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Re: The Project Reality Commander
Posted: 2009-09-22 14:12
by Michael_Denmark
Hi wuschel
Little has been posted so far on the team organised usage of heavy assets, but in the asset sub-battle i will post x amount content related to the dynamics you refer to.
Was the any evaluation tank or IFV squad leaders?
Short answer is that programs (evaluations included) with non-pure-infantry-focus was developed and trained on my two teams. However that did not mean i also used those very same in the battles. Different factors which i probbaly should post too, determined such decisions.
Thanks for asking, hope this answer your question.
Re: The Project Reality Commander
Posted: 2009-10-28 00:46
by DrPhil37657
Outstanding job. Thank you for putting in the time to explain these topics in detail. They have been, and will be a massive help to those who take the time to read it.
Re: The Project Reality Commander
Posted: 2011-05-19 12:41
by Michael_Denmark
"Marche of Grognard / Marche de bonnet a polis", being the third video in the guide, seems to be restricted now, -due to copyright issues in my own country? Even though it has been accessible for several years?
Could a helpful person, not being from Denmark, please help out and test if the third-deployed video, is still playable?
Re: The Project Reality Commander
Posted: 2011-05-19 15:54
by BloodyDeed
Thanks for this post Michael. Took me some time to read it, and still havnt read all

I really start loving the commanders job and its even better when the UAV will return.
Re: The Project Reality Commander
Posted: 2011-05-19 15:56
by Curry
BloodyDeed wrote:Thanks for this post Michael. Took me some time to read it

I really start loving the commanders job and its even better when the UAV will return.
+1. to confirm mortar hits. i hope we can see more CO's then.
curry.
Re: The Project Reality Commander
Posted: 2011-05-19 21:16
by Wicca
I dont want to be a huge let down. I truly love commanding, but i wish it was more a Platoon leader Company Commander squad thing. Rather then a seperate role. IE anyone in squadleader alpha position is Company Commander.
In mumble, being able to delegate the team accordingly.
Re: The Project Reality Commander
Posted: 2011-05-19 22:30
by Brainlaag
Wicca wrote:I dont want to be a huge let down. I truly love commanding, but i wish it was more a Platoon leader Company Commander squad thing. Rather then a seperate role. IE anyone in squadleader alpha position is Company Commander.
In mumble, being able to delegate the team accordingly.
Its amazing that you have become so dependent on the 128 server, that you are desperately trying to promote the platoon idea in every bloody thread. Not to mention Mumble, just leave it Wicca, your dream will never come true

.
Re: The Project Reality Commander
Posted: 2011-05-19 22:42
by Web_cole
Michael_Denmark wrote:Could a helpful person, not being from Denmark, please help out and test if the third-deployed video, is still playable?
To answer your question, its not working for me either (UK).
Re: The Project Reality Commander
Posted: 2011-05-20 00:02
by Wicca
Brainlaag wrote:Its amazing that you have become so dependent on the 128 server, that you are desperately trying to promote the platoon idea in every bloody thread. Not to mention Mumble, just leave it Wicca, your dream will never come true

