[Suggestion:Game Mode] Protect The Commander.
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akatabrask
- Posts: 560
- Joined: 2008-04-10 14:36
Re: [Suggestion:Game Mode] Protect The Commander.
and what happens if the commander decides he don't want to be a commander, nobody even wants to be a commander or he/she just disconnects for some reason?
I can see two solutions, one being that you play short rounds with not to much people (maybe that was a part of the original idea).
Or that you have some sort of vehicle where a commander is sitting (doesn't have to be a player) that the other team must destroy (which actually is more realistic to me as afaik conventionall forces mostly uses some sort of armored vehicle like a special stryker or humwee or so)
I can see two solutions, one being that you play short rounds with not to much people (maybe that was a part of the original idea).
Or that you have some sort of vehicle where a commander is sitting (doesn't have to be a player) that the other team must destroy (which actually is more realistic to me as afaik conventionall forces mostly uses some sort of armored vehicle like a special stryker or humwee or so)
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setup^
- Posts: 6
- Joined: 2008-09-02 07:51
Re: [Suggestion:Game Mode] Protect The Commander.
Yeah, but what i was thinking was, to enable a Commander Squad meaning, at the top of the screen you would have an commander squad which would consist of 3 people. 1 the commander, and 2 your secrurity personal. If that commander dies, then its game over, but if he disconects from the server, the commander role jumps to the next person in that squad?akatabrask wrote:and what happens if the commander decides he don't want to be a commander, nobody even wants to be a commander or he/she just disconnects for some reason?
I can see two solutions, one being that you play short rounds with not to much people (maybe that was a part of the original idea).
Or that you have some sort of vehicle where a commander is sitting (doesn't have to be a player) that the other team must destroy (which actually is more realistic to me as afaik conventionall forces mostly uses some sort of armored vehicle like a special stryker or humwee or so)
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IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
Re: [Suggestion:Game Mode] Protect The Commander.
or a player is forced into the commander position on random at start...
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setup^
- Posts: 6
- Joined: 2008-09-02 07:51
Re: [Suggestion:Game Mode] Protect The Commander.
Yeah, but he still can easily disconect, which woould make it better if there was a commander, and 2 people in his group. just incase ;p
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supahpingi
- Posts: 1921
- Joined: 2007-05-29 14:10
Re: [Suggestion:Game Mode] Protect The Commander.
I dont think so,being the commander should be free of choice or else the game would get ruined by all those ppl who would rather be a sniper then a commander and spoil the game by getting themselves killed.....[R-DEV]IronTaxi wrote:or a player is forced into the commander position on random at start...
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ArticBlues
- Posts: 27
- Joined: 2008-09-22 22:15
Re: [Suggestion:Game Mode] Protect The Commander.
Well, one ANTI and poff.setup^ wrote:while the american commander gets escoretd, and protected in a hummer.
Anyway, if I know the most guys right. They want to fight, so, I guess, let's say the americans, will storm the cave, and the commander is in the start base just chill'in.
A opinion could be that be commander can't stay still for more than 20 seconds before something happends .. x)
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Pariel
- Posts: 1584
- Joined: 2008-01-29 23:41
Re: [Suggestion:Game Mode] Protect The Commander.
There is a difficulty in finding someone who wants to play commander, as it essentially means running and hiding. While this could be fun, I mostly see it being boring and stupid.
What if the commander were to have some sort of ability that was only usable if there within the same square, or some reasonable medium-sized distance, of friendly troops? Maybe a UAV, a specific vehicle that only they could use/could only be used with them in it, Jedi force powers, etc.
I do really like the idea of a convoy where you have to kill the commander: the insurgents won't know what vehicle he's in, while the convoy would have to move through checkpoints. Each time they reach a checkpoint, it becomes a spawn point for the convoy team. Just a thought, seeing how people have suggested that the hunt-the-commander idea be towards the insurgents.
What if the commander were to have some sort of ability that was only usable if there within the same square, or some reasonable medium-sized distance, of friendly troops? Maybe a UAV, a specific vehicle that only they could use/could only be used with them in it, Jedi force powers, etc.
I do really like the idea of a convoy where you have to kill the commander: the insurgents won't know what vehicle he's in, while the convoy would have to move through checkpoints. Each time they reach a checkpoint, it becomes a spawn point for the convoy team. Just a thought, seeing how people have suggested that the hunt-the-commander idea be towards the insurgents.
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EOD_Security-2252
- Posts: 804
- Joined: 2008-06-10 23:08
Re: [Suggestion:Game Mode] Protect The Commander.
This idea sounds ok, but it seems like INS are destined to loose. Can they still build hideout so they don't have to spawn in the map area all the time? If you think about this, after Coalition forces get like 2 zones done, they can just set up road blocks with FBs and vehicles and INS will loose quickly (as opposed to real life where the individual could just escape into another town).[R-DEV]IronTaxi wrote:my idea was to have the city broken up into large zones.. maybe 10-12 zones covering the city... the attcking team "clears" each neighbourhood in the city by clearing and capping ti of enemies.. this zone is no longer a spawnable for the defenders and they are forced into a smaller and smaller area..
in conjunction with this a commander is used as a secondary high priority target that if killed causes the defenders to lose half their tickets for example.. the idea being to make cooperation integral to success...
the attackers can either focus on clearing the city and therefore breaking the resident miltia or insugency OR they can go after the commander with some sort of
spec ops type approach...
Also, I think finding the INS cmdr and finding the Conventional Army cmdr should be two different gametypes. Hunt the INS cmdr sounds good as Taxi suggested (except the stuff I said). However, with hunt the Conventional Army cmdr, the Cmdrs should ride in the black VIP SUVs (which needs to be redone BTW).
I don't know what to do about people not wanting to play along. Is it possible to make it so that the game will not start (as in stay in debriefing mode) until both teams have cmdrs? But then people will just be cmdr and then resign. This is quite the problem.
Informally retired modder - Projects: Artillery Shell IED,PSC Faction
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shifty66
- Posts: 309
- Joined: 2008-09-06 01:40
Re: [Suggestion:Game Mode] Protect The Commander.
Well i think if you have picked to play the "VIP" situation at least someone would have a interest in being commander.
Maybe give people a incentive to be commander? a cool perk maybe?
Maybe give people a incentive to be commander? a cool perk maybe?
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*14 sigs made for PR members Ingame name:supermannen6 Not making sigs anymore. Army life does not permit it! hah
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WildBill1337
- Posts: 317
- Joined: 2008-08-02 21:47
Re: [Suggestion:Game Mode] Protect The Commander.
sounds like a really good idea. kind of like capture the flag, but with live people. id play that.
on another note, i really do mis the escort game mode
and what about that command and control or whatever it was called game mode?
on another note, i really do mis the escort game mode
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Fat Man Jim
- Posts: 65
- Joined: 2008-01-03 23:03
Re: [Suggestion:Game Mode] Protect The Commander.
i could see this with insurgents, but instead of killing the insurgent commander you have to get him with the restrainers
