Hello there,
I like to propose giving the CO some more options to lead his team more effective
(which weren't suggested before, i think).
In advance, i think his main task is still to give SL's approximate orders and to
track the enemy forces on the map as precisely as possible. But these changes can
make it more worthwhile doing this job, and perhaps a CO would become self-evident
on the most maps.
1. Artillery
Additional to the 1 hour JDAM/heavy artillery in normal AASv3-mode there could be
a light mortar strike consisting of 4-7 shells every 10 minutes, only powerfull as
frag grenades (so it wont damage any APC/MBT).
Its purpose would be to disrupt infantry attacking an occupied position or to attrid
defenses before assaulting.
2. additional assets
I dont know if its possible but it would be good if the CO could request some extra
vehicles depending on the state of the battle based on the number of tickets at start
of the round ( e.g. Kashan64 with 600 ticket gives 50 points for those reinforcements).
So he can choose every 20 minutes (indicated by a reload-timer like the JDAM) if and
which type of assets he will send to his team.
These vehicles will cost various amounts of reinforcement-points, e.g.:
transport-truck 4 points
armed Jeep(like HMMWV) 5 points
transport-helicopter 8 points
APC 10 points
MBT 20 points
attack-helicopter/jet 25 points
infantry * 10 points
(* option to convert into 10 more tickets)
Such changes would make it a huge disadvantage for the team having no CO.
Ok these were some suggestions, for now.
Commander's capabilities
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: Commander's capabilities
Welcome to the forums, and these are some great ideas. I agree completely with both of them, but the second one should be modified for Command and Control so that the Commander can choose all vehicles that spawn using a surplus number of tickets that rises over time, like an RTS 'resource'.
An example: The US team on CnC Kashan begins with 1000 tickets. As a starting move, the Commander purchases four logistics trucks at 50 tickets each, an APC at 100 tickets and an IFV at 200 tickets, leaving the team at 550 tickets. However, the Commander's spending would be limited to 300 tickets, and each forward outpost would regenerate X tickets every minute, both ensuring that the enemy finds and destroys firebases and that the Commander doesn't completely go nuts with vehicle allocation.
There would also be other limits on the types of vehicles that can be spawned in by the Commander and the cooldown times on those spawns.
An example: The US team on CnC Kashan begins with 1000 tickets. As a starting move, the Commander purchases four logistics trucks at 50 tickets each, an APC at 100 tickets and an IFV at 200 tickets, leaving the team at 550 tickets. However, the Commander's spending would be limited to 300 tickets, and each forward outpost would regenerate X tickets every minute, both ensuring that the enemy finds and destroys firebases and that the Commander doesn't completely go nuts with vehicle allocation.
There would also be other limits on the types of vehicles that can be spawned in by the Commander and the cooldown times on those spawns.
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Tirak
- Posts: 2022
- Joined: 2008-05-11 00:35
Re: Commander's capabilities
Resuggestion,
Please use the Search Function and the *** List before posting suggestions. For help, search under "Renegade Style Logistics"
Please use the Search Function and the *** List before posting suggestions. For help, search under "Renegade Style Logistics"
