Command Humvee

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secret.squirrul
Posts: 8
Joined: 2007-02-25 00:28

Command Humvee

Post by secret.squirrul »

I was playing PR a while ago and while looking at the resupply and repair humvee a thought popped into my mind: command and control humvee.

http://www.armyrecognition.com/europe/France/Eurosatory/Eurosatory_2006/pictures/pictures_2006/Humvee_Command_Post_ArmyRecognition_Eurosatory_2006.JPG

A feature you could implement would be that a Commander would be unable to view the battlefield or use assets unless inside the mobile command post.

Just a thought.
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Get off my frickin' nutz!
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Aljen
Posts: 399
Joined: 2006-11-14 14:48

Post by Aljen »

Fantastic Idea!

*looking for his trusty RPG-7, grinning evilly*

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I really like this idea but I am afraid it would be really too easy to destroy poor commander
Truth needs no law to enforce it
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

well it would be one way not to have a fighting commander, but i wonder what the commanders Rally Points will give us to the gameplay
Nimble
Posts: 514
Joined: 2007-03-02 11:58

Post by Nimble »

This would definately get rid of the 'One man squad' commanders with a sniper rifle and artillery. :-x
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

A command apc would be better...
* LAV-C2 (Command & Control)

LAV with a raised roof to accommodate extra radio communication equipment. It is armed with a pintle mounted M240E1 machine gun, and carries 1,000 rounds of 7.62 mm ammuniton.
http://images.military.com/EQGpics/EQG_lavc2_1.jpg
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eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

Commanders will not have Rally Points, tho they will have something similar.

Command Vehicles would be great, we'll be experimenting with that concept in v0.6 in a limited way and then expand on it from there.
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eL33t
Posts: 39
Joined: 2007-02-19 16:23

Post by eL33t »

I love this idea, and if you wouldn't mind, please let me expand upon it.

The commander should be either in the Humvee or a highly armored non-anti personal carrier (The APC but without the Boom Boom). From in there he should be able to use his resources that are available to him. (This much this thread agrees on).

I believe that whatever vehicle he is ultimately in should be outfitted with one of these.
http://www.drs.com/products/index.cfm?gID=18&productID=901
MSTAR detects, locates and classifies moving personnel, moving vehicles and low-flying helicopters. An additional mode detects artillery shell impacts and provides automatic correction data for friendly artillery fire.


I work on portions of this "MSTAR" program and it is very cool. I know that I have missed the UAV's, and this is something that can be mounted on this "New" vehicle and provide a sweep over some portion it's froward view; like a slice of pie.

By introducing this into the game, the commander's role would become integral to the squad based game play, and make it so the commander would have to be embedded with the troops.

What do you think?
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

FH2 has something like this , the comander only can use his toys if he is in a radio station or in a special halftrack
eL33t
Posts: 39
Joined: 2007-02-19 16:23

Post by eL33t »

Anybody like my portion of the idea about using MSTAR?
A-10Warthog
Posts: 1911
Joined: 2007-01-03 01:28

Post by A-10Warthog »

thats a great idea! but wat could it server other than commander personal transport and protection?
Last edited by A-10Warthog on 2007-03-08 01:43, edited 1 time in total.
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Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

'[R-MOD wrote:A-10WarthogPilot']thats a great idea! but wat could it server other than commander personal transport and protesction?
Make it commander can only use their special commander things (map, arty, supplies) when at the main base and when in one of those...
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eL33t
Posts: 39
Joined: 2007-02-19 16:23

Post by eL33t »

thats a great idea! but wat could it server other than commander personal transport and protection?
Ok, here is my vision...

We will call it the "Commanding APC"

For the most part it shares all of the similarities to a traditional APC, 8 wheels, amphibious, etc...

The difference is that it is catered to the Commanders needs. The Commander Drives the APC and operates the turret like a BF2Vanilla APC. The Commander is also the only one who can actually sit in the controlling seat. This APC can only carry 4 passengers, and they can move around to all of the positions except the controlling position. This makes it so the commander can get in and out of the correct seat without fuss.

