An incentive for Commander

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=]H[=TangFiend
Posts: 265
Joined: 2008-08-14 01:51

An incentive for Commander

Post by =]H[=TangFiend »

I scoured the forums and checked the A.S.S. thread so if this has already been asked, please lock. Ostracize, punish and mock me if necessary.

I recall back in the transition from .75 - .80 the reason for removing the commander "Build order" was to help smaller team sizes by fielding all the players. Having no FOBs w/out a commander could be a massive disadvantage.

Is it possible to allow a bonus FOB or two for a team with a commander? Maybe two more in addition to the base six a team gets available at once?

The commander is such a cool aspect to the Battlefield 2 engine and PR, I hate seeing it neglected in rounds. I hope any non restrictive (ie build order) incentives to get someone in the command UAV would be considered.


EDIT: maybe a bonus Logi truck? eh eh?
Looy
Posts: 73
Joined: 2010-05-31 12:26

Re: An incentive for Commander

Post by Looy »

A bit too artificial for my tastes. I'd rather they just make the commander more useful then let people use it due to its actual advantages.

Currently the commander is still quite useful, but other than UAV and Area Attacks (which you only use once every 30minutes) all they do is attempt to order Squads about. Maybe if the commander could spontaneously create inter-squad rallies anywhere near friendly units or airdrop light vehicles he would be used more, he needs a more active ability that requires people to actually stay commander.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: An incentive for Commander

Post by Rudd »

the commander can build firebases, just not defences
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: An incentive for Commander

Post by goguapsy »

But then it would be exploited (CO gets in, puts down a couple of FOBs, retires and go play in the team).

Maybe, if there was no CO, those 2 FOBs were disabled/destroyed (to show the lack of leadership for the team :P ).

This could be an issue as well, though, when the only FOB available in the ground (ex. Muttrah docks for USMC) was CO-made... if he DC'ed (or simply got bored), what happens?

I think that right now, it works fine. PERHAPS a CO is needed to add TOW, then I agree 8-)
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: An incentive for Commander

Post by Cossack »

Yeah, to commander need give more options. So hi could more assist the squad leaders. Nobody wants to be a commander because it is uninteresting.
=]H[=TangFiend
Posts: 265
Joined: 2008-08-14 01:51

Re: An incentive for Commander

Post by =]H[=TangFiend »

goguapsy wrote:But then it would be exploited (CO gets in, puts down a couple of FOBs, retires and go play in the team).
I suppose this is different than somebody becomes CO at :30 min mark . . .screeches about JDAM repeatedly . . . drops JDAM . . retires and go play in the team?



I've seen that move plenty of times
ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: An incentive for Commander

Post by ankyle62 »

how about a special CO fob that the CO can enter and when he is in it people can spawn on it
Vanya
Posts: 147
Joined: 2009-04-29 01:11

Re: An incentive for Commander

Post by Vanya »

ankyle62 wrote:how about a special CO fob that the CO can enter and when he is in it people can spawn on it
That would make it so that the commander can get into the action during his down time. Which in theory would make someone stay commander longer.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: An incentive for Commander

Post by rushn »

I think comander needs more fun stuff then more stuff that helps the team
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: An incentive for Commander

Post by goguapsy »

'= wrote:H[=TangFiend;1397307']I suppose this is different than somebody becomes CO at :30 min mark . . .screeches about JDAM repeatedly . . . drops JDAM . . retires and go play in the team?



I've seen that move plenty of times
Well yeah that's true.

I'd like to have a 15min minimum time for the CO to be able to drop arty (even after waiting 1 hour) to prevent this CO hoping.


Now I would still prefer to leave it as it (FOB system) is but only being able to build TOWs with a CO build order.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: An incentive for Commander

Post by bloodthirsty_viking »

could it be made so he can play a game with the other co? Like they could have a chess game agianst each other to help pass the time?


What is needed most is just a commander who talks to the players, and players who respond and keep him updated. The rare times i go commandes, every 5 - 15 minites or so i type into team chat "Any updates team?" so a SM can tell me whats going on aswell as the SL.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: An incentive for Commander

Post by goguapsy »

bloodthirsty_viking wrote:could it be made so he can play a game with the other co? Like they could have a chess game agianst each other to help pass the time?
Well that's better than the Tetris mode idea...
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: An incentive for Commander

Post by Jafar Ironclad »

Want an incentive to be commander?

If you have good squad leaders, you have a good chance at winning.

If you have a good commander, and you have good squad leaders, you're almost unbeatable.
Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: An incentive for Commander

Post by Operator009 »

Iv'e said this a **** load of times, but, here goes again.

LET THE COM USE HIS RADIO TO SPOT LIKE A SQ LEADER.

They hardcoded a commander mark timer and nerfed the hell out of them. This should be a no-brainer!
CallousDisregard
Posts: 1837
Joined: 2009-06-02 11:31

Re: An incentive for Commander

Post by CallousDisregard »

If anything about the timer could be changed I would want the delete marker to be a constant.
If you do have good SL the map quickly fills with markers, making it hard to tell which are accurate.
I would also like a more defined range for the delete marker so you can avoid deleting mine markers when deleting outdated enemy markers.
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: An incentive for Commander

Post by rushn »

I hope for the Arma 2 mod commander can get an AI squad so that if no one listens he can at least command the AI :)

but yeah the UAV is hard to control without a map and it expires and when you do use a UAV you cant exit out of it and its very annoying

the arty and jdams are the only fun things commander can use
I wish you could zoom all the way in like in vBF2 would have been really awesome(but of course that defeats the purpose of the UAV)
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: An incentive for Commander

Post by Dev1200 »

I think commander's area attack shouldn't start the timer. For example..

1 hour in the round, someone goes commander, drops area attack, and leaves commander.

Instead: Someone has to stay commander for X amount of time, depending on the area attack.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: An incentive for Commander

Post by goguapsy »

Dev1200 wrote:I think commander's area attack shouldn't start the timer. For example..

1 hour in the round, someone goes commander, drops area attack, and leaves commander.

Instead: Someone has to stay commander for X amount of time, depending on the area attack.
Yes, I agree with that. You could make so that... how about this: you can get a JDAM 1 hour in the game (+5 minutes CO ready time, if he just became the CO to drop the JDAM) or you get JDAM (or any other area attack) after 30/40mins if you have a CO (permanently)?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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nir0
Posts: 70
Joined: 2009-11-08 05:29

Re: An incentive for Commander

Post by nir0 »

i'd say i play commander like about 20% of my time
i agree we need some punish for 1 sec commanders (to get officer kit or deploy arty)
also i'd love to see some back steps like forcing commander to be in main, on the command post (to use his map) and building orders were so sexy, but this question has a dark side: grif or afk commander may lead whole team into loose. to cure this, we got munity option, so it's not a problem anymore i do beleive
and i faced a squad who tried to build a fob in enemy's backlines while entire team tried to save the last flag. all they could give was manpower leak, and players spawned there got nothing to do but baserape. so i removed the fob and SL deployed another one. it would be still ok, but this squad got another 100 points for deployed fob, and was the best squad of the team. that pissed me off rly...
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: An incentive for Commander

Post by Rudd »

1 hour in the round, someone goes commander, drops area attack, and leaves commander.
I really don't mind it when this happens tbh.

do you want a good commander or a dude who doesn't want to be commander? yes, it is best to have a commander thats giving you orders etc etc, but alot of people don't want to do that for various reasons, at least people jumping in to the CO position means you can still use the area attack.
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