Commander assasination possible?
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Ryan3215
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Commander assasination possible?
I think we should make the commander a viable target by making his death result in significant ticket loss or the other teamm winning. This would make snipers very coordinated and the commander more valuable. The commander leads the battles and if he is killed the team should lose (representing withdrawl). Snipers would have to hide and be more accurate as if the commander is guarded and the shot taken miss the sniper would be killed. This would bring back the value of the sniper creed " its not how many you kill, but who you kill". just my 2 cents
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BloodBane611
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This has been talked about a bit in another thread, but I can't find it right now.
Anyhow, I like the idea in general, but I think in practice it could really suck. If you have a bad commander this could ridiculously penalize your team. If we could assume that teams will always be relatively equal, and that the people in leadership positions will not be idiots, this would be a great addition. But that's not even a valid assumption in real life, nonetheless on the internet, where stupidity generally reaches new highs.
Anyhow, I like the idea in general, but I think in practice it could really suck. If you have a bad commander this could ridiculously penalize your team. If we could assume that teams will always be relatively equal, and that the people in leadership positions will not be idiots, this would be a great addition. But that's not even a valid assumption in real life, nonetheless on the internet, where stupidity generally reaches new highs.
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<1sk>Headshot
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nedlands1
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00SoldierofFortune00
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It is fine the way it is now. Commander is too easy to be killed, and in PR, the commander is mainly for building, so he has to be on the move often and is at risk more because of it.[R-CON]nedlands1 wrote:IIRC the commander has a higher "threat rating" resulting in more points for the one who kills him. A dead commander can't access his commander menu either, making it impossible for him to allow the construction of fortifications too. A larger ticket penalty would be cool though.
We don't need any more strick rules in PR since it is already getting too complicated.
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Sadist_Cain
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He shouldn't be for building though, he's a CO not a foreman.00SoldierofFortune00 wrote:It is fine the way it is now. Commander is too easy to be killed, and in PR, the commander is mainly for building, so he has to be on the move often and is at risk more because of it.
We don't need any more strick rules in PR since it is already getting too complicated.
I like the idea but I also think it should be incoorperated with something like the radio system in FH2 whereby the CO needs to be sat down inside something to access his command menu (Firebases, command post, bunkers, Radios inside passenger seats in support trucks?).
That'd be good because you could then have squads properly needing to defend and extract the commander between bunkers, firebases and such.
Anyhow more on point I like the idea, something needs doing about when you lose the most important rank in your "army"
What about tweaking Pilots too? they're like lemmings off a cliff atm but irl theyre quite valuble
Edit, I like mammikoura's idea
Last edited by Sadist_Cain on 2008-02-02 10:32, edited 1 time in total.

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mammikoura
- Posts: 1151
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How about just increasing the respawn time for the commander? Something like 3 minutes maybe?
This would make him a valuable target since he can't do anything while dead, so killing him would have a big impact on the other team for the next 3 minutes.
It would also make the commanders more carefull so that no matter how noobs they are it would be highly unlikely for them to get into combat.
Thoughts?
This would make him a valuable target since he can't do anything while dead, so killing him would have a big impact on the other team for the next 3 minutes.
It would also make the commanders more carefull so that no matter how noobs they are it would be highly unlikely for them to get into combat.
Thoughts?
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Rudd
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RHYS4190
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Anoying but, What would be cool is if commanders get Arti and morters to call it.[R-CON]nedlands1 wrote:IIRC the commander has a higher "threat rating" resulting in more points for the one who kills him. A dead commander can't access his commander menu either, making it impossible for him to allow the construction of fortifications too. A larger ticket penalty would be cool though.
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Outlawz7
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SnipingCoward
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how do you want to tell the commander apart?
you can't even see his officer kit at >25m - so how to know its the commander? b/c he's the only one not moving b/c hes in the menu doing his job!
about the 3 min: ARE YOU INSANE!?
honestly 3 min is way too long - the 30sec seem unbearibly long, when you were just trying to give the requested build order, when one tk just killed you 1ms b4 you could accept the BO - and now your supposed to wait 3 min? taken aside that the bo has a recharge time as well
but yes - knifing = capturing is a great idea - like the civs in insurgency
but again this would draw the battle further away from the actual objectives and we almost already have too few ppl actually going for CPs
you can't even see his officer kit at >25m - so how to know its the commander? b/c he's the only one not moving b/c hes in the menu doing his job!
about the 3 min: ARE YOU INSANE!?
honestly 3 min is way too long - the 30sec seem unbearibly long, when you were just trying to give the requested build order, when one tk just killed you 1ms b4 you could accept the BO - and now your supposed to wait 3 min? taken aside that the bo has a recharge time as well
but yes - knifing = capturing is a great idea - like the civs in insurgency
but again this would draw the battle further away from the actual objectives and we almost already have too few ppl actually going for CPs
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AnRK
- Posts: 2136
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Yeah and there's no way of having a commander kit because for the last century or so (maybe longer) high ranking officers don't dress OTT on the battlefield unlike with dress uniform where they are clearly superiors.
Like outlaws so nicely put it as usual, it bears down on the team too much if you have a bad commander, which it does enough to start with.
Like outlaws so nicely put it as usual, it bears down on the team too much if you have a bad commander, which it does enough to start with.
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00SoldierofFortune00
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He also has easy access to CO trucks which the regular SLs do not, and if he constructs most of the gear, it frees up SLs to do what they are suppose to do. There aren't enough people on 1 side to do the commanders job or have an engineer crew go everywhere with him at all times.Sadist_Cain wrote:He shouldn't be for building though, he's a CO not a foreman.
"Push the Envelope, Watch It Bend"
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