Commander Training/Tutorial

General discussion of the Project Reality: BF2 modification.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Post by AfterDune »

Ferocious_Imbecile wrote:Frankly, without artillery, there's scarcely any reason to be commander. What I would like to see on the commanders' map is the correct sequence of flags that have to be seized.
What about coordinating attack and defense? The commander is not to only approve artillery strikes... :s.

Regarding the map, that indeed would be nice. They say the role of commander changes from 0.6. Perhaps they implemented this feature as well?

@devs: Where's the ;) ? :D
Red Halibut
Posts: 543
Joined: 2006-08-10 16:45

Post by Red Halibut »

Hear Hear!

A commander's role is to act as a co-ordinator of squads.

"Squad 1 and 2 hold the 5-6 line, eyes on Bravo and Charlie 6"
"Squads 3, 4 move SE, and hold Delta 4, eyes on South east"
"Squad 5, move in and cap that flag."

Artillery is only a tiny part of a commander's role...
Image
"It is not the responsibility of a defender to leave the objective unguarded just so his opponent sucks less."
RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

Post by RGG:Dale »

ive heard you are setting up a commander training programme mike

this would be even more interesting if you had a set of useful "controlable" people to form a squad on the other team to do what you wanted, so you wont have something unexpected, and if they were informed to lose they would do so, making AAS a bit more meaningful to the commander because then he has to inform the squad to prepare for a counter attack giving them a defend icon.

(reposted as requested by mike ;) )
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