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Re: Making People Want to be Commander

Posted: 2008-08-26 18:16
by Masaq
Bringerof_D wrote:how about a personal room where the commander can sit and relay commands without having to worry about an enemy sniper who's wandered towards your main in hopes of a spawn kill or someone with a SOFLAM marking your main for a JDAM?

;)





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Re: Making People Want to be Commander

Posted: 2008-08-26 18:32
by Valtasar
I think the main problem being the commander is that peaople simply dont obey your orders. And commander can't do enything about it.
And I think if there were some kind of consequences for disobeing commanders order's. That would force SL to obey orders no mater if they like it or not (like in real life).
Of cource there should be option for mutiny if commander is unqualified for his position.

Re: Making People Want to be Commander

Posted: 2008-08-26 18:41
by CAS_117
Point and click airdrop supplies? Why oh why when you can have a real, human-controlled pilot fly one in for you?!
Most maps don't have choppers. At least Fools doesn't. Come to think of it transport littlbirds don't have ammo crates.

Re: Making People Want to be Commander

Posted: 2008-08-26 18:45
by Sabre_tooth_tigger
I think the main problem being the commander is that peaople simply dont obey your orders. And commander can't do enything about it.
^^ agree, commander is subservient to squad leaders too often in public games.

If squad leaders can place and build bunkers which the commander can later decide to destroy then hopefully the same is possible for rally points and would give more respect to the co orders as to a squads placement.

No more squads attacking flags they cant capture ignoring the co orders, muting the co, etc. I reckon it'd improve things


The reason rp should be removable is that it represents reinforcements, ammo and equipment. None of that should be possible without the agreement and cooperation of central command.
The final say how those resources are placed and spent is the CO job not SL

Re: Making People Want to be Commander

Posted: 2008-08-26 19:07
by cyberzomby
Everytime when I see and hear those comms in Generation Kill Im thinking of the CO role in PR. Its just that a lot of squadleaders only ask for stuff and dont report all those things they need to. When you ask them some of them respond but usually only the important stuff gets reported.

Curious what will change in .8 then.

And Sabre has got a nice idea there. Would require a lot more CO's. But than you get those guys who take it for the team.

Re: Making People Want to be Commander

Posted: 2008-08-26 19:22
by CAS_117
^^ agree, commander is subservient to squad leaders too often in public games.
Call me crazy, but am I the only one who realizes that the only qualification to become commander, or squad leader for that matter is clicking a button? I think that expectations may be a little high for us people who didn't go to west point.

*Edit: And apparently I must be the only person who sees the irony as using the command staff of Generation Kill as examples of how commanding should be done. :? ??:

Re: Making People Want to be Commander

Posted: 2008-08-26 19:55
by cyberzomby
Well we are only using that to explain what would make it entertaining or how it should be played. The way people actually play it is frankly: boring for the most of us. It really depends on how good the squads interact and play. If you got a squad that listens but is full of guys who cant hit sh!t. Than that squad isnt gonna take or defend that flag! So one less squad you can order around and use for your grand plans!

Re: Making People Want to be Commander

Posted: 2008-08-26 20:17
by M.Warren
[R-DEV]CAS_117 wrote:Call me crazy, but am I the only one who realizes that the only qualification to become commander, or squad leader for that matter is clicking a button? I think that expectations may be a little high for us people who didn't go to west point.

*Edit: And apparently I must be the only person who sees the irony as using the command staff of Generation Kill as examples of how commanding should be done. :? ??:
Funny you should mention that. I myself have not watched Generation Kill entirely, but seen a few things.

However, the small clip that I did watch involved a superior officer threatening to artillery strike an area where suspected insurgents were hiding with RPG's. Turns out there weren't any RPG gunners in the trees and still proceeded to order a "Danger Close" (Artillery strike within close proximity of friendly units being 600 meters or less.) artillery mission. However, I had not seen how that episode ended or what transpired.

