Re: Commander Discussion.
Posted: 2009-07-13 11:46
hmm, didnt see any of the previous threads locked, neither have I seen people been ridiculed for questioning the CO's role for PR. But I might have missed it.I know it won't be long before either this thread is locked like every single other one that complains about this. We offer solutions but are ridiculed and told to jog on.
Anyways, having a discussion about the CO and what changes can be brought in is good idea, but so far none have really striked me as simply brilliant and doable within the engine limits that would improve the role.
What alot of people are talking about with the CO (infantry Lieutenant) is already possible, without putting CO into the battle.
3 squad leaders on mumble/ts, two of them are full 6 man squads and one is a 2 man squad. The 2 man squad's leader is the "platoon" leader, he commands the other 2 squads and oversees the tactics used. If the CO was now to do this role as you propose, I forsee some problems. Who are all the other squads on the team going to look to for: spotting targets, calling in CAS, organizing logistics/repairs/transport/supplies, where to build firebases, who to sort out issues with what squad gets vehicle priority, who to sort out new players to the mod who are trying out being a squad leader, who to coordinate multi-asset strikes on a single or multiple targets in a tight time frame, which CP to attack next, which squad should defend now, who to tell that squad thats constantly dying to stop rushing so much, who to notify the admin when potential cheating has been spotted on the team, who to oversee ticket economy and change tactics according to how many team tickets left?
Now I've been CO maybe just over 100 times in PR since v0.2, and I wouldn't call myself an expert, I would just call myself adequate. I've also been in the role of what I described above, as a platoon lieutenant, about 20 times. But I know I would NEVER be able to play the role of CO effectively AND play as an infantry lieutenant at the same time, I think its simply unfeasible for a player to be able to do all this at once and still maintain effectiveness. Maybe I'm wrong and it is possible, but from my experience its just too much.
I agree, there is definitely big changes needed for the CO but I dont think just giving him the ability to freely move around and use the map would instantly make CO useful again. If anything, this would simply encourage more random players to step into the role, when they have no intention of actually leading the team but rather just want an officer kit or to feel important or not get kicked from server because of squadless script.
Nor do I think restricting building again is a wise choice. What this did was just tie up good squad leaders and get everyone pissed when a CO DID step into the role because he makes the process of building much more tedious.
I also think making CO into simply a forward observation role, calling down mortars and artillery is really short changing the position. Really (IMO) the Sniper's main role (when CAS is avaliable on the mission) is first and foremost as an FO, so already we have 2 out of 32 slots taken up by this task, do we really need the CO doing this as well? And if CO is the one primarily doing this, we are just decreasing the reliance on other players and making the CO into some kind of God, where he just calls down explosions wherever he wants every 10 minutes. IMO that would be tracking back to vbf2 days of spamming arty everywhere, something that CANNOT be countered since its off map and only way to counter it is to kill the spotter before he sends it. IF player had to control the mortars (hint hint) then it would be completely different as the spotter would have to communicate and work together with the mortar operator to get the roundss on target. This would be more realistic, and MUCH more heavily rely on teamwork and good comms instead of just 1 player acting as a God, calling down explosions every 10 min.
I would definitely disagree with the statement that since alot of servers use mumble/teamspeak now, that there is no longer a need for a CO. That is like saying that since we use mumble and positional voip now, there is no need for any squad leaders.
A central leadership guiding the grand strategic movements of the team I think is essential for higher level strategy, sadly most rounds have squads scattered and acting independently or rarely we have 2-3 squads working together. To get the ENTIRE team working as a large unit in a realistic fashion I think its vital to have a CO role, not to micromanage every last detail but to have a grand plan. However I also think having a platoon lieutenant on the ground to organize the infantry sections is vital and essential in order to get these kind of organized team-wide movements.
I'll discuss in a bit more what ideas I think would help to make rounds like this more of a regular occurence rather than a rare event.... but please ChiefRyza I ask you to maybe change your opinion on the dev team, we are not a bunch of ******** (only a couple) and I think most of us listen to the community with great detail, but we also play the mod alot when we can, and we do not bow into the lowest denominator asking for unlimited sniper kits, fast ropes and apaches on every map regardless whether its suitable or not
Comment like that makes us very sadI'm not expecting any DEV input in this other than that this is never going to happen, that pretty much the majority of the community is wrong, and has been for the last year or so
I'm willing to have a good discussion about this topic if your willing to give us a chance to talk and not put words in my mouth because Im a developer of this mod.