Instead of the Anti-Personal Cannon mounted in the turret, you have possibly a remote 0.50 Cal machine gun for some light anti-personal ability, but more importantly you have all of the Commanders Toys. All of the Commanders abilities are housed in this APC's turret. If the APC's turret becomes too damaged, the commanders abilities cannot be used until the APC is repaired.

The turret:
The turret houses the Commanders radio link for calling in supply drops, vehicle drops, and artillery strikes. The turret also has the MSTAR mounted on it. (Please see my previous post for more about the MSTAR unit). The MSTAR is pointed in the same direction as the turrets center, and sweeps out an arc of 90 degrees in the direction the turret is pointed for maybe 50 meters (or whatever distance is fair for game play). The commander is the only person who is able to see the MSTAR readout (Similar to the satellite scan in Vanilla). This allows the commander to tell the troops to attack a certain area rather than than all of the troops being able to see the blips like the Vanilla UAV; and makes it so the troops rely on the Commander more.

This may seem like the Commanding APC is powerful, but if programed correctly it's toys can be made extremely vulnerable. For instance, the MSTAR has a big dish that is essential to it's operation. Some machine gun fire could easily disable it, whereas the other toys may take more abuse until they are fully incapacitated. Also, while the commander is in his map mode he cannot see the battle field, operate his 0.50 cal, or drive; so he is a sitting duck. It would be the job of the squads to defend it when not moving.

I believe that this is a very interesting idea, and is not at all far-fetched. I would really like to see this in the game, and on maps where this could be implemented; it would be very cool.
Deadmonkiefart
Posts: 632
Joined: 2007-02-06 04:33

Post by Deadmonkiefart »

secret.squirrul wrote:I was playing PR a while ago and while looking at the resupply and repair humvee a thought popped into my mind: command and control humvee.

http://www.armyrecognition.com/europe/France/Eurosatory/Eurosatory_2006/pictures/pictures_2006/Humvee_Command_Post_ArmyRecognition_Eurosatory_2006.JPG

A feature you could implement would be that a Commander would be unable to view the battlefield or use assets unless inside the mobile command post.

Just a thought.
Neat idea.
My #1 excuse for having a bad game:
"GET-OFF-OF-MY-KEYBOARD-YOU-STUPID-CAT!!!"
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

'[R-DEV wrote:eggman']Commanders will not have Rally Points, tho they will have something similar.

Command Vehicles would be great, we'll be experimenting with that concept in v0.6 in a limited way and then expand on it from there.
i hope you can make the commanders role more attractive again
gerardnm
Posts: 120
Joined: 2007-01-12 10:09

Post by gerardnm »

Guys if you give commanders a vehicle with a gun guys are just going to charge into battle with it. A simpler idea would be to make the commander like a special kit with say a handgun a medi kit and nothing else. This ll stop the commander plus arty and a sniper rifle prob. I find howver that Commander plus tank (if u get a kit) is much deadlier.

I play commander a bit and one thing I'd like is to be able to do is kick SL that don't follow orders. I've had huge probs with renegde SL doing their own thing. While a team can accomodate 1, get 2 renegades and u ve lost if the opps coordinated.

I also think that enemy spotted should be added to the list of orders, I currently use the get repair here order to signal where enemys are (i tell the SL b4 the rounds start) so theres no real change.

I'm not talking about the enemy spooted that BF2 has rather a command like "enemy in this vicinity" or such.

Probably have more to say but am at work

C ya
AfterDune
Retired PR Developer
Posts: 17094
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Post by AfterDune »

Maxfragg wrote:i hope you can make the commanders role more attractive again
It is attractive, but I think the problem lies with SL's not following orders from the commander plus players not knowing how to command. Some Fuzzhead tutorial for this one would be nice :) .

