Commander Changes in v0.6
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Copy_of_Blah
- Posts: 195
- Joined: 2006-05-14 21:55
If you are so worried of someone else's incompetence at the role of commander do it yourself.
I think you could be jumping to conclusions about the spawn points. There are already rally points, squad leaders, APC, etc. The sound of one more that you can get requests from and spawn at sounds like a positive thing.
Paramount? We don't know that yet.
We know that this will make the commanders job more interesting. Which is the #1 reason so few play that role to begin with.
I'll bet after a while there will be more commanders in 0.6 than in previous versions.
Each version and sometimes within versions of PR there is a learning curve. That's just the way it is.
Something is afoot here that we don't know about yet. Give them the credit of their foresight.
Personally, I like the change in and of itself.
I think you could be jumping to conclusions about the spawn points. There are already rally points, squad leaders, APC, etc. The sound of one more that you can get requests from and spawn at sounds like a positive thing.
Paramount? We don't know that yet.
We know that this will make the commanders job more interesting. Which is the #1 reason so few play that role to begin with.
I'll bet after a while there will be more commanders in 0.6 than in previous versions.
Each version and sometimes within versions of PR there is a learning curve. That's just the way it is.
Something is afoot here that we don't know about yet. Give them the credit of their foresight.
Personally, I like the change in and of itself.

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EagleEyeLG
- Posts: 668
- Joined: 2006-05-31 07:13
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Copy_of_Blah
- Posts: 195
- Joined: 2006-05-14 21:55
Hell yes Bubba. But some of those could be done through the infantry system I'd imagine? Take away the AA spotted and insert enemy squad or enemy platoon and so on. You can go all sorts of ways with these (if they are editable).
One soldier spotted marker only helps so much.
I see where you are going with the commander's ability to show soldiers where the enemy is. I'm just not sure I'm with you on that one. On one hand It's better than the UAV. On the other hand it's kind of nice not letting the commander have the birds eye view AND inform the whole team at any instant where some of the enemy is located.
One soldier spotted marker only helps so much.
I see where you are going with the commander's ability to show soldiers where the enemy is. I'm just not sure I'm with you on that one. On one hand It's better than the UAV. On the other hand it's kind of nice not letting the commander have the birds eye view AND inform the whole team at any instant where some of the enemy is located.

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eggman
- Retired PR Developer
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CyC_AnD
- Posts: 59
- Joined: 2006-11-12 11:47
Issue with commander now is not that its boring. Those changes will probably make it more entertaining thogh. Issue is that ppl don't follow commander orders. From time to time I play as commander. Espessialy when I see my team is loosing (and arty and supplies can make difference). Flustrating is when you give orders, telling arty and supplies ready, and nobody use it, nobody listen to you etc. I always yell on chat: If you won't follow orders there won't be arty and supplies!
I surely give them aa and sup but i shout it to encourage them to more organize game.
There are moments when you have f.e. 5 squads and everyone listen to you. Then it is so sweet to watch them on map, giving instructions, providing intel and supplies... it isn't any boring.
I really hope that ppl will start to trust their commanders in 0.6 and commander role will be even more strategic. It sounds like that, so now we just wait for v.6
Btw. Remember that not all maps have 100m distance between cp (or even 200m couse 100m in either direction). Like it is now on muttrah city. There are only few places where usmc can put their rally point couse flags are so close to each other... around docks and east and south from hotel... and thats it. It is always easy to find and destroy. I think that's why mutrah is so hard for usmc. No spawn points on ground...
There are moments when you have f.e. 5 squads and everyone listen to you. Then it is so sweet to watch them on map, giving instructions, providing intel and supplies... it isn't any boring.
I really hope that ppl will start to trust their commanders in 0.6 and commander role will be even more strategic. It sounds like that, so now we just wait for v.6
Btw. Remember that not all maps have 100m distance between cp (or even 200m couse 100m in either direction). Like it is now on muttrah city. There are only few places where usmc can put their rally point couse flags are so close to each other... around docks and east and south from hotel... and thats it. It is always easy to find and destroy. I think that's why mutrah is so hard for usmc. No spawn points on ground...
