Commander Changes in v0.6
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Long Bow
- Posts: 1100
- Joined: 2007-03-21 14:41
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Hides-His-Eyes
- Posts: 484
- Joined: 2007-02-06 22:36
A good artist always welcomes constructive critisism, and artists alays want people to appreciate their work. So being abusive like some people inevitably are is unacceptable, but I don't sympathise with the "take it or leave it" attitude at all. Part f the success of PR has been how close and involved the community has been.Long Bow wrote:Ok I will let you guys in on a big secret. The Devs are currently working on an indoctrination program that all PR players will be subjected to upon download of the Mod. There is also a planned patch to the indoctrination program, which will involve heavy use of drugs and electro-shock therapy to "encourage" teamwork. The final step in this mod ie. PR 1.0 will be full frontal lobotomies for all players with a complete removal of the lone-wolf and non-communication sectors of the brain. They haven't figured out how to get this into a small enough format to download yet so in the mean time people will have to make due with all the changes being made in an effort to create some teamwork.
The Devs are doing whatever is necessary to make this mod work in a way they see fit. Really I can't believe the flak they put up with, they should just say STFU! Here is the mod take it or leave it. If people don't like the direction, learn to mod or just don't play. I know I have yet to pay for a version of PR.
I will now step off the soapbox and let the next keyboard jockey do his/her thing. Fire away![]()
The third "never again" in a hundred years
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EagleEyeLG
- Posts: 668
- Joined: 2006-05-31 07:13
Obviously it was a typo. It was supposed to be respect rather than disrespect.Sam Hoy wrote:Look at that, that makes absolutely no sense at all considering the rest of your post and voids your argument completely. I really think it is essential for you thoroughly think through your wording before you make these wild claims about the community blowing minuscule problems out of proportion. You really need to dedicate more time and effort to constructing your post in a logical fashion.
Sorry, I made a mistake, I'm only human. But yes, I think many members of this community nitpick at the dumbest things and I don't think they give the devs enough credit.
I am not going to spend more than 5 minutes "constructing my post in a logical fashion" when my wording was obviously a typo. You are exactly the type of community member I am talking about.
/rant off
Task Force XXI [TF21]


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Long Bow
- Posts: 1100
- Joined: 2007-03-21 14:41
I said I can't believe that they haven't taken the "take it or leave it" approach. I don't think that is the best approach and would hope that it never comes to that. Obviously I am part of the community and can see the benefits of open disccusion. I was more trying to be funny so people would perhaps pull back a little bit and not focus so tightly on the little things but rather the large picture ie. long term progress towards teamwork and its rewards.
I really thought people wouldn't take what I said as a serious flame or bashing of anyone in particular. I guess that is the flaw with this format, should have thrown in a few rollie eyes and more smiles.
Cheers,
I really thought people wouldn't take what I said as a serious flame or bashing of anyone in particular. I guess that is the flaw with this format, should have thrown in a few rollie eyes and more smiles.
Cheers,
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00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
It is amazing to see everyone, including the DEVs and PUBs complaining about peoples answers when this is A FORUM PEOPLE. This is a general discussion, so what is the big deal? You guys can just ignore the responses if you don't like them, but some people actually care about the mod and are putting input in so that something might not happen. It is also impossible to test for everything, so some of what these guys say may actually be correct while the rest maybe ****.
What is the problem with everyone just listening/reading to anyone else's response if it is valid and doesn't break the rules?
I would really like to see the point on the 100m distance answered. This is the main problem on maps like Muttrah, Mao, Airport, etc. Unless all these small and vanillaish maps are eliminated, then this firebase thing will have severe problems. Also take into acount that some maps are urban and are made up of alleys, so the firebases would be limited in placement as well.
Maps like Basrah, EJOD, and Steel Thunder would be perfect for the firebase idea, but how will the smaller maps fair?
What is the problem with everyone just listening/reading to anyone else's response if it is valid and doesn't break the rules?
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. 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...
I would really like to see the point on the 100m distance answered. This is the main problem on maps like Muttrah, Mao, Airport, etc. Unless all these small and vanillaish maps are eliminated, then this firebase thing will have severe problems. Also take into acount that some maps are urban and are made up of alleys, so the firebases would be limited in placement as well.
Maps like Basrah, EJOD, and Steel Thunder would be perfect for the firebase idea, but how will the smaller maps fair?
