Commander Interface needs overhaul

Post your feedback on the current Project Reality release (including SinglePlayer).
Psyrus
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Re: Commander Interface needs overhaul

Post by Psyrus »

L4gi wrote:Commander tells people what to do, not suggest it.
Maybe in an organized game, but as a long term pub commander, I've found if you start bossing people around... they're gonna push back. Starting with suggestions, and then working up to basically telling people what to do once they trust you, works way better in my opinion.
L4gi
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Post by L4gi »

Ive been commanding pub games and organized matches for YEARS and from personal experience I can say that telling people what you want them to do is better than suggesting. Maybe its just me though, I rarely have a problem with people not following orders and if I do I can aleays report em to an admin.
Psyrus
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Re: Commander Interface needs overhaul

Post by Psyrus »

L4gi wrote: Maybe its just me though, I rarely have a problem with people not following orders and if I do I can aleays report em to an admin.
Maybe it's my fault for playing on servers that don't enforce that kinda stuff, then :-? :o ops:
DDS
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Post by DDS »

L4gi wrote:Ive been commanding pub games and organized matches for YEARS and from personal experience I can say that telling people what you want them to do is better than suggesting. Maybe its just me though, I rarely have a problem with people not following orders and if I do I can aleays report em to an admin.
Lol, from my experience unless a server actively and consistently ENFORCES follow reasonable CO orders you'll be laughed off the server, and worse resigned like I was by a CIA admin for !r a player last week. TG is the only server I remember who consistently held to that standard.

If the CO interface is revamped it would be welcomed. But it won't change player attitude towards CO. The CO is held to a higher efficiency standard than a squad that loses 12 tanks in a game or a moron who crashes a CAS consistently in a round. Why is it a squad leader can lose 30+ of his guys in questionable engagements but a CO dare not make a mistake. Its backwards.

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Last edited by DDS on 2013-05-01 09:23, edited 3 times in total.

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PoisonBill
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Re: Commander Interface needs overhaul

Post by PoisonBill »

IMO, a topographical map would be the most time consuming worthless waste of time. That should maybe be a bonus, not a standard.
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DDS
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Re: Commander Interface needs overhaul

Post by DDS »

PoisonBill wrote:IMO, a topographical map would be the most time consuming worthless waste of time. That should maybe be a bonus, not a standard.
I don't know. Interesting thought. If only the CO had a topographical map (maneuverable UAV would be slick) with other parts of the tool set the commander role would have more value.

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Adalaxy
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Re: Commander Interface needs overhaul

Post by Adalaxy »

PoisonBill wrote:IMO, a topographical map would be the most time consuming worthless waste of time. That should maybe be a bonus, not a standard.
Project reality is the name in reality you would not want to enter battle without a topographical map. Besides if the CO had a map like this he could quickly figure which soldiers can see which on his map and could more quickly task the right group for supporting fires.

Mission planning tools would be awesome too. Could the game be coded to set a string a way points for each squad independently of each squad?
Mongolian_dude
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Re: Commander Interface needs overhaul

Post by Mongolian_dude »

Might be cool if the CO could see flag radiuses and see if his troops are in it or not.

Perhaps statistics of armour pieces and deployable assets, such as ammo & damage.

And if the time to place markers could be greatly reduced.


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risegold8929
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Re: Commander Interface needs overhaul

Post by risegold8929 »

'[R-MOD wrote:Mongolian_dude;1890235']Might be cool if the CO could see flag radiuses and see if his troops are in it or not.

Perhaps statistics of armour pieces and deployable assets, such as ammo & damage.

And if the time to place markers could be greatly reduced.

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IIRC the DEV's said they are changing this to a small or no time limit now and it was originally made like this to prevent commander exploits (Transport drop commander hack in vBF2 anyone?)
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Kovanaama
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Re: Commander Interface needs overhaul

Post by Kovanaama »

I tried to make a marker (spotting enemy with UAV) and sometimes it gives the question mark on the map and sometimes nothing happens. Is this a bug or am i doing something wrong?

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Mineral
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Re: Commander Interface needs overhaul

Post by Mineral »

I don't think you can automatically place markers by spotting enemy units like in vbf2. You need to identify the targets yourself and place commander markers on the map yourself.
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Moszeusz6Pl
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Re: Commander Interface needs overhaul

Post by Moszeusz6Pl »

It's supposed to give you question mark on the map, so you know where to put correct marker.

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Bluedrake42
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Re: Commander Interface needs overhaul

Post by Bluedrake42 »

I would like a topographical map, and more place-able markers such as "Hot" AA zones and the like would be awesome.
DDS
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Post by DDS »

risegold8929 wrote: it was originally made like this to prevent commander exploits (Transport drop commander hack in vBF2 anyone?)
Before the change CO's would grief the server by filling up the screen with icons. This was adressed by the time limit.

A releif map might be more feasible as to give the CO a better perspective of terrain features.

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CR8Z
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Re: Commander Interface needs overhaul

Post by CR8Z »

Who doesn't miss giant penises drawn over the whole map using infantry markers?
KneeHiGh
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Re: Commander Interface needs overhaul

Post by KneeHiGh »

[R-MOD]Mongolian_dude wrote:Might be cool if the CO could see flag radiuses and see if his troops are in it or not.

Perhaps statistics of armour pieces and deployable assets, such as ammo & damage.

All these ideas are very good and would be better than trying to figure out where that mortars are set up or how many TOWs can the team still deploy...
Mongolian_dude
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Re: Commander Interface needs overhaul

Post by Mongolian_dude »

DDS wrote:Before the change CO's would grief the server by filling up the screen with icons. This was adressed by the time limit.

A releif map might be more feasible as to give the CO a better perspective of terrain features.

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Now we have the Mutiny button, this shouldn't be such a big deal now


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Rhino
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Re: Commander Interface needs overhaul

Post by Rhino »

[R-MOD]Mongolian_dude wrote:Now we have the Mutiny button, this shouldn't be such a big deal now
That's been in since vBF2 iirc?

Also the timer on placing the next marker is limited due to some hard coding DICE put into the BF2 v1.5 patch to stop the hack where hackers would spawn loads of vehicle drops in vBF2 or something like that afaik and we can't change it.
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doop-de-doo
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Re: Commander Interface needs overhaul

Post by doop-de-doo »

DDS wrote:Before the change CO's would grief the server by filling up the screen with icons. This was adressed by the time limit.
[R-DEV]Rhino wrote:Also the timer on placing the next marker is limited due to some hard coding DICE put into the BF2 v1.5 patch to stop the hack where hackers would spawn loads of vehicle drops in vBF2 or something like that afaik and we can't change it.
I can set multiple icons on the map with no time limit using the "point>access radio>set distance>set item" system. Unfortunately, the CO doesn't get a marker to use to find distances.

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Mongolian_dude
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Re: Commander Interface needs overhaul

Post by Mongolian_dude »

[R-DEV]Rhino wrote:That's been in since vBF2 iirc?

Also the timer on placing the next marker is limited due to some hard coding DICE put into the BF2 v1.5 patch to stop the hack where hackers would spawn loads of vehicle drops in vBF2 or something like that afaik and we can't change it.
The old system is obsolete now, and works pretty much the same as the old school change map vote system. From what I understand, we added our own one that can be initiated by squad leaders only at the spawn menue, and is voted for by squad leaders only. I don't know what the vote requirements are to successfully dipose a CO though.

Would it be hard to turn off the marker time limit (im guessing its all or nothing choice?) and instead replace it with python coding?


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