Anyhow, it is a good idea, but if a commander has his personal armoured vehicle, it's tempting to get into the action, driving and running side by side with SL's and locating enemy positions. Of course it's nice to hear and see the gunfire and bullets flying everywhere, but what's the commander doing out there? He should try to stay alive at all costs, providing supplies and arty for the SL's, not taking such great risks.

However, the idea of a commanding vehicle sounds nice. Or perhaps we should use the whats-it-called... the trailer. With some more defences. But that's just something that popped up ;) .
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Sealights
Posts: 215
Joined: 2006-05-13 18:46

Post by Sealights »

Some Illustrations for a comander toy

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Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Post by Michael_Denmark »

Good idea.

And please, no weapons on the Commander vehicle.

Also if the vehicle gets destroyed, then no more eye in the sky. (Eye of God)
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

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We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
Gyberg
Posts: 709
Joined: 2006-08-04 23:36

Post by Gyberg »

gerardnm wrote:I play commander a bit and one thing I'd like is to be able to do is kick SL that don't follow orders. I've had huge probs with renegde SL doing their own thing. While a team can accomodate 1, get 2 renegades and u ve lost if the opps coordinated.
I understand you frustration but this will be missused by crappy commanders. Just last night I had a round on Greasy Mullet as a SL wit a CO who kept on giving me comnpletely random orders. Im not talking about giving me an order that I might have understood later upon arrival or something like that.
I had created a squad named DEFENSE and we were defending outpost, we were being hit very hard by tanks, apcs, infantry and by hostile airsupport, So naturally I used my VOIP connection to the commander and told him that I needed support in all kind of ways. The VOIP channel remained silent and after a couple of seconds I recieved an attack order at the enemy home base WTF!? Ofcourse i disobeyed that order as leaving the flag would have been giving it to the enemy and obviously we could not have captured the enemy home base anyway.
I say make VOIP mandatory for being a Commander so you can explain but also listen to what your SLs say. The commander I had in this gamed sucked so bad and my guess is that several of my fellow SLs in that round would concurr. I would not want a crappy commander like that to be able to kick me from my SL position!
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Anthony Lloyd, himself a former soldier in the British army and a Northern Ireland and Gulf War veteran:
"The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come."
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Post by Michael_Denmark »

Gyberg wrote:I understand you frustration but this will be missused by crappy commanders. Just last night I had a round on Greasy Mullet as a SL wit a CO who kept on giving me comnpletely random orders. Im not talking about giving me an order that I might have understood later upon arrival or something like that.
I had created a squad named DEFENSE and we were defending outpost, we were being hit very hard by tanks, apcs, infantry and by hostile airsupport, So naturally I used my VOIP connection to the commander and told him that I needed support in all kind of ways. The VOIP channel remained silent and after a couple of seconds I recieved an attack order at the enemy home base WTF!? Ofcourse i disobeyed that order as leaving the flag would have been giving it to the enemy and obviously we could not have captured the enemy home base anyway.
I say make VOIP mandatory for being a Commander so you can explain but also listen to what your SLs say. The commander I had in this gamed sucked so bad and my guess is that several of my fellow SLs in that round would concurr. I would not want a crappy commander like that to be able to kick me from my SL position!

That’s why we need to keep on arguing for the star point system.


"...Think next update will focus more on the commander function. Problem with being commander is IMO that everybody can apply for it.

As i see it there should be added a new point system (Star Points) for commanders that give or take star points after how well a player perform the commander role.

The star points should be used not only to indicate how good a commander actually is, but also to determine higher rank, when applying for the C function.

And that concept of being a good C will change since u can receive and loose star point according to your performances."


http://realitymod.com/forum/showthread. ... int+points(star points discussed on page 3)


http://realitymod.com/forum/showthread. ... int+points(star points discussed on page 2)


http://realitymod.com/forum/showthread. ... int+points(star points discussed on page 1)
Last edited by Michael_Denmark on 2007-03-08 13:46, edited 1 time in total.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

ImageImage
We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
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