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
Smaller maps are not that well suited to PR. Most maps have:
- too many CPs
- too small a combat area
- not enough distance in between CPs
.. so where the map is "recoverable" we'll look to address those issues. Where it's not recoverable or we run out of time, it will be dropped / deferred as the case may be.
More broadly speaking, the intent of the design is such that smaller maps will not have these in copious amounts. You need to rely on APCs and SL spawning and, where possible, defensive bunkers and rally points.
PR needs large maps to make use of the vehicle and weapon fidelity and we're focusing on bringing some large maps into the mod as well as addressing the issues with the smaller maps to the best of our ability.
- too many CPs
- too small a combat area
- not enough distance in between CPs
.. so where the map is "recoverable" we'll look to address those issues. Where it's not recoverable or we run out of time, it will be dropped / deferred as the case may be.
More broadly speaking, the intent of the design is such that smaller maps will not have these in copious amounts. You need to rely on APCs and SL spawning and, where possible, defensive bunkers and rally points.
PR needs large maps to make use of the vehicle and weapon fidelity and we're focusing on bringing some large maps into the mod as well as addressing the issues with the smaller maps to the best of our ability.
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Croix
- Posts: 94
- Joined: 2007-02-09 08:34
I like the sound of that! These changes also seem like they could be quite interesting to the overall gameplay, I look forward to playing the release.'[R-DEV wrote:eggman']Not my problem heh
Teams that do dedicate a defensive squad of Engineers and Riflemen working with a Commander will be at an advantage. Just about every change we make is geared toward enabling some great reasons for players to work as a team. Whether they choose to or not is up to them, but we will continue to bring in elements that make teamwork highly advantageous.
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JL
- Posts: 189
- Joined: 2007-02-26 15:49
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JL
- Posts: 189
- Joined: 2007-02-26 15:49
that's cool.. can't wait to see it and blow it up 
on a side note for commanders, is there any way to incorporate a command only vehicle that the commander can drive, but nobody else, one with all kinds of antennas on it and such, like real command vehicles in war, say if it is lost by the commander he loses x points and the enemy gets a reward for it.. just example of what I'm talking about http://www.globalsecurity.org/military/ ... iav-cv.htm (i know it would be require modeling of a whole new vehicle and maybe not a good use of resources :/ )
on a side note for commanders, is there any way to incorporate a command only vehicle that the commander can drive, but nobody else, one with all kinds of antennas on it and such, like real command vehicles in war, say if it is lost by the commander he loses x points and the enemy gets a reward for it.. just example of what I'm talking about http://www.globalsecurity.org/military/ ... iav-cv.htm (i know it would be require modeling of a whole new vehicle and maybe not a good use of resources :/ )
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[T]Terranova7
- Posts: 1073
- Joined: 2005-06-19 20:28
Someone said earlier if the bunkers will be camoflagued or not. I think that's an interesting idea. Having deployable objects that blend in with the surrounding environment could be a huge plus. In fact, I think on woodland/jungle maps it would be nice to have woodland camoflagued (Or some form of Green) rally points, since the current tan/camel color sticks out like a sore thumb.
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Copy_of_Blah
- Posts: 195
- Joined: 2006-05-14 21:55
That would probably require a new commander request kit and a new vehicle. Which is probably why commander's are using the old vehicle and the officer kit ...for now.JL wrote:that's cool.. can't wait to see it and blow it up
on a side note for commanders, is there any way to incorporate a command only vehicle that the commander can drive, but nobody else, one with all kinds of antennas on it and such, like real command vehicles in war, say if it is lost by the commander he loses x points and the enemy gets a reward for it.. just example of what I'm talking about http://www.globalsecurity.org/military/ ... iav-cv.htm (i know it would be require modeling of a whole new vehicle and maybe not a good use of resources :/ )

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Clypp
- Posts: 2148
- Joined: 2006-07-17 18:36
Do things have to disappear quickly for performance reasons? The atmosphere added by things not magically vanishing is amazing. One of my favorite parts of PR over vBF2 is disabled vehicles serve as cover for a while before disappearing. (I would like to see this time doubled actually.)'[R-DEV wrote:eggman']Bunker blows up, turns into a pile of rubble and wood, then disappears from the map shortly after that.
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40





