't need a commander defending a base when he .A. is a good multitasker and .B. can fight well.

The factor of PRMM that I like is that you can't load up a Humvee and charge to the enemy base at the beginning of a round; you have to take them in order. So what's the point of a defensive commander if the battle isn't going to focus there anyway? Yesterday I was playing Karkand Night, we were USMC heading towards the Train wreck from the suburb... I was laying prone on a low section of the roadway, sniping with full-on night vision and causing havok in the Train Wreck area... and then, almost immediately, I saw a tank speed by on my left, followed by two fully loaded Humvees, followed by a wave of troops. The commander was one of them.

The commander should be able to be spawned on, probably with a yellow dot. If his team is going to be sticking together anyway, they might as well stay with someone who's going to have to fight whether he likes it or not.
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Harmless_Mad_Man
Posts: 156
Joined: 2006-03-02 07:50

Post by Harmless_Mad_Man »

Hmmm would be cool if you could spawn on commander but could be easily exploited so why not make it so the commander can spawn on any SL? Thus no exploits and he can still fight.... :)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

the way it is, is fine IMO. the only reason why we have kept the squad leader spawns is cos they encorage teamwork within the squad. Adding spawn poitns to a commander or what mad man suggested is really not about teamwork, its just about a nice little spot to select on the map to stop walking....
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Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

Commander HALOs from a jet, next minute you know his whole team are there. This doesn't encourage teamwork, sorry.
[k]MuffinMaster
Posts: 172
Joined: 2006-04-20 17:37

Post by [k]MuffinMaster »

Let's introduce the "Platoon leader"... commands 2 squads... with the spawning option...
-MuffinMaster, former [R-CON]

".....there's a life past those weapons you know." -[R-DEV]Gaz
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