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l|Bubba|l
- Posts: 646
- Joined: 2007-03-25 03:40
Only 2 marks and it would be fine. One big yellow marker that looks like a supply drop for a secure area and one big red marker that looks like artillery for a dangerous area.Copy_of_Blah wrote:Hell yes Bubba. But some of those could be done through the infantry system I'd imagine? Take away the AA spotted and insert enemy squad or enemy platoon and so on. You can go all sorts of ways with these (if they are editable).
One soldier spotted marker only helps so much.
I see where you are going with the commander's ability to show soldiers where the enemy is. I'm just not sure I'm with you on that one. On one hand It's better than the UAV. On the other hand it's kind of nice not letting the commander have the birds eye view AND inform the whole team at any instant where some of the enemy is located.
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Ghostrider
- Retired PR Developer
- Posts: 2585
- Joined: 2006-01-04 02:56
We like the idea of actually having an IQ requirement for a commanding possition, such as Squad Leader, or CommanderDetermined wrote:This sounds like a worse idea then magic rucksacks. It's bad enough you can't get people to play as commander. Now you make it paramount to have one that is competant. Good luck finding that in a pub. Having to rely soley on a commander and some bored engineers to supply my spawn point sounds pretty lame. Is this PR or a damn RTS?
You're free to be the "competent" commander in the pub any time
-Ghost
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Sealights
- Posts: 215
- Joined: 2006-05-13 18:46
Eggman!! You should let the comander mark minefields and tank traps too.
The engineer should not have mines on its kit but he can place mines and tank traps if the comander ordered it so.
The minefield could be pretty big, and block and entire road or street.
The mines should be seen on the mini map once placed as a minefield icon for the entire team. not like its now with the 3d map.
The engineer should not have mines on its kit but he can place mines and tank traps if the comander ordered it so.
The minefield could be pretty big, and block and entire road or street.
The mines should be seen on the mini map once placed as a minefield icon for the entire team. not like its now with the 3d map.
Last edited by Sealights on 2007-03-31 15:06, edited 1 time in total.

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Raniak
- Posts: 968
- Joined: 2007-01-25 01:31
You guys act like it was BF2, it's PR !Determined wrote:This sounds like a worse idea then magic rucksacks. It's bad enough you can't get people to play as commander. Now you make it paramount to have one that is competant. Good luck finding that in a pub. Having to rely soley on a commander and some bored engineers to supply my spawn point sounds pretty lame. Is this PR or a damn RTS?
Each time I'm on a pub server the teams are full of VOIP squads, Teamwork squads and Armor squads... and often there is a good commander with VOIP, now with the new features even more good players will want to play commander.
Far from a worse idea then magic rucksacks if you ask me.
Edit: oh... and it don't take a genius to learn what a bunker and a firebase is.
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Determined
- Posts: 757
- Joined: 2005-09-27 02:03
The problem is the descriptions of what is coming are so vague and half assed.
As it seems now, not only will we have the regular RPs and mapper spawns, but we will also have commander placed spawns? lol The way it came off is that the only rps would have to be placed by commander. You cleared that up... a little.
I'm tired of the "if you don't like not having a good commander, then you do it." Personally I take not joy out of being bored to death every round. Some people like that sort of thing. Not me. To make the commander mode more interesting and involving there are more things that have to be done. Much of which I'm sure your limited to because of the BF2 engine. A more dynamic map would increase commanders and squad leaders roles. Squads breaking down properly would also aid the commander (seperate armor, heli, jet, infantry squads). A better comms system that allows the commander to talk to individual squad leaders, and even lets the squad leaders talk to a squad leader he may be moving with. Also maybe give the commander "deployment points." He can spend those points on vehicles. Each vehicle would cost a certain amount. For instance, you may choose to deploy one Cobra instead of two tanks, or however you decide the value of those to be.
As it seems now, not only will we have the regular RPs and mapper spawns, but we will also have commander placed spawns? lol The way it came off is that the only rps would have to be placed by commander. You cleared that up... a little.
I'm tired of the "if you don't like not having a good commander, then you do it." Personally I take not joy out of being bored to death every round. Some people like that sort of thing. Not me. To make the commander mode more interesting and involving there are more things that have to be done. Much of which I'm sure your limited to because of the BF2 engine. A more dynamic map would increase commanders and squad leaders roles. Squads breaking down properly would also aid the commander (seperate armor, heli, jet, infantry squads). A better comms system that allows the commander to talk to individual squad leaders, and even lets the squad leaders talk to a squad leader he may be moving with. Also maybe give the commander "deployment points." He can spend those points on vehicles. Each vehicle would cost a certain amount. For instance, you may choose to deploy one Cobra instead of two tanks, or however you decide the value of those to be.
