Commander being removed?
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HunterMed
- Posts: 2080
- Joined: 2007-04-08 17:28
Re: Commander being removed?
But I am sure teams will just use it like this:
One goes CO, deploys FB and resigns. And all other COs which like commanding will do same usual just place one FB which would be nice of course.
Generally I like your idea to give the CO a task like this.
One goes CO, deploys FB and resigns. And all other COs which like commanding will do same usual just place one FB which would be nice of course.
Generally I like your idea to give the CO a task like this.
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Noobcleaner
- Posts: 39
- Joined: 2007-11-04 14:15
Re: Commander being removed?
Zoom thingy solves the problem not to leave the base and know nothing of whats happening on the field.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Commander being removed?
but its pretty overpowering really, and doesn't represent realistic use of UAVs or satellite imagery
and commanders should know what is going on in the field
"squad 1, sitrep"
and commanders should know what is going on in the field
"squad 1, sitrep"
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Noobcleaner
- Posts: 39
- Joined: 2007-11-04 14:15
Re: Commander being removed?
Zoom thingy is good for teamwork between commander and squad. Maybe it could be foggy or something. The zoom thingy can only guide one squad at time and make you unaware whats going on the rest of the map while he does that so its not that overpowering but it is little overpowering.
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MrYellow
- Posts: 48
- Joined: 2008-09-17 08:49
Re: Commander being removed?
I like long respawn times for commanders.
Whenever I've been commanding from in the field, the respawn timer and the negative effect
dying will have on the team is foremost in your mind. It keeps you careful and gives you
very good reason to not be a rambo commander. It works.
The map zoom, hate it really.... It doesn't give you any extra information as you can't
really see much from it without checking behind each building corner and reporting
contacts in a very unrealistic way. You get more situational awareness from sound and
tracers from being on the ground with ears open then any top-down view can give you.
A sitrep from a squad is a good thing to have, however it's not a very high level of
situational awareness. You're limited to a small number of sitreps per game, as you can't be
asking a SQD leader for details every 2 seconds, he has a squad to talk to.
edit: Really a field commander is in the position of being able to spot problems and patch them
before the squad realises how big a problem it is and how desperately they require help. It's not
a reactive job where you're only really responding to requests from squads (as CO is currently),
it's a pro-active job where you're seeing the effects of moves on the field and adjusting the plan
as need-be based on the reality as it unfolds. Sqd 1 should never be screaming for backup as you
were there, saw what they faced, and assigned another squad to help before they even reported they
were engaged.
-Ben
Whenever I've been commanding from in the field, the respawn timer and the negative effect
dying will have on the team is foremost in your mind. It keeps you careful and gives you
very good reason to not be a rambo commander. It works.
The map zoom, hate it really.... It doesn't give you any extra information as you can't
really see much from it without checking behind each building corner and reporting
contacts in a very unrealistic way. You get more situational awareness from sound and
tracers from being on the ground with ears open then any top-down view can give you.
A sitrep from a squad is a good thing to have, however it's not a very high level of
situational awareness. You're limited to a small number of sitreps per game, as you can't be
asking a SQD leader for details every 2 seconds, he has a squad to talk to.
edit: Really a field commander is in the position of being able to spot problems and patch them
before the squad realises how big a problem it is and how desperately they require help. It's not
a reactive job where you're only really responding to requests from squads (as CO is currently),
it's a pro-active job where you're seeing the effects of moves on the field and adjusting the plan
as need-be based on the reality as it unfolds. Sqd 1 should never be screaming for backup as you
were there, saw what they faced, and assigned another squad to help before they even reported they
were engaged.
-Ben
Last edited by MrYellow on 2008-11-13 05:27, edited 1 time in total.
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multiplan
- Posts: 12
- Joined: 2007-07-30 21:26
Re: Commander being removed?
Given that the CO is currently infrequently filled, adding only a CO spawn penalty would add further imbalance if not offset with other updates.
