The commander is not a friendly suggestor....

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Farks
Posts: 2069
Joined: 2007-01-20 00:08

The commander is not a friendly suggestor....

Post by Farks »

I find it very unrealistic and ridiculous that squad leaders still get to accept or decline orders from the commander. If the commander gives an attack order to a squad leader, it should instantly be placed on the squads map. In case the squad is busy with something else, they can just move back the marker to where ever it was before and then focus on the commanders order. And if the squad leader doesn't listen... Well, there's nothing we can do about it (the human factor is very hardcoded as we all know).

If this is fixed, I think discipline will increase on the servers. Maybe squad leaders, both new to the mod and vets, will react to it like "Wow, no more wimpy requests from the commander. Maybe I should do what he tells me to do. Wow, this is a serious and realistic mod!"
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Post by Rudd »

I think the accept function is useful so that the squad leader can inform the CO if the order is unworkable. "Move here squad 1", "Negative CO, enemy APC is overwatching that position from the south", "roger that squad 1, wait on armour support"

Thats pretty much a quote from the t&t server.

So, when used properly this is useful.

However I see your point that squad leaders are not always disciplined enough to follow orders.
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[T]MLPatriot
Posts: 223
Joined: 2007-09-17 14:43

Post by [T]MLPatriot »

Farks wrote:I find it very unrealistic and ridiculous that squad leaders still get to accept or decline orders from the commander. If the commander gives an attack order to a squad leader, it should instantly be placed on the squads map. In case the squad is busy with something else, they can just move back the marker to where ever it was before and then focus on the commanders order. And if the squad leader doesn't listen... Well, there's nothing we can do about it (the human factor is very hardcoded as we all know).

If this is fixed, I think discipline will increase on the servers. Maybe squad leaders, both new to the mod and vets, will react to it like "Wow, no more wimpy requests from the commander. Maybe I should do what he tells me to do. Wow, this is a serious and realistic mod!"

I disagree with you. I can't count the number of times I've had an idiot as a commander. Had no sense of strategy and gave me the most ridiculous orders. I'm always glad to know I can keep the move marker on my map for my squad without having it replaced by some attack marker. sure i've also had very good commanders as well and whenever I've had to refuse his orders, I usually follow up with a valid reason through VOIP (V-key). Usually happens when I don't want to lose my move marker for the squad rally point.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Post by gazzthompson »

disagree, i place move markers ALL the time to spot enemy, tell my squad where to go ect... having the commander remove that would be annoying.
=WFL= Sgt Bilko
Posts: 96
Joined: 2007-05-05 15:44

Post by =WFL= Sgt Bilko »

I think the primary function of accept/decline is to give commander feedback that the SL has actually noticed the order.

Whether he accepts/declines probably depends on current situation.
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turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Post by turnpipe »

On public servers Ive always viewed the good commander as a helper that could earn the respect of his men by being on top of things.

I don't want any Hitlers telling me too destroy myself just before he bites down on the pistol.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

I don't want any Hitlers telling me too destroy myself just before he bites down on the pistol.
Ahhh lulz. I agree though, too many idiots who take the team down the toilet, don't let them hijack my squad just because there are good comms out there. If they're a good comm we'll follow their orders, and by having them replace our current order markers they're just screwing with things like fire markers, as gazz said above.
[R-CON]creepin - "because on the internet 0=1"
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Post by OkitaMakoto »

Itd be annoying to be heading somewhere [say: an enemy RP, APC, etc] and then have it change cuz the commander wants you to go *here*. Now, you WILL go there, but getting that RP needs to get done, so it would be nice to have it marked for your squad... Say the game is running like you want it[commanders orders override] he sets you to "attack this CP" youre like, sure ok, after This [set back to RP location, or whatever you need marking for your squad[move order to set up an RP] but your commander, being the daft n00b that he is gives the order again, because he thinks you arent listening to orders...etc... it continues...

I say, leave it be. Sure, you should follow his orders, but you as the SL know your squads priorities over anyone else. Sure, listen to your CO, but not at the risk of immediate loss of efficiency of your squad. Youre the SL, follow your orders, but the way you go about it is up to you...

imho, itd just get really annoying if you had one of those commanders that updates your move orders constantly when you already had one placed on something other than a CP...

just my thoughts... there are varying viewpoints
Threedroogs
Posts: 404
Joined: 2006-07-20 00:38

Post by Threedroogs »

no, no and no.

i use markers constantly to keep my squad informed. i use them while defending to point out targets or to send out patrols and have had commanders place a new defense marker directly on the flag that i am already defending (after i have already said over VOIP that i am defending it). if this automatically issued an order to my guys, it would completely screw everything up. the markers are my orders. i will get to CO orders as soon as possible, but i need a little leeway.

if an SL is ignoring your orders already, this aint gonna help. all it's going to do is annoy the squads that are already working with you.
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