Commander Changes in v0.6
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Clypp
- Posts: 2148
- Joined: 2006-07-17 18:36
Nice. I LOVE the shift toward an asset centric game. This will also fix the lonely commander seat syndrome.
I am so glad these things cost points rather than time. The ticket system needs to have more influence on the game.
I'm not sure as to the purpose of bunkers except for the AA placement. 2 LAT are not hard to field so these bunkers will not last long enough to make any impact but I might be totally wrong.
Can we have a destroyable armory too? (For kit requests at main base) Map overlay control center? Reinforcement requesting radio?(Slows vehicle spawns) Placeable razor wire? Motion/tremor sensors for base perimeter?
I am so glad these things cost points rather than time. The ticket system needs to have more influence on the game.
I'm not sure as to the purpose of bunkers except for the AA placement. 2 LAT are not hard to field so these bunkers will not last long enough to make any impact but I might be totally wrong.
Can we have a destroyable armory too? (For kit requests at main base) Map overlay control center? Reinforcement requesting radio?(Slows vehicle spawns) Placeable razor wire? Motion/tremor sensors for base perimeter?
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Master Shake
- Posts: 159
- Joined: 2007-02-23 13:02
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Wasteland
- Posts: 4611
- Joined: 2006-11-07 04:44
Awww, sorry Animalmother.'[R-DEV wrote:eggman']
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.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
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ArmedDrunk&Angry
- Posts: 6945
- Joined: 2006-07-14 07:10
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Rick_the_new_guy
- Posts: 291
- Joined: 2006-12-01 17:01
Firebase will be where the arty spawns in at or the mortors.
http://wordnet.princeton.edu/perl/webwn?s=firebase
Good, night. This is way better than I thought.
Being a teamplayer, I'll gravitate to the CO and his Support team.
Thanks champ.
http://wordnet.princeton.edu/perl/webwn?s=firebase
Good, night. This is way better than I thought.
Being a teamplayer, I'll gravitate to the CO and his Support team.
Thanks champ.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
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(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
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Deadmonkiefart
- Posts: 632
- Joined: 2007-02-06 04:33
Wow I am soooooo excited! Just one suggestion- could you add razor wire to the choices of things that can be built be engineer after being requested by commander? That would be a really effective/neat/strategic commander asset. Ok sorry I didn't read the whole thing before posting - Excellent idea Clypp.
Last edited by Deadmonkiefart on 2007-03-30 04:53, edited 1 time in total.
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Rick_the_new_guy
- Posts: 291
- Joined: 2006-12-01 17:01
There are several huge factors that will improve the replay value of each map and better concentrate the battles.
The bunkers and Firebases will be put in locations that are 100? meters from a friendly CP. This will allow a tactical CO to set-up good spawn points for his Unit to spawn in so pressure on the CP will be lifted from a good team that is blitzing. (more concentrated battles and less frustraction of not being able to spawn in at a CP).
Before, every structure was in the same place on every map. Here, the CO decides where the Unit's assets will go. Impressive, most impressive.
This will make the demolisions crew's job tougher, because they will need to locate it first, then ty to destroy it.
Another great thing, is that the CO has to have his/her boots on the ground at that location to get this stuff going.
egg and devs, what would you'all recommend the make-up of the logistics/support squad to be?
Q:
When the Unit Advances and secures the next CP, can the CO travel there and do it all over again? Or will the bunkers and stuff have to stay at the old CP until destroyed?
The bunkers and Firebases will be put in locations that are 100? meters from a friendly CP. This will allow a tactical CO to set-up good spawn points for his Unit to spawn in so pressure on the CP will be lifted from a good team that is blitzing. (more concentrated battles and less frustraction of not being able to spawn in at a CP).
Before, every structure was in the same place on every map. Here, the CO decides where the Unit's assets will go. Impressive, most impressive.
This will make the demolisions crew's job tougher, because they will need to locate it first, then ty to destroy it.
Another great thing, is that the CO has to have his/her boots on the ground at that location to get this stuff going.
egg and devs, what would you'all recommend the make-up of the logistics/support squad to be?
Q:
When the Unit Advances and secures the next CP, can the CO travel there and do it all over again? Or will the bunkers and stuff have to stay at the old CP until destroyed?
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
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Deadmonkiefart
- Posts: 632
- Joined: 2007-02-06 04:33
I used to play as commander all the time before I started PR, and my team never lost with me as commander. PR took all of the power out of commander, and I was nearly helpless. After my 1st few games I stopped playing commander, because I was getting tired of only being able to order squads around without being able to help them out at all. I am really excited that I can finally make a difference, and I will now start to play as commander some of the time.
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hoc_xfirestormx
- Posts: 464
- Joined: 2007-02-15 23:11
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[-=IDSF=-]SykloAG
- Posts: 403
- Joined: 2006-11-25 12:56
Wow. It sounds like PR is going to take gameplay to a whole new level.
I liked the razor wire idea Clypp - that would definitely be useful.
This would make the engineer position much more useful than just a vehicle repairman that he currently is.
Unfortunately, it sounds like the changes will keep the commander too busy for handing out targets to aircraft. What are the chances for seeing an ATC position?
I liked the razor wire idea Clypp - that would definitely be useful.
This would make the engineer position much more useful than just a vehicle repairman that he currently is.
Unfortunately, it sounds like the changes will keep the commander too busy for handing out targets to aircraft. What are the chances for seeing an ATC position?
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Rick_the_new_guy
- Posts: 291
- Joined: 2006-12-01 17:01
I do not see this happening.'[-=IDSF=- wrote:SykloAG']
Unfortunately, it sounds like the changes will keep the commander too busy for handing out targets to aircraft.
CO usess the commo rose to make the fondations for the what nots (UAV trailer deal), they then can go back to doing other things.
The CO will need the Officer kit, so he/she will not be doing any buliding or sandbagging.
___
I am pretty sure the CO will not be able to join a squad and still be a CO.
Man, this will certainly help a weaker team from being pushed back time and time again. They will have a defense RP to spawn in at when an important CP is under attack. So like in AAS in .4 we get concentrated battles, but due to the way the assets are set up (and in what CP), the replay value will be better than in .5 now
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Another question
Will every map not have any arty on it now? So if a team wants arty they need:
1. CO who has an officer kit
2. The UAV trailer down
3. Support truck
4. logistics squad to build it.
Last edited by Rick_the_new_guy on 2007-03-30 05:08, edited 1 time in total.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm






