Redifining the commander role

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
Doc.Canis
Posts: 30
Joined: 2007-03-11 14:24

Redifining the commander role

Post by Doc.Canis »

The thing most in need of attention in PR is the commander in my oppinion.

The command tree where SL can speak to his troops and to the commander is not working very well. Mostly because teams often lack a commander resulting in no voice communication between the squads. The link through the commander isn't that useful in the first place. It would be great if all squad leaders had a channel they could speak directly together.

The commander should be the guy sitting in safety and looking at satelite scans etc. Out of harms way and without an avatar on the battlefield. The problem is though... this is a shooter and people playing a shooter generally like to shoot things.

So redefining the commander into something that is both fun to play and useful would be great (plus realistic enough to fit into PR).

It should be a system that embraces the concept of the playing/shooting commander - because sitting under a table the entire game sucks.

1. All the boring stuff should be automated (supply etc.) They should be on a per squad based timer (which should be longer than what it is now of course), so that when a SL asks for supplies they just come if they are ready even without a commander.

2. The commander could have a special task force (with above average equipment), a small squad of three, that can relocate to any friendly rally point at any time. Perhaps even relocate to a friendly SL position. Insertion by parachute perhaps.

3. Every SL can spawn at the commander when dead.

4. Commander shannel is for all SL's and commander and they can all listen an talk in the same channel.
bobfish
Posts: 217
Joined: 2007-03-11 11:41

Post by bobfish »

Just have it so the commander can use a model command vehicle, he can drive it, but only use it when it's stationary/deployed. Once it's deployed he has limited functions available to him, an unmanned recon drone which he can pilot, instead of the current system where it just deploys and flies in circles. And obviously artillery once target is designated, supply drops and maybe something else.. like there is a thread here about field hospital, why not be able to call in a ambulance to set up somewhere..

Let the command setup a real command post and maintain it.
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

Use the Search function......new options coming in .6 for the commander.
All good things come to those who wait.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

bf2 voip is hardcoded as i understand it so it can't be changed i think.
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Post by Michael_Denmark »

Doc.Canis wrote:The thing most in need of attention in PR is the commander in my oppinion.

The command tree where SL can speak to his troops and to the commander is not working very well. Mostly because teams often lack a commander resulting in no voice communication between the squads. The link through the commander isn't that useful in the first place. It would be great if all squad leaders had a channel they could speak directly together.

The commander should be the guy sitting in safety and looking at satelite scans etc. Out of harms way and without an avatar on the battlefield. The problem is though... this is a shooter and people playing a shooter generally like to shoot things.

So redefining the commander into something that is both fun to play and useful would be great (plus realistic enough to fit into PR).

It should be a system that embraces the concept of the playing/shooting commander - because sitting under a table the entire game sucks.

1. All the boring stuff should be automated (supply etc.) They should be on a per squad based timer (which should be longer than what it is now of course), so that when a SL asks for supplies they just come if they are ready even without a commander.

2. The commander could have a special task force (with above average equipment), a small squad of three, that can relocate to any friendly rally point at any time. Perhaps even relocate to a friendly SL position. Insertion by parachute perhaps.

3. Every SL can spawn at the commander when dead.

4. Commander shannel is for all SL's and commander and they can all listen an talk in the same channel.

I agree in the following:

"...The command tree where SL can speak to his troops and to the commander is not working very well."


The rest in your post: Don't agree. Too lazy right now to write the arguments. Pls try to search on the word commander. Good reading.

Mike
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
Viper5
Posts: 3240
Joined: 2005-11-18 14:18

Post by Viper5 »

.6 will feature some changes that give a team with a good commander an enormous advantage.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

instead of the current system where it just deploys and flies in circles
There is no UAV.
Image

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
Doc.Canis
Posts: 30
Joined: 2007-03-11 14:24

Post by Doc.Canis »

'[R-PUB wrote:Viper5'].6 will feature some changes that give a team with a good commander an enormous advantage.
That's a good solution too.

But there are two things that need to be present for pub play.

1. Commander is useful
2. Playing a commander is fun.

That's all that is needed really and how you do it may be irelevant.

For clan play only number 1 is important.

But look forward to 0.6 and the fact that you're working on the commander role is nice.
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

Yeah working on new commander functions now.. needs a bit more polish and such, but it's getting there. And some play testing, but it will be nothing like the CMDR in vBF2 and .. if anything .. I think we will find that there might be too much for the cmdr to do, I think initially folks will be overwhelmed a bit, then they'll sort it out and figure out what is important.
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

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

Post by Michael_Denmark »

Looking forward.
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
Threedroogs
Posts: 404
Joined: 2006-07-20 00:38

Post by Threedroogs »

if we can get to the point where we have a commander every round, the mod will be even better. the commander role seems to be even more important with the changes in v0.5, seeing as how rally point placement and defense are so important.

intra-squad communications are most easily fixed by encouraging players to play the role of the commander. i cant wait to see the commander changes in v0.6!
Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!

http://www.youtube.com/watch?v=x3-E3xuQtqI
Post Reply

Return to “PR:BF2 Suggestions”