Me too... And so many time i seen people go commander just for give Target Coordinate for A10 since Laser from Soflam dont stay enought long time. Maybe something is on the way may be not, but, i think Squad Leader should be able to give target coordinate, whit or whitout commander. Close Air Support work whit Aircraft and Radioman down in the field, they dont rely on Commanding chain for that...LekyIRL wrote:I like the whole idea about there not needing to be a commander. Too many times have I seen people being forced to be commander just to get bunkers/firebases.
[Gameplay] Deployable Assets
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Hotrod525
- Posts: 2215
- Joined: 2006-12-10 13:28
Re: [Gameplay] Deployable Assets

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Renegade Warrior
- Posts: 153
- Joined: 2006-02-26 10:46
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Waaah_Wah
- Posts: 3167
- Joined: 2007-07-26 13:55
Re: [Gameplay] Deployable Assets
You only need oneironcomatose wrote:I know but thats why i said good luck finding two huey pilots![]()
Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity
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Jaymz
Killing for peace is like f*cking for virginity
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Ironcomatose
- Posts: 3471
- Joined: 2007-02-21 06:07
Re: [Gameplay] Deployable Assets
In a perfect world, yes. In PR,Waaah_Wah wrote:You only need one![]()
[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
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LudacrisKill
- Posts: 262
- Joined: 2008-05-15 19:20
Re: [Gameplay] Deployable Assets
Hmmm... not too sure on this. I dont like the idea of squad leaders being able to deploy assets without a commander. Yes, its annoying when there isnt a commander to accept build order. BUT, how annoying is it going to be to see 2-3 firebases in the most stupid positions done by some idiot. [Idea: What about assets only being able to be deployed by a squad of 5-6?]
I liked the whole defensive/offensive asset system in 0.75. I hope by giving so much freedom on where to deploy them we dont loose the strategic options commanders have. I may be wrong, but I think we might see careless play with a bit more freedom.
I hope a lot of testing goes on before release, with so much antisipation and people expectations so high it could all go badly wrong
I liked the whole defensive/offensive asset system in 0.75. I hope by giving so much freedom on where to deploy them we dont loose the strategic options commanders have. I may be wrong, but I think we might see careless play with a bit more freedom.
I hope a lot of testing goes on before release, with so much antisipation and people expectations so high it could all go badly wrong
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Re: [Gameplay] Deployable Assets
LudacrisKill wrote:Hmmm... not too sure on this. I dont like the idea of squad leaders being able to deploy assets without a commander. Yes, its annoying when there isnt a commander to accept build order. BUT, how annoying is it going to be to see 2-3 firebases in the most stupid positions done by some idiot.
As soon as anyone goes CO they can remotely shut down these rogue or useless firebases in seconds with a right click of his mouse on the map.
CO has complete control in that respect
One thought I had about the CO post is what will be done about beach assault maps like Jabal.
Will this asset be tied to the beach flags and spawn in like a vehicle, it wont be much use situated on the carrier
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MarineSeaknight
- Posts: 287
- Joined: 2008-01-08 16:12
Re: [Gameplay] Deployable Assets
Well, I thought the empty space was quite obvious...
Deployable TOWs?
Deployable TOWs?

