Re: [Gameplay] Deployable Assets
Posted: 2008-06-25 22:03
Gotta say that all the changes sound great except the commander one - the team without a commander should lose
x2MadTommy wrote:Commander R.I.P. sad, understandable, but the wrong direction. Teams without a commander should loose. SimpleDont dumb down PR.
Ill rather have construction foreman than a jackass at the helm personally but I dont blame the guys who just build. Your only gonna get less than half the squads to listen to you anyway so why bother? Most people dont experience real strategy because they are not willing to give obedience because they want to have fun even though the real fun is when you have total team coordination. PR Tourney FTWGhost1800 wrote:I'd rather have no commander then one who's only there to be a construction foreman...
but left us for nato 2 ^^ littel basterd xDRazick wrote:Ill rather have construction foreman than a jackass at the helm personally but I dont blame the guys who just build. Your only gonna get less than half the squads to listen to you anyway so why bother? Most people dont experience real strategy because they are not willing to give obedience because they want to have fun even though the real fun is when you have total team coordination. PR Tourney FTWNATO owns
God damn it! Your everywherejordy wrote:but left us for nato 2 ^^ littel basterd xD
Dunno about JDAMs, but in .8 commander post will be static asset that is placed by mapper. Thus it will be available from the beginning on every round.kilroy0097 wrote:Keep in mind that Commander Assets (Command Post and JDAM strikes) will not be available without a commander.
No one wants to be a commander, because CO can't do anything without becoming a fighting commander, and even then he is on his own. CO can't even build assets he deploys. So give that construction foreman more tools and intelligence info than squad leaders, not to mention about regular grunts.Razick wrote:Ill rather have construction foreman than a jackass at the helm personally but I dont blame the guys who just build. Your only gonna get less than half the squads to listen to you anyway so why bother? Most people dont experience real strategy because they are not willing to give obedience because they want to have fun even though the real fun is when you have total team coordination. PR Tourney FTWNATO owns
I say leave the map. Coz its sometimes hard to explait where is enemy just by words. Or you just don't have enough to do it. And since we can't point in the game the litlle red dot or ? marker is all we have.devnull wrote:
1. Get rid off the live god-eye mini-map on regular soldiers and replace it with real, cartographic map with no information what-so-ever about other squads actions. Only squad leader markers, outposts and gps-like numeric coordinates should be visible.
Yes. Even when I command, I do something else other than Build orders... usually Recon/Transport with the Com. Truck/Bunker-on-demand (run around in Com. truck for those without).kilroy0097 wrote:A commander who does nothing except approve build orders is a waste of a position. Giving squads the ability to place assets down without commander approval helps since no one seems to want to be commander. However when a team does have a commander and does relay comm between squads and plans ordered attacks there is a noticeable difference between a team with and a team without. A team who cares about team play and team work will have a commander. Those that do not will not. This does not eliminate the importances of a commander, it simply eliminates the requirement of a commander. Keep in mind that Commander Assets (Command Post and JDAM strikes) will not be available without a commander.
There's only around 2-3 maps with jets though, so it isn't a big enough reason to be CO.Sabre_tooth_tigger wrote:CO can also designate a target for LGB from thousands of metres away, via the red cas symbol. Used properly LGB can change the game
It also has the potential to be highly abused because with more spawns set by the SLs, it could end up being very vanillaish because you have people running around everywhere instead of making them responsible as with a CO.They'll always be **** teams and **** servers where sl can get away with ignoring the CO or even tk, etc
I dont think this change will make poor discipline from sl to co any worse or any better really. It should make a regular pub team more organised more often which is good for gameplay.
A bad bunker can be blown up manually still or you could just switch to co for a second and demolish it, none of these changes reduces options allready available
What do you mean ? I thought the bunker only disapeared... ?00SoldierofFortune00 wrote:And by blowing up a bunker, it takes time and you risk killing friendlies who spawn and being kicked.
That's if you have a CO. He is suggesting that if you don't have a CO, you could just get rid of it yourself as in blowing it up yourself which is risky.Darktrooper wrote:What do you mean ? I thought the bunker only disapeared... ?
i still want this .77SiCaRiO77 wrote:can the number of Forward Outposts be diferent in each map? for example maps like kasrahn or quiling will requere more Forward Outposts than mestia or bi ming .