Modified suggestions:
1) No CO alive = Teams spawn ability is disabled.
2) CO death/resignation/disconnection = CO (60s-120s) penalty spawn.
3) Return freedom of mobility, CO map screen always accessible.
4) CO approves all asset deployment.
5) Add shovel to a CO kit and CO HMV w./w.out IR 100m range toy.
This addresses most of the issues where:
1) CO position is restored to the chain of command.
2) CO can move forward but his team is spawn penalized if he is killed.
3) The CO becomes a high value target as before.
4) The CO can build/supply re-enforce but at a high risk to his team.
5) CO situational awareness can be restored but with a high risk to his team.
If the mod continues to larger combined arms Kashan type maps, this functionality seems to fit that direction. The out of game VOIP sometimes implemented to facilitate inter-squad comm. is indicative of workarounds that are necessitating changes.
Interested to see what .85 will bring for the CO.
Modified suggestions:
1) No CO alive = Teams spawn ability is disabled.
2) CO death/resignation/disconnection = CO (60s-120s) penalty spawn.
3) Return freedom of mobility, CO map screen always accessible.
4) CO approves all asset deployment.
5) Add shovel to a CO kit and CO HMV w./w.out IR 100m range toy.
This addresses most of the issues where:
1) CO position is restored to the chain of command.
2) CO can move forward but his team is spawn penalized if he is killed.
3) The CO becomes a high value target as before.
4) The CO can build/supply re-enforce but at a high risk to his team.
5) CO situational awareness can be restored but with a high risk to his team.
If the mod continues to larger combined arms Kashan type maps, this functionality seems to fit that direction. The out of game VOIP sometimes implemented to facilitate inter-squad comm. is indicative of workarounds that are necessitating changes.
Interested to see what .85 will bring for the CO.
Last edited by multiplan on 2008-11-13 19:43, edited 1 time in total.
Reason: error
Reason: error
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00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
Re: Commander being removed?
H3eadshot wrote:Where are they then? Not in this thread anyway.
LOL, there are plenty, they just don't take the time to come onto this site.
I was one of those guys who played CO when I needed to in 0.7 and it was fun then. Now, it is pretty useless. As someone who only plays SL, when I am about to lay a FB or Bunker and a CO signs up, forcing me to wait for him to get a CO kit and then get to the CO post, it makes it more hassel than worth.
And as another poster said, a CO is really only good for communication between squads and perhaps a JDAM and spotting. If the squads are retarded, communication is not going to fix that really. If they are smart, than there is no point for the CO at all since it takes longer to set up FB/Bunkers due to logistics loading etc.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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FlatkinG
- Posts: 23
- Joined: 2007-04-10 18:40
Re: Commander being removed?
this is my thoughts exactly,HunterMed wrote: Not true headshot - many people think that the co has little use in 0.8 and not just Australians.
Yes a commander can and should make the difference between winning and losing. Im not sure anyone here is disputing that.
What were saying is give him more to do, so its more fun for him ( thats why we play right? ) At the moment, for the commander, its like playing a really really **** and really really slow version of command and conquer.
commander role is basically too boring to be temped to apply for at the start of a round, id rather be entertained and make a squad or join under a good leaders command.
it just needs some tweaking to be more mentally active, personally id like to see the street level zoom come back but have no way of spotting enemies you see(also unable to place contact markers or waypoints on this view) so even with voip its very generalized as u cant see the map coordinates on street level. the fact is that seeing 1 map screen for a 3 hour game is extremely boring even for the ones that love to command.
we all want commanders coz its fun but its just too un-stimulating to attract people to apply.
proposal:
1. keep the map screen limited to the command post.
2. street level zoom but hard too see eg. 50% transparent static to simulate jamming or somthing.(camouflage could be useful here and make people aware that being under cover provides stealth, being stationary in the open makes u more prone to mortar strikes through communication etc).
3. have the command post buildable like in previous versions and also destructable and the ability to freelook outside the windows from the inside.
