I agree it is something like this that is needed to make command and control more interesting. However most of these things would be considered exploits in AAS mode I think though, especially the vehicle repair bay. Perhaps if it required like 6 or 10 crates before you could build it it would not be so easy to access.Adalaxy wrote:Something like this would make CommandAndControl so much better.
More commander assets and better commander gameplay
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: More commander assets and better commander gameplay
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SterrUwe321
- Posts: 80
- Joined: 2011-06-28 10:14
Re: More commander assets and better commander gameplay
xD That's so true! People get really confused when i place one of my lovely rallypoints with the (C). Allways have to type in chat they can spawn there and don't need to be afraidDesmoLocke wrote:What is the most rare thing to see in a round of Project Reality?
The commander rally point.
Wish i could place them as Ins commander too
"STUPID Freeman0092" so genius
playing PR since 0.45
playing PR since 0.45
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HAAN4
- Posts: 541
- Joined: 2009-06-12 11:37
Re: More commander assets and better commander gameplay
I still complain why commander markers must have a delay. even if the dealy is only 10 sec,
placing the commander mark delay only because some ''trolls'' is,t realy good idea, we need to make things for sirius commanders. no matter the risk we take if a ''troll'' take up the commander asset.
zero delay now guys, and for ever.
regards, sorry be my english
placing the commander mark delay only because some ''trolls'' is,t realy good idea, we need to make things for sirius commanders. no matter the risk we take if a ''troll'' take up the commander asset.
zero delay now guys, and for ever.
regards, sorry be my english
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_Fizzco_
- Posts: 266
- Joined: 2009-06-17 12:51
Re: More commander assets and better commander gameplay
HAAN4 wrote:I still complain why commander markers must have a delay. even if the dealy is only 10 sec,
placing the commander mark delay only because some ''trolls'' is,t realy good idea, we need to make things for sirius commanders. no matter the risk we take if a ''troll'' take up the commander asset.
zero delay now guys, and for ever.
regards, sorry be my english
Im gonna take a swing and say you haven't been the target of one of these "trolls", its essentially the equivalent of a ddos without having to actually do anything at all.
It was god awful when it was longer, 10 seconds is absolutely fine imo.

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Kevokpo
- Posts: 286
- Joined: 2011-09-25 14:40
Re: More commander assets and better commander gameplay
I would be happy if a movile UAV station is added or the ability to see through the UAV (only the commander) if you are inside a vehicle, so you don't have to be at the base all the time that way the commander would help the morale of the team (if he is not a moron taht only uses UAV to spot FOB's), and can help the team by placing RP's so the whole team can use it, it's the only thing I have never seen in a game since I started to play this mod about 5 years ago
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HAAN4
- Posts: 541
- Joined: 2009-06-12 11:37
Re: More commander assets and better commander gameplay
no 10 seconds is not fine, it could be 2 seconds. just to avoid lag._Fizzco_ wrote:Im gonna take a swing and say you haven't been the target of one of these "trolls", its essentially the equivalent of a ddos without having to actually do anything at all.
It was god awful when it was longer, 10 seconds is absolutely fine imo.
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: More commander assets and better commander gameplay
obpmgmua wrote:How about we give commanders and squad leaders the ability to build unique structures other then fobs and base defenses. Squad Leader must request and Commander must authorize.
Field Hospital
A simple tent like structure which heals any friendly unit. In order to heal the player must lay down in a bed just like entering and exiting a vehicle. The player cannot attack when in bed.
Vehicle Repair Bay
A tent which vehicles drive in get repaired and re-armed. It's flaw is it's very weak and can be destroyed by a single rocket or timed c4 explosive.
Helipad
Same as vehicle repair bay except for helicopters.
Ammo Dump
A small structure which Infantry can resupply their ammo and request new kits.
Dry Dock
This one may be a little tricky to implement. It spawns a RIB every X amount of seconds/minutes and repairs/resupplies them.
Barracks
A combined Ammo Dump and Field Hospital except with the ability for players to spawn there.
Garage
Spawns a Humvee or equivalent light transport vehicle every X amount of seconds/minutes.
Command Center
This one is deployable by the commander only. In order for the commander to access any assets or allow SL's to deploy any asset. The commander must build choose a spot and deploy a command center first.
I play way too much Command and Conquer.
A bunch of nice brainstorming ideas, but they honestly don't fit into PR gameplay.
The repair bay, build of 2 big creates and having only a certain ammount of "repair" ammo (if this works), would be nice though. Trucks are still serving for "in field repairs" cases.
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Bluedrake42
- Posts: 1933
- Joined: 2009-07-23 17:52
Re: More commander assets and better commander gameplay
TBH I really just want more constructables period, commander placed or not
granted the ones suggested above are mostly pretty bad, but being able to place more stuff would just be great for FOBs.
Even being able to deploy a helipad at all that doesn't repair helicopters would be invaluable.
granted the ones suggested above are mostly pretty bad, but being able to place more stuff would just be great for FOBs.
