So here's a bit of information how the Commander changes are going to work:
Deployments are done like Rally Points .. using the Comm Rose.
Before the CMDR can do anything, they have to deploy a Command Post. This Command Post uses the UAV trailer geometry. It must be set up by Engineers using the wrench. If the Command Post is wrecked, it must be repaired before the Commander can continue to deploy assets (although any currently deployed assets will work).
Commanders can also deploy their own support vehicle. This vehicle can only be operated by Engineers, Commanders and Crewman. There is a time limit on how frequently these can be deployed.
Commanders can place some simple static structures such as sandbag walls and bunkers.
Placing any CMDR asset / structure has an associated ticket cost. More strategically valuable assets have a higher ticket cost. Below 100 tickets no deployment is allowed.
The sandbag structures need to be "constructed" by Engineers using the shovel. If construction does not begin within 1 minute, they will expire from the map.
There are 2 types of bunkers:
- defensive bunkers
- firebases
Once constructed, the Bunkers and Firebases work as spawn points for the entire team. They can be destroyed with AT rockets and such.
You can place 1 bunker for every 3 CPs you control. You can place ONE and ONLY one firebase. Defensive bunkers must be placed within 100m of a controlled CP. Firebases must be placed more than 100m from ANY CP.
(note I might have the distances wrong, can't quite remember).
The CMDR can also place AA cannons. 1 for each bunker placed. These will also expire if they are not "set up" by Engineers using the wrench. AA cannons also have distance "leashes" and a fairly high ticket cost.
Commanders must be:
- using the officer kit
- by a support vehicle
- have a Command Post deployed and not wrecked
.. in order to place structures.
We're working on the engineer repair times and the animations and such. Bunkers and Firebases will require more than one Engineer to construct. We still have quite a bit of tweaking work to do there right now.
iirc only sandbag walls can be placed on 16p maps, no other structures are allowed.
We're just now able (soon) to start more complete functional testing on these elements as we've JUST had a breakthrough with a blocking issue. Once we get the basic bugs sorted out we'll do some play testing and then an Open Beta period will help us more thoroughly resolve game play issues.
There's a lot more detail to it, and I am sure some design issues we'll have to look at once we get into more in depth play testing .. but that's the jist of it. These concepts fit into a larger concept that I hope will materialise for v0.7, but we'll discuss more about that once v0.7 is on our plate. For now .. we're focussed on v0.6.




