Re: Vehicles as Commander designatable assets
Posted: 2009-05-09 09:47
Commanders are overrated... u should adde fieldartillery like in Forgotten Hope 2 ...but ofc only on big maps.
<sigh> It seems a lot of people are missing an important fact.Cheditor wrote:Wicca what they are saying is if no ones in the CO spot and some random guy jumps into the commander spot, starts giving assets to all his friends, but what happens if they cant use assets properly and just get them killed within the first minute? Isnt it better if everyone can grab them apart from only a small group designated?
I think you are missing the point also.Ace42 wrote:
They only difference is the CO can hold off spawning major assets until the people they're meant for get back to base. If you don't like the way the CO assigns the assets, find another server or go CO yourself.
That's not what the proposal was. It would be impractical and awkward to implement it so there is some sort of inbuilt queueing system. All that would happen is the commander would be able to choose what spawns and when. That would mean FASTER asset spawning in the case of mishaps. And what servers do you play on? On ALL the servers I've seen, the first person to make a squad with an asset named in the title has it "held" for them the whole round solely by etiquette (and occasionally zealous admins), which results in the same thing you described. The difference is that a commander could be mutinied against, and replaced with someone designating assets fairly; whereas now people whoring assets are irreproachable.Alex6714 wrote: So you are saying its cool that I could hop commander and reserve all the assets for 2 friends? Hey, you just died, don´t worry, I hold the next one for you, died again, never mind, I was holding this one too.
You're right, let's remove the commander from the game altogether then, as unless the commander is totally redundant, it's unfair one person gets some power to, I dunno, have a say in how the people under his command act... Who decides who's the best person to get in an asset now? No-one? Sheer coincidence of who makes a squad first (usually before the timer's below the safe threshold for the squad-bug)? At least with a commander a team can mutiny, and thus make sure any commander is democratically maintained, even if not specifically elected.Who decides the best person to go commander?
That's not the system in place on most of the servers I play on. In most cases whichever squad has the asset name has the asset for the duration. Often people get kicked by admins for "stealing" vehicles that they aren't in the squad for. So, it's already there, sorry.Alex6714 wrote:Me, the guy who gets in first, the guy who crashes. Yeah its annoying, but he has right to play too.
1. It gives the CO something to do, ATM they are useless.Alex6714 wrote:So whats the point of the CO spawning them?
All in favour of this say AI!Ace42 wrote:1. It gives the CO something to do, ATM they are useless.
2. It lets the CO, and thus the team, have flexible / versatile deployments of assets. Instead of being stuck with one APC, or one tank, or two humvees, they can have whatever combination suits both the team and the CO's strategy.
3. It speeds up the more frustrating aspects of gameplay - it allows assets that are in an unpleasant accident to be respawned quicker (possibly even instantly, depending on how the devs choose to implement the idea)
4. It means assets aren't wasted if no-one wants / needs them, no more dozens of empty armoured cars outside bases just so there's some "ready" for when the first wave die. If the enemy have mined the only entrance out of main, it doesn't mean a tank worth X tickets is just sitting there doing nothing waiting to get area-attacked; if the enemy have really strong AA defence, it means the CO can spawn a tank instead of a chopper to neutralise it - then spawn the chopper at a later period.
5. It institutes an economy where, because things are purchased, they have value. ATM any vehicle that auto-spawns is there, the tickets are ready to be lost, people view it as a waste NOT to use the vehicle. With the commander paying for the vehicles up-front, it means stuff like humvees, supply trucks, etc won't just get ditched because "well, another one will respawn" etc. People will have to drive them back if they want to CO to entrust them with treats at a later point.
6. With such an economy in place, it forms the basis of a framework for introducing other economy-based improvements - for example changing the way ticket bleed works so that it doesn't encourage people rushing headlong for flags without any thought to tactics or survival. Furthermore, you can charge tickets for Artillery strikes, different defensive fortifications for firebases, etc etc - meaning that you can almost completely move away from the vanilla "flag-tag" unrealistic style of gameplay.
Personally I think those reasons are good enough for implementing it, even if it means that a team have to learn to use the "mutiny" button appropriately, or read up on guides to command effectively.
i wonder how you will use this system when you have 5 "cobra" squads for 1 cobraThat's not the system in place on most of the servers I play on. In most cases whichever squad has the asset name has the asset for the duration
It invariably gets awarded to either: The first squad made with that asset named; or the squad with people the admin likes the most in it.DankE_SPB wrote:i wonder how you will use this system when you have 5 "cobra" squads for 1 cobra
In my mind, as these are "free" vehicles (no penalty, as the penalty is moved to the CO spawning them, not them dying), they should have a longer respawn (10 mins) and be the "cheapest". IE 1 supply truck so firebases can be made, one or two troop-transport trucks, maybe a troop-transport humvee. Basically, the most basic transports to get the inf out of base, but not "assets" per-sé. As static spawns like these are picked by the mapper, the exact layout would vary from map to map as the terrain and circumstances dictate.Aestabjoo wrote: * You have a set amount of "static" vehicles that always spawn, regardless of having a commander or not.
There's a lot of ways that this could be implemented. I'd rather have the non-commander assets to be completely independent and slow recharge, rather than having a half-and-half hybrid system which to me is a false compromise. If the economy is strong enough, and the different vehicles given appropriate and finely-tuned costs, then a relatively simple set of rules could be implemented; All vehicles available have a set number of "charges" (maybe map-specific, allowing the devs to prevent air-assets being deployed on non-air maps?), so if (hypothetical, the numbers can be fined tuned for balance) there were 5 "tank" charges maximum set, every tank the CO spawns counts as an ACTIVE charge which is lost when the tank is destroyed. The charges take 10 (15? 20?) minutes to respawn back to the maximum of 5. So, if a CO spawns 5 tanks for a rush and they all die, it's 10 minutes before those charges replenish and he can respawn them. However, if he spawns 2 tanks for a rush, and they both die, he still can spawn 3 tanks instantly while the other two charges are returning in the background.* You can only have a certain amount of any given types of vehicle on a map at any given time. Commander designated vehicle assets are on a time + half respawn timer