Clan Name: [:NET:]Boondock Saint
Pub Name: Determined
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
if they told us everything thats comming up then there would be nuffin to look forward to, plus they r still testing , things mite not work out and they mite have to ditch the idea.Determined wrote:The problem is the descriptions of what is coming are so vague and half assed.
well thats the hole point of all this stuff , to make it more interesting !!!Determined wrote: I'm tired of the "if you don't like not having a good commander, then you do it." Personally I take not joy out of being bored to death every round.
already happends.Determined wrote:Squads breaking down properly would also aid the commander (seperate armor, heli, jet, infantry squads
simple , just say "squad 5... blah blah blah...". and squad leaders cant talk to each other , VOIP is hardcoded , many many posts about this.Determined wrote: A better comms system that allows the commander to talk to individual squad leaders, and even lets the squad leaders talk to a squad leader he may be moving with.
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Raniak
- Posts: 968
- Joined: 2007-01-25 01:31
You can't already do that ?!Determined wrote: A better comms system that allows the commander to talk to individual squad leaders, and even lets the squad leaders talk to a squad leader he may be moving with
I've heard that when you click on a squad and press your VOIP button it allow you to talk to a single squad...
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Rick_the_new_guy
- Posts: 291
- Joined: 2006-12-01 17:01
Ding! Ding! Ding! Ding!CyC_AnD wrote:Issue with commander now is not that its boring. Those changes will probably make it more entertaining thogh. Issue is that ppl don't follow commander orders.
You are correct sir.
Some of us retarded folk like to CO because we are TEAM players; we like coordinating the TEAM; we like players in our TEAM to kick *** and take names; and we want the other team to get wasted.
I am actually comfortable with the .509 set-up as is. If, and only if SL communicate and give feedback to my orders and obey my orders, just like IRL.
the vBF2 CO SL set-up was T.A.R.F.U.; One could atcually go an entire round and win without communicating or hearing from a CO or SL. Garbage.
The devs can't force CO and SL to communicate and coordinate, that is up to us.
What they are trying to do is set-up an atmosphere where TEAM players will pick these roles on a consistant bases.
They are giving such players more toys to play with and allowing them to make a wide amount of tactical calls to better TEAM.
So just like before, gameplay will be garbage if CO and SLs do not communicate and coordinate. This also assumes Squad members obey their SL
Also, the idea is do get the PR player base to respect the chain of command more (you know sort of like in REALITY!!!!!!!!!!). Something that did not need to happen in vBF2. Hell, everyone could just run around killing everything with arty/uav/and scanner support and that would be enough to win the day.
Again, this assumes the players on the servers are TEAM players
Another good statement.CyC_AnD wrote: I really hope that ppl will start to trust their commanders in 0.6 and commander role will be even more strategic. It sounds like that, so now we just wait for v.6![]()
The best way to support the CO is to have the server admins back up their CO.
Not obeying commands would be meet with being punted from the server.
With time, the players who regularly play on the server will get with the propram.
If a new CO is on duty, SL work with the person and give him/her feedback, be a team player already and help coordiante the unit.
PS, I hope a new and shiny game comes out soon and takes a lot of players with them.
Last edited by Rick_the_new_guy on 2007-03-31 18:32, 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
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Master Shake
- Posts: 159
- Joined: 2007-02-23 13:02
Ok, so this thread has taken off...geez......
Dear PR DEV's
Thank you for such a wonderful and glorious mod "TONIGHT WE DINE IN PR!!", and thank you for all your hard work blah,blah,blah,.......Thank you for having a plan and realizing your vision through developing this BF2 mod. Also thank you for working hard on .6 and future releases and getting them out asap. I applaud you all....
That being said,....I am sorry so many idiots play your mod, both noob and elitists alike......and please for the love of all thing holy I beg you to ignore every bit of both noob an elitists BS and stupid comments. Noobs effect the game play because there ignorant elitists ruin the game play because there a** holes.
