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Posted: 2008-01-30 00:53
by gclark03
The problem is that you can mod the game, but you can't mod the players. You can fix the bugs, but you can't fix stupid.

Posted: 2008-01-30 01:35
by Death_dx
Seems like it possibly encourages base rape, which may or may not be a good thing. But I disagree with the tickets linked to a commanders death.

Posted: 2008-01-30 01:42
by Death_dx
The original thing you were referring to I think was this:
https://www.realitymod.com/forum/f18-pr ... post595442

gclark03 wrote:What if the Insurgent Leader abuses his power by being a smacktard and running to the front lines or committing suicide? Also, a teamkiller could hand the Brits an instant victory - very exploitable.
You could make the target of the game an objective that needs to be destroyed, say inside a mosque/palace like on basrah.

Or perhaps force the insurgent leader to stay inside a mosque/palace by using a kill zone, and require him to be killed by an enemy for them to win. The only way to abuse it would be if he suicided when brits (or w/e) made it inside, so that would need to be disabled or delayed.

Posted: 2008-01-30 10:13
by Sadist_Cain
We're not making a game for "nubs" here everyone is going to be new, we must teach them.

Commanders and pilots for that matter should be valued far more, both units have considerable amounts of information and importance on the battlefield and the only effect we feel from their loss is a few seconds of spawn time

Posted: 2008-01-30 12:20
by BloodBane611
Given the very high number of bad pilots/commanders, I would not want to have some sort of special ticket loss associated with them. Too many idiots would do something dumb and get killed.

Posted: 2008-01-30 13:21
by crudge
i realy like this idea, assassin game mode. ha ha it'll be very fun

Posted: 2008-01-30 13:57
by Maxfragg
i hope it comes back, or it could also work as an adition to insurgentcy, so that you have 2 ways to win a round, by destroying caches or the leader :-P

Posted: 2008-01-30 22:03
by Enderjmu
Well... I don't think that the game should end when the commander goes...

About the "commander and pilots" are important issue...


How about have everyone in a jet have a command chat?

Pilots and Commander act sort of like squad-mates do... they can communicate to one another... With the SLs also saying things...
Perhaps have pilots equivalent to SLs?

I think killing the enemy commander should immediately remove him from the command spot, requiring (spelling?) him to regain the command position, which takes a while..... Think that'd be good?

Posted: 2008-01-30 22:07
by HughJass
maybe when commander is killed he will be automatically kicked out of commander positon?

Posted: 2008-01-31 00:52
by Pariel
Honestly, I like the idea of somewhat shorter rounds that could be attained by having the game end when the commander dies.

That said, you then end up with a major problem if the commander has to leave. I thought of it being a kit, but that might not work out--although it does have benefits: maybe the game would only end if the commander were killed by the enemy(probably leading to an excessive amount of commander TKing, especially in the face of an enemy assault)? That's all I can think of.
Enderjmu wrote: Pilots and Commander act sort of like squad-mates do... they can communicate to one another... With the SLs also saying things...
Perhaps have pilots equivalent to SLs?
Not really related, but you make a good point. I think the only way this can be truly effectively done is through TS, as I'm betting setting up more radio channels directly in the BF2 engine is hardcoded. But I could be wrong--even if I am I'm betting on it being less effective than just using TS, but hey, I don't know, it could be worth a shot.

Posted: 2008-02-02 11:25
by zeidmaan
Loosing the round when commander dies is just not practical. No matter how evolved the PR community is, and how pr0 you think the server you play on is, there will always be smacktards who will ruin the game.
And even if you played with 64 most leet and professional players and 2 smartest commanders ever, you would still have to dedicate about 10 players to guard the commander. Because he would be THAT valuable. And we already have to little players per side to perform all the tasks.

Posted: 2008-02-27 11:15
by Darktrooper
HughJass wrote:maybe when commander is killed he will be automatically kicked out of commander positon?
This one is really great !

Until now, even if he's down the commander can still "command" (well, no more squad channel but global can be used...).With that kind of thing, if commander is killed, the team really doesn't have leader anymore for at least one minute.

Without forgetting that no more commander means someone else can apply, which will be realistic given that the new commander. In most case, that will not really benefit to the team (the strategy may change, which will bring more confusion, but that’s reality no?), exactly what we are looking for (except for "disabling" fighting commanders, which is a great thing to).

Now, maybe it can be difficult to stay alive the whole round. Yes, maybe, but until now who really took care about his life? Of course a good commander stayed at main base, eventually moving to the front to build, but I’ve never seen commander making efforts to hide himself, or having soldiers protecting them while moving to a combat zone.

Posted: 2008-02-27 11:50
by Warmagi
BRILIANT idea. Kicking commander when he is killed (but not when he is TKed... dont know if this is possible) would simulate a replacement for his possition. I really like this.

Posted: 2008-02-27 13:08
by BloodBane611
That does seem like a good idea actually. Didn't even see that before.

Posted: 2008-02-27 13:46
by Tartantyco
-Well, the commander simulates the commanding branch, not a single person, so I don't like the idea. Also, with the lack of cognition among the SLs it's often up to the Commander to actually get assets built and I even have to cap flags because all the squads have gone hill raiding in a feeble attempt to be tactic-y... What I'd like to see is the ability of the commander to execute people who don't follow orders. Mmmmmm, heavenly...

Posted: 2008-02-27 14:32
by Darktrooper
Tartantyco wrote:-Well, the commander simulates the commanding branch, not a single person, so I don't like the idea. Also, with the lack of cognition among the SLs it's often up to the Commander to actually get assets built and I even have to cap flags because all the squads have gone hill raiding in a feeble attempt to be tactic-y... What I'd like to see is the ability of the commander to execute people who don't follow orders. Mmmmmm, heavenly...
I agree, but a commander being killed also simulates the commanding branch being destroyed. Right ?

Secondly, it's not commander job to move to the frontline to build things, or to cap flags. As a commander, it happens I do it (especially on maps with choppers when half of the team is waiting at main' .. grrrr ^^), but everytime I know it isn't a good / realistic idea.

Until know, it was only a realism issue, so doing it wasn't so negative for the team, but with that kind of suggestion it would be a real problem for it, and I hope it will bring more realism in Commanders behaviour.

As far as I'm concerned, I'm not gonna move to the front anymore if it isn't totaly cleared...

Posted: 2008-02-27 20:48
by Tartantyco
Darktrooper wrote:I agree, but a commander being killed also simulates the commanding branch being destroyed. Right ?

Secondly, it's not commander job to move to the frontline to build things, or to cap flags. As a commander, it happens I do it (especially on maps with choppers when half of the team is waiting at main' .. grrrr ^^), but everytime I know it isn't a good / realistic idea.

Until know, it was only a realism issue, so doing it wasn't so negative for the team, but with that kind of suggestion it would be a real problem for it, and I hope it will bring more realism in Commanders behaviour.

As far as I'm concerned, I'm not gonna move to the front anymore if it isn't totaly cleared...
-Just so we're clear, I'm against the idea of kicking the commander if he dies. It destroys the continuity on the strategic level, makes it even less probable that people will play as commander and really sucks if the commander is good at his job. You don't kick the SL if he dies, it's just stupid.