4. longer spawn time for commander eg. 120 seconds just like civilians.
5. mobile command vehicle could be useful, maintains the ability to expirience your terrain and not be locked into a 2d pastel map screen for hours while being invincible.
6. add more command features like the supply drops again but realistic drop speed and widely deviated(perhaps like every 20 minutes or somthing to avoid supply drop FB builds), DPV/FAV drops etc.
7. make the build orders a requirement after after 18 people are playing in a server(this keeps the ability to have small games without a commander but requires a commander for medium to large games, the same as the current kit limits).
id also like to see more support vehicles in coordination with commanders being able to repair vehicles at request, alot of maps dont have support vehicles(also would like medivac requests somehow perhaps getting in a support vehicle or new vehicle that pauses bleeding when inside would be great for commanding, helping team maintainance aswell as attacks)
also making use of the back seats in support vehicles...
u guys wanted suggestions for a compromise so heres mine, i beleive both debating parties can be satisfied as both can still perform as the commander they want, i dont see any lose in this.
Last edited by FlatkinG on 2008-11-14 04:33, edited 1 time in total.
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Tannhauser
- Posts: 1210
- Joined: 2007-11-22 03:06
Re: Commander being removed?
Idk, bring back the satelite cam but only at the highest zoom? That would make commanders interesting for certain people.. 
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Nouniquenicks
- Posts: 33
- Joined: 2008-04-12 15:18
Re: Commander being removed?
How about a Mobile Command Center (like suggested by Yellow) like the one off Armed Assault Warfare mode... or, Commanders can access their command screen while sitting in the main one at base (what they currently do), or standing in the middle of a Bunker/Fire Base? From these positions they can still watch the battle but be in a safe position.
Also, someone suggested put in the 3rd level of zoom again, I suggest every 20-30 minutes the Commander can call in "UAV support", this allows the commander to zoom in for the maximum level (like vBF2) for around 5 minutes, then it would "RTB" to refuel for another 20-30 minutes.
Also, someone suggested put in the 3rd level of zoom again, I suggest every 20-30 minutes the Commander can call in "UAV support", this allows the commander to zoom in for the maximum level (like vBF2) for around 5 minutes, then it would "RTB" to refuel for another 20-30 minutes.
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Oberst2k
- Posts: 5
- Joined: 2008-11-24 01:14
Re: Commander being removed?
I believe we need to add a XO in the current game to help the commander with all his duties! 
I just played on a PR server, no one wanted to play co so i applied. Got the officer kit and was fighting around the map and giving some orders on VOIP. One guy got real mad for not sitting in the cabin and wanted to kick me so i left the CO, but no one wanted to sit in the cabin anyway. Is the CO cabin holy or something? It's too boring inside.
I just played on a PR server, no one wanted to play co so i applied. Got the officer kit and was fighting around the map and giving some orders on VOIP. One guy got real mad for not sitting in the cabin and wanted to kick me so i left the CO, but no one wanted to sit in the cabin anyway. Is the CO cabin holy or something? It's too boring inside.
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TF6049
- Posts: 584
- Joined: 2007-03-29 03:24
Re: Commander being removed?
Give the commander an incentive to do his job. Something like if there is a commander active, vehicle and kit respawn times are cut in half, or something like that. That could really win a game in a tight situation.
"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"
A funny typo by Sgt. Smeg
A funny typo by Sgt. Smeg
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daranz
- Posts: 1622
- Joined: 2007-04-16 10:53
Re: Commander being removed?
If you're not sitting in the cabin as a commander, your team can't build firebases at all. Simple as that. If you're going commander, you need to sit there.Oberst2k wrote:I believe we need to add a XO in the current game to help the commander with all his duties!
I just played on a PR server, no one wanted to play co so i applied. Got the officer kit and was fighting around the map and giving some orders on VOIP. One guy got real mad for not sitting in the cabin and wanted to kick me so i left the CO, but no one wanted to sit in the cabin anyway. Is the CO cabin holy or something? It's too boring inside.

