Commander role

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Primetarget83
Posts: 1
Joined: 2009-02-15 21:59

Commander role

Post by Primetarget83 »

I've searched through the forum and I couldn't find a post regarding the commanders role and suggestions. If there is, please excuse my mistake and direct me there. Please also have some patience with my use of the English language.

Being in the regimental HQ, relaying orders and marking the situational map, during a firefight is probably one of the the more stressful environments one can experience. With the exclusion of being on the receiving end of a localized lead storm, of course.

This is a experience I´ve lacked while playing BF2. Seeing how good you managed to simulate other part of a battle operation, I was hoping that you could find a constructive and meaning full way of increasing the workload of the commander.
  • Maybe some sort of coordination effort (take hill 167 within 10 min) resulting in eg. temporarily shorter spawning time either for troops or material.
  • Maybe through more offmap asset or handling of the assets that required a bit more of multitasking.
  • Maybe introduce some simple code breaking exercises of opfor comms resulting in eavesdropping of the opfor commanders voip (or text) for a short amount of time. An during this time also adding static to the opfor commanders com.
    A simpler reward would be a down tuned version of BF2's "God's eye scan". The code breaking operation could also possible lead to a counter code breaking exercise. This idea however is not something a low level HQ normally handles. With the exception of encryption and decryption of friendly messages.
I don't know what you can and can not do, so I'll trust your skills and creative powers.

I hope that my short post could present you with some viable ideas.

Thank you for providing us with a superb mod.
ukie_militia
Posts: 19
Joined: 2009-01-31 04:13

Re: Commander role

Post by ukie_militia »

I agree something must be done to create the Commanders roll more interesting, I like the idea of the commander being able to shorten the spawning time of a squad if he needs them to do something, also could he even have the power to kill his own squad leaders who don't listen by vote or something?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Commander role

Post by Rudd »

really, I was thinking eariler that the officer commanding role should be less played up.

Instead, just give the commander a mortar at main base that only he can use, that he can use his commander screen while using. Ofc, it would have to spawn after 5mins or so to prevent utter rape.

This will ensure he has something to do constantly.

Theoretically the current CO coordinator role should be fun and engaging, but I find no more than 2 squads respond to my orders or queries in any average round. We cant mod players so we shouldn't try, but we can make the commander role more useful/varied/interesting.
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abbadon101
Posts: 87
Joined: 2008-12-30 13:17

Re: Commander role

Post by abbadon101 »

Some thing does need to be done to encourage people to take up the commanders post, BUT giving him the power to KILL SL who don't follow his orders is not what I would like to see. I have been on too many pub servers (more noticeable on INS maps hmmmm.....) where the commander has been giving me and my squad (normally my clan members) stupid order either suicide missions with no back up or taking no account of the fact we are sweeping a certain area for a cache.

I think the idea of getting an objective completed in a certain time frame for a tactical reward (eg. shorter spawn time for players/assets, shorter ready time for area attacks etc.) would be the way to go about it.
.blend
Posts: 212
Joined: 2008-01-28 22:54

Re: Commander role

Post by .blend »

On a related topic: How about adding points of interest to maps, like satellite dishes that enable the commanders god's eye.
Smooth[EST]
Posts: 61
Joined: 2008-07-07 20:05

Re: Commander role

Post by Smooth[EST] »

I like the idea that VBF2 UAV will be visible for commander only and maybe for short periods, so com can give some accurate information himself to the squads.
-= Make MODS, not WAR =-
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Commander role

Post by mat552 »

What about a straightline UAV flyover. You pick a start and end point, and can see through the UAV cameras as it flies that route, provided the enemy doesn't shoot it down. The CO could even call in a Reaper or equivalent to fire AT missiles from laser designation from SLs. Maybe.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
lucky14
Posts: 149
Joined: 2008-06-20 17:28

Re: Commander role

Post by lucky14 »

I like the reward idea. Maybe the Commander should be able to lock vehicles for certain squads? Maybe there is an armor squad that is helping out some awesome infantry squad and they are owning and whatnot, maybe the Commander can assign certain tanks (like the spawns) to that squad, so no one else can use it.

Maybe the Commander should be able to call for off-map reinforcements. In BF2 terms, this means they use double the tickets for 3/4ths the spawn time. Also, the have priority access to Sniper, Light AT, etc. He could, in that sense, reward better squads with more stuff.

But what about the Commander? What should he get? Maybe he should be in charge of some sort of artillery? Or an AC-130? Or something like that, with a much faster reload time than his current arsenal and is longer lasting.
RoccoDW
Posts: 5
Joined: 2008-06-02 18:45

Re: Commander role

Post by RoccoDW »

I havent seen anyone take commander on any of the (usually full) servers in quite a while now. (didnt play much between 0.7 and 0.8 so dont know how often it was then) It does seem a bit boring especially when there are very competent sq leaders out there working to good effect.

I like the idea of UAV but without any radar, only zoomable optics which the commander can access to scout area and monitor enemy movements and communicate this to squads where req. The UAV can have a limited range, needing to be refuelled every 5-10minutes or so (or more?) but can be moved anywhere the commander wishes (circling an largish area). This can help the commander avoid getting it shot down when spotted etc.

Apologies if this has been suggested before (i couldnt find anything) but i think this may help to add some real usefulness to the commanders role.
GreedoNeverShot
Posts: 213
Joined: 2008-06-16 20:48

Re: Commander role

Post by GreedoNeverShot »

1. Squad Rewards (more ammo, less spawn time, exceed kit limitations in squad, etc.)
2. Supply Crates
3. Bringing UAV's back (controlled by player)
4. Punishing SL's
5. Mortar Barrage (smaller arty)
6. Approving and allocating kits
7. Special Commander kit
8. Commanders allocating vehicles
9. System designed with squads that support the commander
10. Commander as "SL" of command or logistics squad
11. Mobile Command Vehicle
12. Laptop in inventory to be booted up and provides commander map
placeable Forward Command Posts
13. CO can command from FOBs as well
14. Commander gives squad rewards -lower spawn or priority vehicles
15. Vip Commander gamemode (Commader has lots of benefits but other team can kill him for gain/loss of tickets (depending on the team)
16. CO GPS guided munitions
17. Commander only spawn points
18. Commander only placeable spawn points
19. Team can spawn on Commander/Commander vehicle
20. More Commander marking options
21. Removal of commander
Old suggestions to fix commander from older threads.

I agree... something must be done about the Commander. In .7 and .75 they were a necessity, in .8 and .85 they aren't even needed. A mixture of new ideas might help.
Last edited by GreedoNeverShot on 2009-02-22 19:23, edited 1 time in total.
"If you outlaw guns, only Outlaws will have guns."
{UK}Suzeran
Posts: 126
Joined: 2009-03-17 17:07

Re: Commander role

Post by {UK}Suzeran »

IF you like commander so much come to my thread and hel; change the game forever in a positive way the idea is gainibng strength and may be included in PR 0.9

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