I'm not even in the Military and I was familiar with what a "Danger Close" is. I thought the call was both dangerous and reckless, simply unacceptable and too risky. Especially because most of the soldiers were sitting out in the open desert.

Kinda like this.... DOWN IN FRONT!!!
<Note: This is a JDAM or Laser Guided bomb. Not an artillery strike, but you can see how dangerous it may be. It appears no one was injured, however they most likely had the shit scared out of them.>

Re: Making People Want to be Commander

Posted: 2008-08-26 20:28
by Masaq
No-one was saying that the choices made by the commanding officers in Generation Kill were the right ones.

I believe they're saying that the role of the commanding officers - sat, a reasonable way away from the immediate action, co-ordinating the efforts of the unit via radio - is what the commander in PR should be doing. What people do and how they do it are two different things.


Oh and Warren? The Lieutenant tries to stop the Captain giving the request for a Danger Close strike, the Captain goes ahead and attempts the call anyway. He then uses incorrect protocol for a strike, and the artillery battery is tasked to another strike by Alpha Company (IIRC) and the moment passes.

Challenging the decision of his Captain hangs over the Lieutenant's head for the rest of the series, though.

Re: Making People Want to be Commander

Posted: 2008-08-27 06:36
by Bringerof_D
lol those guys almost got pwned by a small peice of cement

Re: Making People Want to be Commander

Posted: 2008-08-27 18:50
by General Dragosh
Lol yeah, see even explosives do mistakes :mrgreen:

Re: Making People Want to be Commander

Posted: 2008-08-27 19:19
by =]H[=TangFiend
I do have faith that .8 will bring some new changes to commander to give it some more allure and not just make it a necessary chore if you want your team to win.


I do play commander a lot, probably moreso than most on the =HOG= clan server. I do pretty well, certainly win more than I lose. But something is left to be desired comanding. You set up your assets, get the cooperative squads where they need to be and coordinate between them.

I wish the commander had more intel capabilities, I was watching Blackhawk down the other day and the CO in the movie had multiple video screens of movement on the ground. Maps, radar all that good stuff. More commands doodads and icons would be awesome.

And yes grey hair, silver glasses and cigar are a must =D


EDIT: Oh yeah it would rock if you could enter the command post and get bonus the features from there.

Re: Making People Want to be Commander

Posted: 2008-08-28 10:29
by Masaq
=HOG= TangFiend wrote:EDIT: Oh yeah it would rock if you could enter the command post and get bonus the features from there.

;)


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Re: Making People Want to be Commander

Posted: 2008-08-28 10:59
by Farks
We're gonna need a grill static for the command post now. I know someone who won't be happy otherwise.





;)

(not talking about myself though)

Re: Making People Want to be Commander

Posted: 2008-08-28 22:53
by GreedoNeverShot
Correct me if I am wrong, this is based on a few posts.
Anyone notice that the Commander now must climb inside the command post to use his map?
Well I looked on the feedback forums... and sadly, I am sad... Bonus Features would be nice, but having to stay in a command post the whole round seems boring and terrible. FH2 used the same thing with radios... everyone hated it. By making the commander map only accessible in a command post you take away the commander's freedom, and incentive to be commander in the first place. A vehicle (like a specialized command APC, which they have) or perhaps a laptop..., in addition would be nice, but since .8 is coming out in a few days, that seems impossible.

Re: Making People Want to be Commander

Posted: 2008-08-28 23:50
by Celestial1
GreedoNeverShot wrote:Well I looked on the feedback forums... and sadly, I am sad... Bonus Features would be nice, but having to stay in a command post the whole round seems boring and terrible. FH2 used the same thing with radios... everyone hated it. By making the commander map only accessible in a command post you take away the commander's freedom, and incentive to be commander in the first place.
Play it first, complain after you see how well it works or not.

Personally, I don't think it's all THAT bad considering what might/can later be done with it.