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Fearlessdot
- Posts: 20
- Joined: 2008-05-16 10:23
Re: Commander being removed?
Maybe it is you that is different im from Aus but im nothing like you i really hate the aussie servers i lag more on them more then the American servers. Play on a server like TG or something and you'll see how cmmdr is used. The commander position isn't played how it should be at all in Big D or whatever.MrYellow wrote:Maybe aussies play different.... After all we have a history for being
irreverent and in the distant past didn't even salute officers.
Let me explain how the commander is used on aussie servers.
-Ben

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Zerapup
- Posts: 232
- Joined: 2008-07-21 23:18
Re: Commander being removed?
Isnt it easier to just return CO system from 0.75? Instead of inventing different things =()
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DHC-Michael
- Posts: 5
- Joined: 2008-11-26 05:23
Re: Commander being removed?
Nah, I want something that looks like 0.75 but some changes in it. I don't know but for á reason 0.75 way of commanding feels not really good with 0.8 you know.
Defensie Helikopter Commando


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Oberst2k
- Posts: 5
- Joined: 2008-11-24 01:14
Re: Commander being removed?
daranz wrote:If you're not sitting in the cabin as a commander, your team can't build firebases at all. Simple as that. If you're going commander, you need to sit there.
Oh shit, thanks for letting me know. When i don't think running around as a commander is the best thing to do.
Thats a stupid restriction, not helping exactly..
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MrYellow
- Posts: 48
- Joined: 2008-09-17 08:49
Re: Commander being removed?
How it should be played according to who?Fearlessdot wrote:Maybe it is you that is different im from Aus but im nothing like you i really hate the aussie servers i lag more on them more then the American servers. Play on a server like TG or something and you'll see how cmmdr is used. The commander position isn't played how it should be at all in Big D or whatever.
Their is nothing realistic about the commander position in Project "Reality".
Doesn't matter I've stopped playing, the map design and game design choices are just insane now. It's like everyone's got a M1A1 desert map hard-on (fun with 10-15 ppl per-side now that so many have left lol)
-Ben
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Cobhris
- Posts: 576
- Joined: 2008-06-11 07:14
Re: Commander being removed?
proposal:
1. keep the map screen limited to the command post.
2. street level zoom but hard too see eg. 50% transparent static to simulate jamming or somthing.(camouflage could be useful here and make people aware that being under cover provides stealth, being stationary in the open makes u more prone to mortar strikes through communication etc).
3. have the command post buildable like in previous versions and also destructable and the ability to freelook outside the windows from the inside.
4. longer spawn time for commander eg. 120 seconds just like civilians.
5. mobile command vehicle could be useful, maintains the ability to expirience your terrain and not be locked into a 2d pastel map screen for hours while being invincible.
6. add more command features like the supply drops again but realistic drop speed and widely deviated(perhaps like every 20 minutes or somthing to avoid supply drop FB builds), DPV/FAV drops etc.
7. make the build orders a requirement after after 18 people are playing in a server(this keeps the ability to have small games without a commander but requires a commander for medium to large games, the same as the current kit limits).
I like these suggestions, except for the supply drop thing. That's what helicopters are for.Modified suggestions:
1) No CO alive = Teams spawn ability is disabled.
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bloodthirsty_viking
- Posts: 1664
- Joined: 2008-03-03 22:02
Re: Commander being removed?
i know when i play we rarly have a commander, and to communicate it is faster just to type sd2, e137 dg tank 2
also, make the commander so he can see, lik, off the sides of helis, or a special uav like aircraft that is manned but the commander can veiw this veiwpoint, e/o a cameria on the side of the aircrast like the huey has, and let the commander see that
also, make the commander so he can see, lik, off the sides of helis, or a special uav like aircraft that is manned but the commander can veiw this veiwpoint, e/o a cameria on the side of the aircrast like the huey has, and let the commander see that



