Commander assasination possible?

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Ryan3215
Posts: 185
Joined: 2007-08-10 02:20

Commander assasination possible?

Post by Ryan3215 »

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
BloodBane611
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Joined: 2007-11-14 23:31

Post by BloodBane611 »

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.
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<1sk>Headshot
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Joined: 2007-05-14 21:51

Post by <1sk>Headshot »

I quite like this idea.
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nedlands1
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Post by nedlands1 »

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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00SoldierofFortune00
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Post by 00SoldierofFortune00 »

[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.
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.
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Sadist_Cain
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Post by Sadist_Cain »

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.
He shouldn't be for building though, he's a CO not a foreman.

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 :D ... What about adding some sort of ticket penalty if the CO is knifed? to kinda represent him being Captured by the enemy :)
Last edited by Sadist_Cain on 2008-02-02 10:32, edited 1 time in total.
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mammikoura
Posts: 1151
Joined: 2006-09-19 04:26

Post by mammikoura »

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?
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Rudd
Retired PR Developer
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Post by Rudd »

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RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Post by RHYS4190 »

[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.
Anoying but, What would be cool is if commanders get Arti and morters to call it.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

After witnessing poor sportsmanship, smacktardery and lone wolfing last night while playing PR, this would just make it even worse and complicated.
It's fine as it is, shoot the guy, no enemy commander for 30 seconds, -1 ticket for the other team. k bye
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SnipingCoward
Posts: 2326
Joined: 2007-12-31 22:40

Post by SnipingCoward »

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
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

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.
00SoldierofFortune00
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Joined: 2006-02-28 01:08

Post by 00SoldierofFortune00 »

Sadist_Cain wrote:He shouldn't be for building though, he's a CO not a foreman.
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.
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