[PR Forums] [Contact an Admin] [Kicked/Banned from TG?]
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Waiting for Reapar to become a DEV before I can quote him.
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Gunwing
- Posts: 184
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Re: [Gameplay] Deployable Assets
Well I can see that the AAs, and the HMGs will help out big time when it comes to defence for fire bases. The AA guns will be back to normal for manual AA right? that crappy thing we have now IE Stinger turret sucks.
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Waaah_Wah
- Posts: 3167
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Re: [Gameplay] Deployable Assets
I dont know what servers you play on, but i've seen pilots that are perfectly capable of dropping 2 crates in the same locationironcomatose wrote:In a perfect world, yes. In PR,![]()
Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity
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Craz3y|Assasin
- Posts: 170
- Joined: 2008-06-20 14:18
Re: [Gameplay] Deployable Assets
I WANT 0.8 NOW.
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77SiCaRiO77
- Retired PR Developer
- Posts: 4982
- Joined: 2006-05-17 17:44
Re: [Gameplay] Deployable Assets
can the number of Forward Outposts be diferent in each map? for example maps like kasrahn or quiling will requere more Forward Outposts than mestia or bi ming .
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Cascyth
- Posts: 144
- Joined: 2007-02-11 18:28
Re: [Gameplay] Deployable Assets
I'm having some mixed feelings about this as there's absolutely no 'penalty' for not having a CO (or bonus, since CO is really important on the battlefield and a team fighting along with the CO should have some serious advantage over the other team that lacks CO).'[R-DEV wrote:dbzao;705554']
3. Commander Approval for Forward Outposts
(...)
Our change here is that you won't need Commander approval to build a Forward Outpost IF your team doesn't have a Commander, BUT you will still need an approval if you DO have a Commander.
(...)
What about limiting number of deployable FOBs to two when there's no CO?
Or lowering 'health points' of the assets to ~65%?
Si vis pacem, para bellum
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Jaymz
- Retired PR Developer
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- Joined: 2006-04-29 10:03
Re: [Gameplay] Deployable Assets
They most definitely will. You'll still need a CO for AreaAttacks (JDAMS) and other toys we have planned for the CO.Cascyth wrote:since CO is really important on the battlefield and a team fighting along with the CO should have some serious advantage over the other team that lacks CO).
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Antonious_Bloc
- Posts: 348
- Joined: 2007-11-20 05:57
Re: [Gameplay] Deployable Assets
Did you say artillery/airstrikes/orbital bombardment?[R-DEV]Jaymz wrote:They most definitely will. You'll still need a CO for AreaAttacks (JDAMS) and other toys we have planned for the CO.
And anyway, a CO would still direct squads and quickly pass along vital info, thus keeping your whole team together. A team without a CO would not only lack the commander "toyz" and the cohesiveness,but will most likely end up with 1 or 2 of the FO's in really pointless places.

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Jaymz
- Retired PR Developer
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Re: [Gameplay] Deployable Assets
Nothing too big ya'know....just a little,Antonious_Bloc wrote:Did you say artillery/airstrikes/orbital bombardment?![]()
http://www.youtube.com/watch?v=Cc1POn3hSQU[/youtube]
Last edited by Jaymz on 2008-06-23 07:29, edited 1 time in total.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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jack2665
- Posts: 171
- Joined: 2008-04-03 03:53
Re: [Gameplay] Deployable Assets
sorey this vid is no longear avalbile 
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MadTommy
- Posts: 2220
- Joined: 2006-05-23 11:34
Re: [Gameplay] Deployable Assets
Commander R.I.P. sad, understandable, but the wrong direction. Teams without a commander should loose. Simple
Dont dumb down PR.
- WeeGeez
- Posts: 842
- Joined: 2007-10-08 21:30
Re: [Gameplay] Deployable Assets
Everything is great, though the "You no longer need a commander to deploy assets" isn't too good an idea...
I was thinking that this would maybe de-promote teamplay And that squad leaders placing forward outposts wherever they want, causing conflicts between squad leaders etc (IE using all 4 before they really need them). Also what will happen if one FO needs to destroyed, will there be a "Demolish" button like there was for the commanbder? If so, you would see e players like *ahem* wumwuts *ahem* being SL and demolishing all the assets on the field...
Apart from that, things are looking good

I was thinking that this would maybe de-promote teamplay And that squad leaders placing forward outposts wherever they want, causing conflicts between squad leaders etc (IE using all 4 before they really need them). Also what will happen if one FO needs to destroyed, will there be a "Demolish" button like there was for the commanbder? If so, you would see e players like *ahem* wumwuts *ahem* being SL and demolishing all the assets on the field...
Apart from that, things are looking good
- bad_nade
- Support Technician
- Posts: 1497
- Joined: 2008-04-06 18:26
- Location: Finland
Re: [Gameplay] Deployable Assets
Couldn't agree more. Instead of decreasing benefits of an active commander, you should make commander role more appealing by providing CO with tools that are available to CO only. Thus, making it more playable position.MadTommy wrote:Commander R.I.P. sad, understandable, but the wrong direction. Teams without a commander should loose. SimpleDont dumb down PR.
You also should make a team without commander much, much more crippled than it's today. As one of the problems with the current commander model is that game is still playable to some extent without one.



