[R-DEV]Masaq wrote:
You're very, very limited as a single troop on the ground. You cannot hear everything going on around you, nor process all that information correctly.
[R-CON]PRC_Heavy_Z wrote:
If you zoom in with the commander map, you could hear what's going on in that area of the map... Also, the commander needs to be aware of the overall progress of the battle instead of the specific area he is in close proximity of. Thus putting the commander close to the heat will hinder the rest of the team as he will be focused on what is closest to him.
As I said it is just one of the ways in which the commander can be played
if allowed to by the restrictions of the slot. The information gained by
being on the field at a certain location adds to your situational
awareness, you get a lot more information about the battle in this was, the
map doesn't cut it as you can't turn your head to gauge sounds properly. It
doesn't mean you stop looking at the map also, or that you make sure you're
on the very front of the line. It's just one more tool that can be
exploited by the commander, his ears.
[R-DEV]Masaq wrote:
Or putting every crewman needed into the tank before leaving the main base.
I hope that doesn't come in as a change. Due simply to the difference of
playing a game compared to working your job in RL army there are sometimes
needs for tanks to be moved single crewed to pickup their gunners or
whatever.
[R-DEV]Masaq wrote:
The commander changes are the same kind of "forcing" players to play a certain way. Commanders should be focusing on directing their squads and relaying information, and by limiting their ability to do other things you focus their attention on these elements.
I'm seeing this as being your major motivation in this area, surely we can
achieve similar results without restricting the commanders options so
severely.
[R-DEV]Masaq wrote:
But it's not 30 men, is it? It's 400 men, in 30-man batches. IRL a Lt will command 30 men, but he certainly won't be in command of 30 men ranging from line infantry, special forces, armoured units, transport helicopters, CAS aircraft and fighter CAP missions.
Good point on the air units etc..... However this is where my argument for
diversity in his role comes in. Some maps don't have those assets for a
start, so there can't we play as a platoon level force? Can't we have
choice in how we use the slot depending on the situation? While the maps
that do have CAS, many times the commander could be better used from a
hilltop then a bunker (as they would in RL on occasion even at General
rank).
[R-CON]PRC_Heavy_Z wrote:
You have 32 men in squads on both offense and defense in an engagement over 1km x 1km of ground... where is your commander who is overseeing the entire operation? Fighting along with only one squad? I hope not.
Wherever he decides he needs to be.
It's his choice and his job to make that choice.
[R-CON]PRC_Heavy_Z wrote:
I wouldn't mind the commander have more direct observational capabilities or some more assets even if it's only temporary or hindered. However, the commander should not be distracted by the ability, thus having the commander on site is too much.
I agree completely that the commander shouldn't be distracted by the FPS
elements of the game.... I'm saying he should have the choice through his
actions to be distracted or not. That is part of being the commander, you
need to manage your attention and situational awareness to stay on-top of
the big picture. Along with this you manage your activity level to put
higher concentration on what is needed. It's a major part of the attraction
of the slot and removing it by force makes it less fun/challenge/real/game.
-Ben