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Posted: 2007-03-30 02:28
by Clypp
Nice. I LOVE the shift toward an asset centric game. This will also fix the lonely commander seat syndrome.

I am so glad these things cost points rather than time. The ticket system needs to have more influence on the game.

I'm not sure as to the purpose of bunkers except for the AA placement. 2 LAT are not hard to field so these bunkers will not last long enough to make any impact but I might be totally wrong.

Can we have a destroyable armory too? (For kit requests at main base) Map overlay control center? Reinforcement requesting radio?(Slows vehicle spawns) Placeable razor wire? Motion/tremor sensors for base perimeter?

Posted: 2007-03-30 02:34
by Raniak
'[R-DEV wrote:eggman']
The support vehicle is just there to:
1. provide transport to the commander and his squad
The commander will be able to be in a squad ?
Or you are talking about the squad that will follow the commander ?

Posted: 2007-03-30 02:35
by Master Shake
I just need to ask since this is realism, will the insurgent "bunker" look anything like a convenient Store??

Posted: 2007-03-30 02:36
by Blackhawk 5
Yay sounds excitingness!

Posted: 2007-03-30 02:39
by Wasteland
'[R-DEV wrote:eggman']
Commanders can also deploy their own support vehicle. This vehicle can only be operated by Engineers, Commanders and Crewman. There is a time limit on how frequently these can be deployed.
Awww, sorry Animalmother.

Posted: 2007-03-30 02:40
by youm0nt
Sounds excellant! Good luck working on 0.6!

Posted: 2007-03-30 03:16
by ArmedDrunk&Angry
I believe we have the latest in n00b filters here.
This is going to be great !

Posted: 2007-03-30 03:46
by Rick_the_new_guy
Firebase will be where the arty spawns in at or the mortors.
http://wordnet.princeton.edu/perl/webwn?s=firebase

Good, night. This is way better than I thought.

Being a teamplayer, I'll gravitate to the CO and his Support team.

Thanks champ.

Posted: 2007-03-30 03:47
by PlayPR!
Leo wrote:Sounds fun, but how are you going to get the engy's to cooperate? Just get a squad to stick with the Commander in case he needs anything?
I guess you and I will just have to set an example! Instead of Jihad squads we can have Engy squads! :D

Posted: 2007-03-30 04:18
by Deadmonkiefart
Wow I am soooooo excited! Just one suggestion- could you add razor wire to the choices of things that can be built be engineer after being requested by commander? That would be a really effective/neat/strategic commander asset. Ok sorry I didn't read the whole thing before posting - Excellent idea Clypp.

Posted: 2007-03-30 04:25
by Rick_the_new_guy
There are several huge factors that will improve the replay value of each map and better concentrate the battles.

The bunkers and Firebases will be put in locations that are 100? meters from a friendly CP. This will allow a tactical CO to set-up good spawn points for his Unit to spawn in so pressure on the CP will be lifted from a good team that is blitzing. (more concentrated battles and less frustraction of not being able to spawn in at a CP).

Before, every structure was in the same place on every map. Here, the CO decides where the Unit's assets will go. Impressive, most impressive.
This will make the demolisions crew's job tougher, because they will need to locate it first, then ty to destroy it.

Another great thing, is that the CO has to have his/her boots on the ground at that location to get this stuff going.


egg and devs, what would you'all recommend the make-up of the logistics/support squad to be?

Q:
When the Unit Advances and secures the next CP, can the CO travel there and do it all over again? Or will the bunkers and stuff have to stay at the old CP until destroyed?

Posted: 2007-03-30 04:40
by Deadmonkiefart
I used to play as commander all the time before I started PR, and my team never lost with me as commander. PR took all of the power out of commander, and I was nearly helpless. After my 1st few games I stopped playing commander, because I was getting tired of only being able to order squads around without being able to help them out at all. I am really excited that I can finally make a difference, and I will now start to play as commander some of the time.

Posted: 2007-03-30 04:42
by hoc_xfirestormx
'[R-DEV wrote:eggman']1. provide transport to the commander and his squad
sweet! commanders have squads now.

Posted: 2007-03-30 04:45
by [-=IDSF=-]SykloAG
Wow. It sounds like PR is going to take gameplay to a whole new level.
I liked the razor wire idea Clypp - that would definitely be useful.

This would make the engineer position much more useful than just a vehicle repairman that he currently is.

Unfortunately, it sounds like the changes will keep the commander too busy for handing out targets to aircraft. What are the chances for seeing an ATC position?

Posted: 2007-03-30 04:52
by Maistros
mmmmmmm, all the new surprises in store. ;) ;)

Posted: 2007-03-30 04:58
by DarkTalon
yup... I just wet myself











awwww... it's all sticky

Posted: 2007-03-30 05:02
by Rick_the_new_guy
'[-=IDSF=- wrote:SykloAG']
Unfortunately, it sounds like the changes will keep the commander too busy for handing out targets to aircraft.
I do not see this happening.
CO usess the commo rose to make the fondations for the what nots (UAV trailer deal), they then can go back to doing other things.

The CO will need the Officer kit, so he/she will not be doing any buliding or sandbagging.

___


I am pretty sure the CO will not be able to join a squad and still be a CO.

Man, this will certainly help a weaker team from being pushed back time and time again. They will have a defense RP to spawn in at when an important CP is under attack. So like in AAS in .4 we get concentrated battles, but due to the way the assets are set up (and in what CP), the replay value will be better than in .5 now

___

Another question

Will every map not have any arty on it now? So if a team wants arty they need:

1. CO who has an officer kit
2. The UAV trailer down
3. Support truck
4. logistics squad to build it.