Even being able to deploy a helipad at all that doesn't repair helicopters would be invaluable.
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: More commander assets and better commander gameplay
Actually... Bluedrake has a point here;
Helipad - Needs 2 or 3 crates, is deployable like others, what it does is provide a flat landing spot... simple yet elegant.
And the field hospital (that is getting suggested every now and then) could be also deployed with 2 or 3 crates and would be some kind of a vehicle - 5 to 8 slots, and if medic gets in, he heals all the others at the same time... as it is now in teh vehicles, afaik.
Though the helipad is better.
Helipad - Needs 2 or 3 crates, is deployable like others, what it does is provide a flat landing spot... simple yet elegant.
And the field hospital (that is getting suggested every now and then) could be also deployed with 2 or 3 crates and would be some kind of a vehicle - 5 to 8 slots, and if medic gets in, he heals all the others at the same time... as it is now in teh vehicles, afaik.
Though the helipad is better.
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UTurista
- PR:BF2 Developer
- Posts: 985
- Joined: 2011-06-14 14:13
Re: More commander assets and better commander gameplay
the helipad was already suggested and it's a bad idea m'kay.
You just need to look to tanks and CBS bridges and you'll see that BF2 engine doesn't allow a proper interaction between vehicles and objects, so imagine the situation with a heli.
And any good pilot will prefer to hover, drop and bail out instead of taking the time in landing on a helipad.
For the field hospital you have your medics
You just need to look to tanks and CBS bridges and you'll see that BF2 engine doesn't allow a proper interaction between vehicles and objects, so imagine the situation with a heli.
And any good pilot will prefer to hover, drop and bail out instead of taking the time in landing on a helipad.
For the field hospital you have your medics

Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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Bluedrake42
- Posts: 1933
- Joined: 2009-07-23 17:52
Re: More commander assets and better commander gameplay
I still would like to see an overhaul for the UAV... where instead of the commander just camping in main, you have to build a UAV command center at a FOB, and you can only deploy the UAV within a certain range of the command center. Similar to the mortars.
Makes the UAV less of an OP tool like it is now, at least you can take out the UAV command center, and have a fighting chance instead of just taking it in the rear.
Makes the UAV less of an OP tool like it is now, at least you can take out the UAV command center, and have a fighting chance instead of just taking it in the rear.
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: More commander assets and better commander gameplay
Just because the UAV has a "bug" when you place it in a forbidden zone doesn't mean it is under powered Dr_Death. Your just not using it properly, since you should never place it near the enemy main or near the edge of the map.Dr_Death wrote:As of right now UAVs are UP, they serve barely any purpose, like i said before, with the lack of marker of position of the UAV on the map and with the fact that if your UAV gets out of map and you are using it you will still recieve damage, makes at the end the UAV being just a waste of tickets (i THINK it wastes tickets, but i am not sure)
Except for maps like Yamalia where everything looks the same it is quite easy to use landmarks as guidelines to where exactly to place the markers on the map. Since you can monitor the area continuously you never need a pinpoint accurate marker anyway, since you can just guide the squad in the right direction if necessary.
The UAV does not cost tickets but if you die in the UAV trailer you lose the standard 2 tickets for a death.
The current UAV system is OP and often totally removes the feeling of FOW (Fog Of War) which is the only thing that keeps flanking units alive.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: More commander assets and better commander gameplay
I like this idea too. I also think the UAV is quite OP now, especially on 1KM maps where a single, central deployment will yield about 75% of the map visible at some point.Bluedrake42 wrote:I still would like to see an overhaul for the UAV... where instead of the commander just camping in main, you have to build a UAV command center at a FOB, and you can only deploy the UAV within a certain range of the command center. Similar to the mortars.
Makes the UAV less of an OP tool like it is now, at least you can take out the UAV command center, and have a fighting chance instead of just taking it in the rear.
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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: More commander assets and better commander gameplay
I really like the idea. There must be a way to destroy the UAV and a deployable is a good way to implementent this. Another way would be some kind of UAV vehicle that can deploy a UAv when its stationary, but the deployable is much easier to create i think.
[KSK]
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Adalaxy
- Posts: 103
- Joined: 2013-03-05 00:09
Re: More commander assets and better commander gameplay
If this is implemented Command and Control games will be so much more interesting. You could actually build an effective critical base.Bluedrake42 wrote:I still would like to see an overhaul for the UAV... where instead of the commander just camping in main, you have to build a UAV command center at a FOB, and you can only deploy the UAV within a certain range of the command center. Similar to the mortars.
Makes the UAV less of an OP tool like it is now, at least you can take out the UAV command center, and have a fighting chance instead of just taking it in the rear.
soundcloud.com/adalaxy
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: More commander assets and better commander gameplay
It's a UAV not a satellite scan. It is supposed to only be able to cover one area at a time, only that the current version can travel 4km in an instant. That means it travels what? about 3.000 km/h ?Dr_Death wrote:that's why the UAV was created in first place, to take down the fog of war.


