Re: Commander Discussion.
Posted: 2009-07-17 21:03
Fact:Commander needs editing
what exactly you talking about gclark???The DEVs are unwilling to discuss their progress here. Without them, our discussion is useless.

Well I did not say I have not commandedYou are not qualified to audit the required changes, you need a COMMANDERS perspective as by your own admission your are not a born Commander/leader.
Tried this for a few versions. Most devs agreed it was just not working out, it forced players too much to play a position that they didnt always want to play. We dont want to FORCE players into the position, we want the right kind of players to be excited to step up into that position when they see its avaliable. We also want PR to still be playable in case none of those type of players are around on the server at the moment.NO CO = NO Firebase
A possibility if mobility is returned, but still would do little to deter the types of players that liked doing that destructive behavior in the past as these types rarely are concerned with abstract concepts like "tickets".CO death or resignation
A CO vehicle is I think a big topic on itself, but ultimately I think it would just be too big of a distraction and too easily misused.New CO toys - CO vehicle, more 'death from above', shovel in kit
Just wanna say really that being killed as CO sucks donkey balls.# currently killing a CO means nothing to game play
Lets be respectful please....Fuzzhead don't take this personally but your continued defense of the post .7xx command changes undermines your credibility. The changes are a total failure, full stop.
I hated the no firebase thing, pissed me off no-end. if two squads wanted to set a FB at the same time, you had to wait ages, even longer if a FB refused to set while the build order was operational.
NO CO = NO Firebase
* as a firebase is arguably one of the most strategic assets available
CO death or resignation
* penalty to be determined spawn/tickets
[R-DEV]fuzzhead wrote:"Back then, you'd be lucky to receive a move command from a CO, let alone a CO giving individual squads order via VOIP. The position was used cause people enjoyed building shit and being in the big shoes, even if they didn't exactly know what they were doing"
There is no doubt there were abuses with the .7xx CO, but aren't these server administration issues and not game design issues? There are just as many destructive players now logging on that need to be policed and 'name squad after asset' is a comparable example of admin based enforcement.[R-DEV]fuzzhead wrote:"careless dangerous driving...crazy attempts to build firebases in weird places...."
"A possibility if mobility is returned, but still would do little to deter the types of players that liked doing that destructive behavior in the past as these types rarely are concerned with abstract concepts like "tickets".
I really respect this position from the playability/broad audience perspective but forcing people to 'step up' and command just like with SL's is what makes the game so great. Even if the CO was clueless, he would get guidance from the SL's in .7xx and by the end of the round he had a taste of the massive stress involved and he knew if he wanted more in another round. Usually in the subsequent round after a bad CO someone who knew what they were doing or was better equipped to learn and adapt would step up because they felt they could do a better job.[R-DEV]fuzzhead wrote:"it forced players too much to play a position that they didn't always want to play. We don't want to FORCE players into the position, we want the right kind of players to be excited to step up into that position when they see its available. We also want PR to still be playable in case none of those type of players are around on the server at the moment."
The CO controlling firebases is paramount to his tactical plan and provides respect for his authority. The test should be, can a former IRL CO anonymously step on to any public server and have the tools to direct his plan and realize his authority. Currently the answer is no.[R-DEV]fuzzhead wrote:"I think we would want a system that would make an ex military leader feel comfortable and. .... he would be able to make some tactical decisions and not feel like he is leading blind. Obviously its still far off from this ideal, but IMO its much closer than what we were at with the kind of CO's back in v0.6 / v0.7."
im going to commander when i want to make Svastik or some other pictures from markers lolChiefRyza wrote:I have to politely disagree with everything you say fuzzhead. Being a squad leader in the BigD community for a long while now, I have noticed the collapse of structure because there is no need for a commander. If somebody had a reason to be in that position, we might see more serious commanders.
With no higher guidance the game has slowly deteriorated from a team-game to a squad game. It's happening everywhere, and it's only going to get worse. At least in 0.7/0.75 people listened to their commander.... because the commander was there! I strongly, strongly stand behind my opinion of the commander position being a game of bloody solitaire. While your stuck in a bloody box while the team is out there fulfilling your bidding, all you get to see are a bunch of moving dots on the map signifying victory. It's pathetic, I hate commanding so very, very much. Its demise makes me so sad, and I feel even worse reading your responses that we're wrong. Remember my post at the beginning of the thread? This is what I was talking about!!!! People who have being playing the game a whopping amount for a long time just get snuffed. The commander role was more efficient and more enjoyable that in the current version. I could reel together hundreds and hundreds of people but that wouldn't make anything change. We would recieve the same response that we know nothing about the game and we were obviously on crack to ever think the commander role was better in previous versions.
