Commander Discussion.

General discussion of the Project Reality: BF2 modification.
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Commander Discussion.

Post by gclark03 »

Give SLs the power and the incentive to spot targets and place service markers (transport, CAS) on their maps. These targets are transmitted directly to the Commander, but only to the Commander. He can then relay them to other squads on the universal map and his VOIP channel.

Also, allow the CO to manage resupply by turning Forward Outpost radios into field Command Posts. Instead of driving all the way back to base in the supply truck to accept a request or operate the map, the CO can drive to a FO, use the map, and drive back before the enemy can find and kill him.
Robert-The-Bruce
Posts: 150
Joined: 2009-04-13 00:34

Re: Commander Discussion.

Post by Robert-The-Bruce »

i guess the commander has just got a whole lot more interesting. Now that he can see stuff:

https://www.realitymod.com/forum/f196-p ... r-uav.html

:-D
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Commander Discussion.

Post by PLODDITHANLEY »

Off the wall suggestion:

The CO commands a squad of Bots which can be used for base or flag defense...once a flag is turned a certain amount of time a bot squad can defend.

Perhaps a silly suggestion but worth a few lines on the thread.
AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: Commander Discussion.

Post by AnimalMother. »

PLODDITHANLEY wrote:Off the wall suggestion:

The CO commands a squad of Bots which can be used for base or flag defense...once a flag is turned a certain amount of time a bot squad can defend.

Perhaps a silly suggestion but worth a few lines on the thread.
i think the reason that doesn't happen is because the bots would take up server slots for players.
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Raegron
Posts: 87
Joined: 2007-05-27 12:56

Re: Commander Discussion.

Post by Raegron »

Sars99 wrote:i think the reason that doesn't happen is because the bots would take up server slots for players.
No, they don't. It's a matter of how you configure your server. There's this serveroption which can be "0" or "1", and means if bots should take up serverslots. Of course you'd set that value to "0", so you have 64 players + x bots.
AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: Commander Discussion.

Post by AnimalMother. »

Raegron wrote:No, they don't. It's a matter of how you configure your server. There's this serveroption which can be "0" or "1", and means if bots should take up serverslots. Of course you'd set that value to "0", so you have 64 players + x bots.
well that i didn't know, though without that tweak i was right :P


has anyone tried a full 64 player server with some extra bots to see how it performs?
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drs79
Posts: 401
Joined: 2008-07-07 15:40

Re: Commander Discussion.

Post by drs79 »

I have very much enjoyed being a CO since I first stepped up to the plate and tried it out around .5, and more so in the .6/.7 realm. No matter the size (not including skirmish) of the player base or size fo the map a CO is vital for many reasons, not only marking targets and updating Squad leaders, but also being able to coordinate team movement and plan assaults etc.

Having mumble installed also gives the CO a chance to communicate with SL's via mumble, and is a great addition to PR in this respect (i have jumped on the mumble bandwagon as a SL/squad member and really love it).

Its not a hack or a exploit as others have stated, its an extra way to talk, and relay information.

In game the CO IMHO has control of the battlefield, he has the right to assign assets to squads and even take away those assets if he feels another squad might utilize them more effectively. He also can allow squads to use certain assets/kits if they are needed.

However this does not give the CO the right to be a a-hole, or does it give him the right to berate squad leaders and the team itself. Being a CO can teach you how to properly communicate to SL's, and doing so you have to be able to be level headed and you have to explain CLEARLY what it is that you would like a squad(s) to do.

As others have stated it would be nice if the CO could go mobile, or if there could be a Helo that is designated as a moble CP (a patient and willing pilot would have to be operating it), but if a mobile CP was allocated it could help the CO command from the front line on certain maps or instances, however it would have to be stressed and the penalty would have to be large if the vehicle was used in combat/to capture an objective and destroyed.


In the preview for .87, the UAV is a great add on, and can help the CO feel more apart of the game.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: Commander Discussion.

Post by fuzzhead »

having squad leaders place their own markers is not possible with the current system, since the current system is a hack of the supply drop system (basically requesting supply drops which instead of dropping supplies, place invisible object with an icon attached).
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Commander Discussion.

Post by gclark03 »

It's still possible. Treat the SL markers like those extract icons: each one is placed by the SL and visible on the map, but the squad number is visible on each marker.

For example, if Squad 2 is moving to defend a point, the SL of squad 2 sets a defend marker on the map. The defend icon bears the number "2", solving the problem of identifying the marker.

I imagine you've already tried this...
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Commander Discussion.

Post by gclark03 »

This thread is too good to die.
Stokes52
Posts: 37
Joined: 2009-05-20 20:13

Re: Commander Discussion.

Post by Stokes52 »

Looks like at least one of our suggestions might find its way into .87, check out the new UAV they made!

https://www.realitymod.com/forum/f196-p ... r-uav.html
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