.
orly?
We will see.
On a more serious note. Organization is different from CO to CO. learning the PR communtiy to take orders from someone not in their squad is hard. its a big step, and someone has to work on it.
Any volounteers?
Re: The Project Reality Commander
Posted: 2011-05-20 02:55
by MAC$DRE
Excellent read on the CO position and all the devotion/planning it requires. We played and organized 128player battle USA&GER Vs. Holland Polish Coallition &France. It was a blast.
On a sub-topic of this thread, the 128 will never have the overall PUBLIC teamwork the 64 servers do, not on this engine, plain and simple. You can push for platoons, fireteams, squads, etc... It wont happen on that large of a scale across an entire team because you have no way of enforcing it on a regular basis. i.e. no admins and 64 kids running around. The public 128 player server simply monopolizes the PR players until it crashes... Then we can all go back to the GG's on established and administrated servers.
Anyways, I do wish the devs and testers the best of luck, I just honestly don't see it coming to fruition in BF2 PR's late life. ):
Logic test: PR is losing players. Do you A) adjust the current game to accomodate what players actually exist or B) make the servers twice as big hoping it will create more PR players?
Re: The Project Reality Commander
Posted: 2011-05-20 20:43
by Michael_Denmark
Web_cole wrote:To answer your question, its not working for me either (UK).
OK, Thanks for the help.
Re: The Project Reality Commander
Posted: 2011-05-20 21:25
by Michael_Denmark
I really start loving the commanders job and its even better when the UAV will return
Sounds good, this community is still in short of CO players. Mostly I like when the UAV is not available, but CO players are just as diverse as any other player-segment.
Organization is different from CO to CO.
Yes and in the Commander Chapter I will focus on this important part of the game. Cause I think this part too, of the CO-function, is too restricted in the present game-layout, although mumble has the potential to widen this organisational-bottleneck.
We played and organized 128player battle USA&GER Vs. Holland Polish Coallition &France. It was a blast.
Sounds good, I'm a supporter of big games, although from a CO-player-perspective, bigger games will require more skilled CO-players.
In regard to your sub-topic, I think that as long as we tell each-other that it will never happen, our chances for it to happen will decrease significantly. However, when we begin to tell each-other the opposite, -that it can happen, then our chances will increase significantly up that road to digital gaming-glory, fun, education, friendship and honour.
128 - all the good still to come.
Re: The Project Reality Commander
Posted: 2011-05-20 21:36
by Wicca
I hope the players will teach themselfs to cooperate. If not we the community have to make them, by cooperating.
Re: The Project Reality Commander
Posted: 2011-05-20 22:52
by L4gi
Michael, when was the last time you actually played PR?

Re: The Project Reality Commander
Posted: 2011-05-20 23:44
by Wicca
I think the general idea is that COs dont play PR, they direct how others play. However styles vary.
Re: The Project Reality Commander
Posted: 2011-05-21 10:57
by Michael_Denmark
I cant remember when I played it last L4gi, - why you wanna know?
And yes, the general idea has so far been, that CO players, so to say, play another game that the rest of the team. Thats also part of the reason I'm writing this guide., -cause the CO-game can be a difficult one.
Re: The Project Reality Commander
Posted: 2011-05-21 12:22
by Web_cole
I suspect what L4gi is getting at is that although COs maybe don't play the same game as everyone else (which is probably something that varies depending on the CO) commanding a team still necessitates a deep understanding of how the game plays out at the "lower levels."
If you haven't grokked the game at the level of an Inf SL, if you don't understand what makes an effective chopper drop or how a good armour squad should operate you're not going to be an effective commander. And all of that stuff needs first or at least second hand experience, and lots of it.
Re: The Project Reality Commander
Posted: 2011-05-21 13:07
by Wicca
I think in real life, before you are placed in command of a larger unit. You go through leading the smaller parts of that unit first. Atleast what ive heard in Norway.
Like if you want to lead a company, they place you in command of TOW, infantry, assault, 2ic, staff, mortars etc. And when you have gone through it all. You are given the command.
Re: The Project Reality Commander
Posted: 2011-05-21 13:52
by Michael_Denmark
Understanding how the lower unit works, or in-fact how it relate it self to the battle-dynamic, regardless of unit-size, or weapon-system, is important to any PR CO player.
So although I haven't played the game for along time, does not mean that I loose touch with the battle-dynamic it self.
That is also (partly) why I'm focusing on the Factor-terminology as much as I am, -in this guide / upcoming book.
When you stop only viewing a weapon in PR as exactly that - a weapon, then the opportunity for you to begin viewing it as a factor too, enters the perception-dynamic.
So a solider is not just a soldier, but in-fact a factor too. Time is not just time, but a factor. as well as the very sentence "time is a factor", is also a factor in it self.
Regardless, in the Commander-chapter, I will address this highly important way of PR-CO-thinking, further more.
Re: The Project Reality Commander
Posted: 2011-05-21 22:52
by L4gi
Wat? You lost me there.
A weapon is used to shoot enemies in the face. Only thing I care is that the best players get the best weapons so they can shoot the most enemies in the face.
While it is nice that you have an extremely in-depth guide to commanding, I personally wouldnt go at it at all the same way. The game has changed a lot since you last played, you have to have up-to-date knowledge of all aspects of the game and the people you play with to be able to effectively command.
Wicca wrote:I think the general idea is that COs dont play PR, they direct how others play. However styles vary.
Why not? Last 15 battles I commanded(which also all ended in wins) I was also succesfully leading a squad and killing people.