I just don't know how to go on with this conversation anymore without being mildly aggressive. I still think if the commander was out in the field, with a spawn time penalty (not tickets) and doing his role out there it would bring so much life back to this position. I remember how much fun I had as commander in previous versions and I know I did a better job then than what is possible to do now.
You don't have to command.ChiefRyza wrote:I have to politely disagree with everything you say fuzzhead. Being a squad leader in the BigD community for a long while now, I have noticed the collapse of structure because there is no need for a commander. If somebody had a reason to be in that position, we might see more serious commanders.
With no higher guidance the game has slowly deteriorated from a team-game to a squad game. It's happening everywhere, and it's only going to get worse. At least in 0.7/0.75 people listened to their commander.... because the commander was there! I strongly, strongly stand behind my opinion of the commander position being a game of bloody solitaire. While your stuck in a bloody box while the team is out there fulfilling your bidding, all you get to see are a bunch of moving dots on the map signifying victory. It's pathetic, I hate commanding so very, very much. Its demise makes me so sad, and I feel even worse reading your responses that we're wrong. Remember my post at the beginning of the thread? This is what I was talking about!!!! People who have being playing the game a whopping amount for a long time just get snuffed. The commander role was more efficient and more enjoyable that in the current version. I could reel together hundreds and hundreds of people but that wouldn't make anything change. We would recieve the same response that we know nothing about the game and we were obviously on crack to ever think the commander role was better in previous versions.
I just don't know how to go on with this conversation anymore without being mildly aggressive. I still think if the commander was out in the field, with a spawn time penalty (not tickets) and doing his role out there it would bring so much life back to this position. I remember how much fun I had as commander in previous versions and I know I did a better job then than what is possible to do now.
ChiefRyza, you must be passionate about this topic or overly dramatic, as I never said your "wrong" and just asked to back up your stance with some reasoning (which you and others have done). Just because I may not have the same opinion as you, doesnt mean your wrong, and neither does it mean the rest of the dev team shares my opinion. This is what we call debate, no need to break into this side-jabbing kind of talk as its not productive, especially considering I never insighted the things your saying (saying your wrong, saying your on crack, people playing long time getting snuffed, hundreds supporters not making a chance, being told they know nothing). None of that was true yet you brought it up because you feel frustrated that Im not immediately agreeing with you that your opinion is the best course of action. Just please have some integrity when talking on your opinion on this.I feel even worse reading your responses that we're wrong. Remember my post at the beginning of the thread? This is what I was talking about!!!! People who have being playing the game a whopping amount for a long time just get snuffed. The commander role was more efficient and more enjoyable that in the current version. I could reel together hundreds and hundreds of people but that wouldn't make anything change. We would recieve the same response that we know nothing about the game and we were obviously on crack to ever think the commander role was better in previous versions.
This is a good start, but we're going to need more reason for the commander to enjoy being in that position. Perhaps the commander should be the only one allowed to place firebases and machine gun nests? But then again, from their box, they can't really see the placement sites as well as someone who's there.multiplan wrote:NO CO = NO Firebase
- as a firebase is arguably one of the most strategic assets available
I think this would be counter-productive, as it would make people less inclined to take that risk for their team. We have too few commanders already.multiplan wrote:CO death or resignation
- penalty to be determined spawn/tickets
I think this would be a good temporary solution, at least. Until the commander position is really fleshed out and fun to play, we should let them be mobile.multiplan wrote:CO is mobile
- penalties to contend with, satmap from a handheld on his uniform skin
- CO is returned to being a high value target as his death yields opfor advantage
- currently killing a CO means nothing to game play
This sounds silly to me, but maybe I'm just not seeing it right.multiplan wrote:CO vehicle
Perhaps. I think it's cool how this has moved to the infantry-manned mortar pits, but it was definitely one of the main reasons people wanted to play commander in vBF2.multiplan wrote:more 'death from above'
I don't see why the commander should be in the dirt digging out ditches and bases when the squad leaders are above this duty.multiplan wrote:shovel in kit