Commander Takedown

Suggestions from our community members for PR:BF2. Read the stickies before posting.
MACDRE
Posts: 48
Joined: 2008-01-06 12:27

Post by MACDRE »

I think a decrease in tickets may be a good idea. To simulate the lowering of morale and quicker loss. A longer spawn so that it kinda simulates the switching to a new commander would be a good idea, too. In real life, when a commander dies, it takes longer than 30 seconds to find a replacement. This will also discourage those commanders that think that just because they have a scoped rifle they should be on the frontlines.
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Heskey
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Post by Heskey »

Personally I think of killing the Commander as killing the mother-cub; you just don't do it! Because soon as she's back, she'll have all available units after you. If anything you should lose points xD
IronTaxi
Retired PR Developer
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Post by IronTaxi »

id like to see a game mode where the commander is one of the objectives...like a secondary objective...requires a mature connader mind you to not run off and get killed...
Rudd
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Post by Rudd »

[R-DEV]IronTaxi wrote:id like to see a game mode where the commander is one of the objectives...like a secondary objective...requires a mature connader mind you to not run off and get killed...
Kinda like hunting down an insurgent leader? I like this idea.
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[T]MLPatriot
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Joined: 2007-09-17 14:43

Post by [T]MLPatriot »

I like the idea of according a greater importance to the life of the Commander. Maybe it could give the enemy forces 20 tickets and deduct 10 from the other? Hopefully if something like this would be implemented, we wouldn't have too many "Noob" Commanders running around getting killed. It could motivate teams to put more emphasis on having a good commander as opposed to just a few good SLs.
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Insurgent Leader Takedown - Gamemode

Post by VipersGhost »

Someone else brought up this idea and I thought it was interesting

A gamemode centered around killing the insurgency commander.

Each time you kill the INS leader the Insurgents loose 100tickets(?)then he respawns. There would need to be some sort of "Intel" system associated with him though. Like for every 50(?) intel points you get a marker over his general area for 1 minute or something to that effect. Maybe you could even merge the "destroy-the-cache" mode in there as well. Seems like it would be pretty fun on a Fallujah/Al Basrah style map. Might centralize the action a little more and create some pretty awesome ambushes etc on the insurgent side.


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Last edited by Masaq on 2008-01-30 18:22, edited 1 time in total.
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LtSoucy
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Post by LtSoucy »

I would love to see that game mode, adds reality too.
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Deadmonkiefart
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Post by Deadmonkiefart »

They had it in .4. I don't remember why they did away with it. From what I remember, there was a kit that the insurgents were supposed to pick up and then the round started. If the British kiled the holder of the kit the won.
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LtSoucy
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Post by LtSoucy »

Extract was same type of thing right.
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Dragonfire43560
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Joined: 2006-06-30 10:20

Post by Dragonfire43560 »

and maybe make it so that the guy with the kit is a spawn point? So that taking him out will present a challenge.
.blend
Posts: 212
Joined: 2008-01-28 22:54

Post by .blend »

Well such a mode would be best accompanied by special maps.
Either ones where the comdefending team has massive defenses, and the enemy would have to attack.
Or vice versa: U would have to get ur commander(or some special kit) to a sort of extraction zone. "checkpoints" on the way would be a nice idea.

Well, generally, u could include these sorts of things into regular gameplay.
Things like "extracting" important data or whatevr from a crash site, the whatevr being represented by a kit u have to pick up and get to main base, or just hold onto without dieing for 5min to get different boni, like a temporal additional Heavy AT or a special supply drop or just a plain ticket bonus.
These things could act as "side quests" and would basically add more ways to play the game(fully go for flags to reduce enemys tickets or try picking up all the boni to aid the advance?)
LtSoucy
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Post by LtSoucy »

why a new map? Basrah would work. The insrgenst dont use a ton of defences. Remember how peopel use insrgents ingame is not always how devs wanted them to be played.u
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3===SPECTER===3
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Post by 3===SPECTER===3 »

I would love to see this... This would be a great gamemode! Get it in game Now!
Pariel
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Post by Pariel »

I agree, it could be an interesting way to play. But I really don't think Al Basrah would be the map for it. Killing one person is not that difficult, especially as an insurgent with no body armor.

I think the idea could work very well on a larger, more city map, or maybe a map set in the mountains of Afghanistan, with lots of tunnels, trails, ambush points, etc. Basically, I think the game will be boring if it comes down to the non-insurgent force pinning the commander in place, whittling down his guard force with superior firepower, and then killing him, which I think would happen on Al Basrah. I think it would be far more interesting if the guy spent most of his time running through caves or building trying to stay away from the enemy. Boring job to be the insurgent leader though.
Bob_Marley
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Post by Bob_Marley »

I believe the game mode is still in, but the only map that ever had it (Gulf of Aquba) has long since disappeared. Would like to see it return someday.
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VipersGhost
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Post by VipersGhost »

Pariel wrote:I agree, it could be an interesting way to play. But I really don't think Al Basrah would be the map for it. Killing one person is not that difficult, especially as an insurgent with no body armor.

I think the idea could work very well on a larger, more city map, or maybe a map set in the mountains of Afghanistan, with lots of tunnels, trails, ambush points, etc. Basically, I think the game will be boring if it comes down to the non-insurgent force pinning the commander in place, whittling down his guard force with superior firepower, and then killing him, which I think would happen on Al Basrah. I think it would be far more interesting if the guy spent most of his time running through caves or building trying to stay away from the enemy. Boring job to be the insurgent leader though.
I think the key would be for the leader to keep moving...maybe give him some unique assets like the ability to drop spawn points quicky etc. Maybe make it initially difficult to get intel on him by requiring 100-200 intel points. Also all him to spawned on or maybe provide many spawn points around the city.

I like the Afghanistan idea of hunts the guy through mountain villages and stuff like that too.
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BloodBane611
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Post by BloodBane611 »

I agree this would be an interesting game mode, but chasing one guy down is not much of a basis for a whole round. I think that killing a commander on one side or the other is a very good idea, just would need some balance testing etc. It would be lame to join a round and have some stupid noob TK the comm or something, which is pretty likely to happen, and then have the round end.
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gclark03
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Joined: 2007-11-05 02:01

Post by gclark03 »

What if the Insurgent Leader abuses his power by being a smacktard and running to the front lines or committing suicide? Also, a teamkiller could hand the Brits an instant victory - very exploitable.
Heskey
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Joined: 2007-02-18 03:30

Post by Heskey »

That won't stop noob Commanders unfortunately; it'll just make noob Comms even more nubby, as they fail to read the manual, run out into the field (still) and instead just cost their team even MORE points than they used to. They'd be like a walking pinyahta.
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