An incentive for Commander

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Looy
Posts: 73
Joined: 2010-05-31 12:26

Re: An incentive for Commander

Post by Looy »

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?
Give sappers gameboys with tetris on to pass the time while they IED camp too.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: An incentive for Commander

Post by doop-de-doo »

The main assets the CO has at this time are: UAV; arty; mobile command vehicle.

-I've seen, IMO, a brilliant idea which would remove flag markers for all non-CO players. The effects are obvious. (only for non-skirmish maps)
-Maybe a "kick SL from squad" option would give him greater control (of which "mutiny" would be the opposite where SLs can remove the CO in the case of misuse). Hardcoded?
-The timer idea could be implemented to avoid usurping CO assets. It could be accumulative where every timer event enables something (UAV becomes available again, points given, team gains extra assets, etc.). If the CO disconnects, the timers are not reset so the team is not handicapped.
-A strange idea. Where kills through FB assets give teamwork points to the CO.
Last edited by doop-de-doo on 2010-08-23 23:01, edited 2 times in total.

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: An incentive for Commander

Post by badmojo420 »

Would be cool if the commander could deploy an observation tower asset at a firebase. Basically just a tall tower with a high zoom camera on top for the commander to observe the area around the firebase.

I know these are used by Canadian Forces in Afghanistan to monitor the area around bases. But, since the main bases in PR are pretty secure already, the FOB could use it more. And it gives an alternative (to the UAV) to commanders who don't want to remain in the main the whole round. I'm thinking maybe the CO and SL's could use the asset. (Officer kit required to enter) But only the commander can place it. And max 1 per map.

The actual object could be a commander APC with a tower beside it. So it would require lots of room to place and would be very noticeable to the enemy.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: An incentive for Commander

Post by goguapsy »

doop-de-doo wrote: -Maybe a "kick SL from squad" option would give him greater control (of which "mutiny" would be the opposite where SLs can remove the CO in the case of misuse).
Very interesting. Just needs a vote for at least half of the other squad leaders...
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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Indistinct0
Posts: 94
Joined: 2010-07-27 21:27

Re: An incentive for Commander

Post by Indistinct0 »

Bring back bunkers, allow it so the commander can place Bunkers and FOB's, maybe some anti infantry wire that doesn't hurt vehicles very much and is difficult for infantry to pass through (Bringing back the importance of the combat engineers, and then maybe we will see an engineer squad with some mech and stuff.
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sakils2: 1) They are called suppressors. 2) Soldiers in PR represent regular grunts not SF operators. 3) I am drunk. 4) Lock.
Project Reality; Because at a certain point in life you realize real bullets f**king hurt and dying isn't cool.
Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: An incentive for Commander

Post by Trooper909 »

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.

I dont like the sound of that.Unless ofcourse you give the commander lots more to do. Forcing some poor chump to have the mind numbing job of commander just to drop arty every half hour/hour is unfair.

you cant even place markers anymore damnit!

commander:looks at a enemy position through the UAV screen goes to mark them *damnit on cool down* ok ill place a move marker so I remember where thay are o cant do that.Ill place and observe marker through a squad to go sort it out o thay rejected it and headed to useless part of the map Grr! *spams the dubuke squad command and rage quits commanding.


Also to the FOB stuff our main bases are about the size of a real life FOB and our FOBS are errr giant rally points.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: An incentive for Commander

Post by doop-de-doo »

I don't think players join a PR round all jacked about watching blue and green blips on a map. We want the action. People won't go commander because there isn't enough fun involved. The new UAV coming in with laser designation might be enough of a boost. Hopefully it comes with the ability to place markers while using the camera.
goguapsy wrote:Very interesting. Just needs a vote from at least half of the other squad leaders...
A vote would be right. I just don't know how possible the original idea is through the BF2 engine.

:evil: B4TM4N :evil:
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: An incentive for Commander

Post by Dev1200 »

Trooper909 wrote:I dont like the sound of that.Unless ofcourse you give the commander lots more to do. Forcing some poor chump to have the mind numbing job of commander just to drop arty every half hour/hour is unfair.


If your playing as commander just to drop arty, your doing it wrong ^_^ The main boost the commander gives is already in game: Provides players with a "Superior", to control and co-ordinate things such as supply drops, transportation, CAS, etc.
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the_ganman
Posts: 151
Joined: 2009-07-27 21:00

Re: An incentive for Commander

Post by the_ganman »

playing commander is awesome when the sl lissen to you. No matter how much fun stuf you can give me i wont stay commander unless my orders are acknoledge and done.

Also remove SL be awesome so you can get rid of all none VOIP SL.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: An incentive for Commander

Post by Dev1200 »

the_ganman wrote:playing commander is awesome when the sl lissen to you. No matter how much fun stuf you can give me i wont stay commander unless my orders are acknoledge and done.

Also remove SL be awesome so you can get rid of all none VOIP SL.
removing SL's would be a LITTLE harsh. I doubt they can change it though, but it's for the better.
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Slightchance
Posts: 49
Joined: 2007-12-12 12:14

Re: An incentive for Commander

Post by Slightchance »

How about making the UAV never simply run out of time so the commander can always be doing something actively without requiring SL input?

The new UAV will spawn in at a certain location for a period of time, and then can be requested again later at a different location as I currently understand it from the highlights section.

Perhaps you will have a one or two minute wait before calling it into the next location. This could always give the commander a UAV to fly around. Perhaps if this is implemented find a way to make the UAV able to be destroyed as a way to compensate for this new ability with a respawn timer.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: An incentive for Commander

Post by doop-de-doo »

I should issue a warning about UAVs. Quite a few COs have to stop managing their team so they can use the it. I would almost be happy to have someone else fly the UAV for me when I'm playing as CO.
Dev1200 wrote:removing SL's would be a LITTLE harsh. I doubt they can change it though, but it's for the better.
I don't think it's harsh. I've seen good commanders get mutinied by bad SLs. I would think it's harsh to kick them for lack of VoIP, especially if they're doing a good job.
Last edited by doop-de-doo on 2010-08-25 15:45, edited 1 time in total.

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Boommelonshot
Posts: 28
Joined: 2008-07-01 14:55

Re: An incentive for Commander

Post by Boommelonshot »

idk necessarily if what you suggest need to be added to the commander but i do think more things need to happen for the CO to be a more desirable way to play the game.
Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: An incentive for Commander

Post by Operator009 »

I am commandeering this thread!

Jacked fool!


No, but seriously, the com has been a little gimped since they patches BF2 and gave him a 1min timer for markers. Is there anyway we can let him mark like a SQL as well (set dist select tar type, etc from the radio...)?
Firepower01
Posts: 92
Joined: 2009-10-17 08:17

Re: An incentive for Commander

Post by Firepower01 »

I find the biggest problem when I command is having squads actually communicate with me so I can get them the supplies they need, or the CAS/Trans they need. Which normally makes me resign because I feel as if I'm being useless. Also would there be a way for the commander to have his own personal marker (like an observe marker) and allow him to spot stuff with the radio like a normal SL? And maybe add like a personal jeep that only the commander can use so he can move to different spots in the battlefield and observe the situation?
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: An incentive for Commander

Post by doop-de-doo »

Bonus Points to commander per flag under team control?

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