Eagerly awaiting your next release.............oh, one last question (IM not being a prick here) but could one of you really explain to me how a 15 second spawn time really make a difference in the game? Or at least the concept? I play with a veteran group of guys that love the mod and we almost are always top squad in each round but they don't see a difference from a 15sec. or 30sec. server except you get to play less on a 30 sec. server.
Thanks
Dear PR DEV's
Thank you for such a wonderful and glorious mod "TONIGHT WE DINE IN PR!!", and thank you for all your hard work blah,blah,blah,.......Thank you for having a plan and realizing your vision through developing this BF2 mod. Also thank you for working hard on .6 and future releases and getting them out asap. I applaud you all....
That being said,....I am sorry so many idiots play your mod, both noob and elitists alike......and please for the love of all thing holy I beg you to ignore every bit of both noob an elitists BS and stupid comments. Noobs effect the game play because there ignorant elitists ruin the game play because there a** holes.
Eagerly awaiting your next release.............oh, one last question (IM not being a prick here) but could one of you really explain to me how a 15 second spawn time really make a difference in the game? Or at least the concept? I play with a veteran group of guys that love the mod and we almost are always top squad in each round but they don't see a difference from a 15sec. or 30sec. server except you get to play less on a 30 sec. server.
Thanks
Last edited by Master Shake on 2007-03-31 17:32, edited 1 time in total.
It's hard to be humble when your as great as I am....
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Threedroogs
- Posts: 404
- Joined: 2006-07-20 00:38
these changes sound fantastic! as someone who ALWAYS leads a defensive squad, i am going to love the new commander role. looks like one member of my squad will have to be commander now. this will take care of two things:
1. helping defensively. now we will be able to place defensive structures that reinforcements will be able to spawn at directly. we will have voice comms with a lot of these reinforcements through the commander/SL VOIP, so this should make for some interesting attacks/defenses.
2. this will solve the problem of not having intra-squad communications. the biggest problem is coordinating attacks/defense with other squads. the simplest solution to this problem was making it so someone would actually play the role of commander (someone with VOIP, that is). well done!
these changes look like they are going to encourage teamplay a lot more, and this is a good thing. once people get into the flow of playing as a team, they will realize how much more fun you can have with the mod (or they will quit...either way it's a win/win).
1. helping defensively. now we will be able to place defensive structures that reinforcements will be able to spawn at directly. we will have voice comms with a lot of these reinforcements through the commander/SL VOIP, so this should make for some interesting attacks/defenses.
2. this will solve the problem of not having intra-squad communications. the biggest problem is coordinating attacks/defense with other squads. the simplest solution to this problem was making it so someone would actually play the role of commander (someone with VOIP, that is). well done!
these changes look like they are going to encourage teamplay a lot more, and this is a good thing. once people get into the flow of playing as a team, they will realize how much more fun you can have with the mod (or they will quit...either way it's a win/win).
Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em!
http://www.youtube.com/watch?v=x3-E3xuQtqI
Eggyweggs...I would like to smash 'em!
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Wolfe
- Posts: 1057
- Joined: 2007-03-06 03:15
Simple:Master Shake wrote:but could one of you really explain to me how a 15 second spawn time really make a difference in the game? Or at least the concept?
- Short spawn =
- less fear of dying/waiting =
- more likely to run'n gun =
- less strategy/tactics =
- more like bf2 vanilla =
- not what this mod is about.
- more like bf2 vanilla =
- less strategy/tactics =
- more likely to run'n gun =
- less fear of dying/waiting =
Defense is the bigger problem; hardly anyone wants to do it, but I don't think the solution is necessarily a vocal commander; I play commander frequently and squads will give an 'ok' then go do their own thing and only ask for your help when they feel like it.Threedogs wrote:the biggest problem is coordinating attacks/defense with other squads. the simplest solution to this problem was making it so someone would actually play the role of commander (someone with VOIP, that is).
If the players want action and toys then bunkers/firebases might be a way to encourage squads to play defense. I think the questions and concerns regarding these toys aren't intended to annoy the devs or to be "elitist"; I think they're just from people who generally understand that it takes multi-squad cooperation and tactics to win maps and are frustrated that players have to be bought off with more toys to do what should already be done.
Last edited by Wolfe on 2007-03-31 20:02, edited 1 time in total.




