Hi Engineer,
thanks for Your reply. And You are right, the topic has probably been discussed to death. Is there a chance You could You point me to the forum threads? I am curious if it was a technical or a game design decision not to introduce these changes.
wuschel wrote:More JDAMs et cetera will not improve the quality of CO-SL interaction, nor the quality of the CO positions itself.
Engineer wrote:
It would make Commander position more wanted one, because you could actually do something for the team. In Project Teamwork there has to be a link between squads and commander, now it does not exist. [...]
Engineer wrote:I see the way is to add more explosions... But does PR want such commander? Does PR want a commander?
I absolutely disagree with Your statement. Currently, the CO does contribute to the team. However, the best result he can achieves is, in a way, pre-defined by his hard-coded squadleaders and squadmembers, as they are the most important assets.
Again, (in my humble opinion,) if I want to get into some shooting or bombing, I take a rifle, a tank or a jet.
The CO position is different in its very nature: It is
about strategy, about guiding Your team in an offensive or defensive operation. It is the
squadleaders job to
win the battle and make advantegous moves against the enemy.
Lets go back to our ideal situation, in which the commander has the ideal team to his displosal: Responsive, active, communicative, like i.e. in a community event.
Like You have asked, do You really want to be a commander that can make some arrows on the map and bomb something from time to time? Is this really going to change the gameplay of this particular player position to an extent that everyone is going to have a run to the commanders sofa?
And it is exactly here where I think this has to be tweaked. After map X has been replayed dozens of times, it is clear even to the most strategically uneducated player where the crucial positions and moments of this map are. The
trick is to give the CO more choices to make. That could be
- random flags
- control over asset spawn
- better information pool (asset spawn times, topographical map, UAV)
- diverse set of artillery: smoke screen
- working CONTACT report
- more defined round goals (i.e. one offensive/defensive team, Insurgency, etc), bound to multiple options on how to approach an objective --> Map & game mode design.
Engineer wrote:CO-SL interaction, what do you mean by it?
The nature of CO-SL interaction and the style of leading. How much tactics are discussed, how much strategy. Is it more of a coordinating, or a commanding type of information flow? What does MUMBLE do here? But maybe, this should be a seperate topic, so lets go back to Your statement.
Engineer wrote:
Commander can already speak to individual squad leaders, and all squads together. I think this is already a somewhat perfect situation in voice communications. However, what the CO is lacking is intel of enemy positions and providing it to units fighting his war, and also real tools to help squads to succeed in their tasks. Now he has a pen to draw arrows with.
Yes, in a way You are right. He is lacking direct influence over the battlefield. What I am lobbying now for is not going to change this. I rather want more indirect tools to spice up this position ( see also: above ).
Engineer wrote:If a commander that has a sole purpose to communicate with squads would really work, we'd see a CO every round and maps filled with true intel on enemy positions. But guess what, we dont. Why? It's probably been explained over and over again in this thread, CO role is not sexy. CO role doesn't give you anything, it just takes everything away.
I disagree here. If You had a
superresponsive team every round,
You would go for commander more often. Right now, I mostly jump into the CO seat to avoid that my team gets steamrolled. And, while not beeing a superb CO, I often find myself able to stabilize the situation and, sometimes, roll back the enemy. The teamplay performance often improves dramatically, as well as the number of cohesive squads. Given a good day, the orders I give out happen to be quite good and we kick some hostile ***. But even then winning is an entirely different matter, as it heavily depends on Your team members and their use of team assets.
You see, while the is a
squad leading culture in the game that dictates how to handle Your squadmates, there is
no way to deal with rogue squad leaders on a public server. You can not kick a squad leader out of the team, but You have to beg to do what You say or ignore him.
Most people do not realize the teams potential with a commander, or they have been exposed to many uncompetent ones. However, note that it takes even longer to grow into this position then it does leading a squad. The amount of communication, terrain awareness, tactical positions, strategic decicions (ticket cound vs objective) is huge. You need to get some bad rounds in order to get the grip. I.e. on the TG Server, You better have a good commander in the container,
for the CO orders have to be followed: With a bad CO, Your team performance will get some bad statistics.
Engineer wrote:Things you suggested are nice and most of them have been discussed to death. But those alone would not make anyone to take commander seat.
Yes, and no. It would be much more interesting to have these things in the CO container. There is only a small amount of dedicated squadleaders. This applies to commanders as well: Not everyone is suitable for that job from day one. While some guys are lucky gold handed leaders, other need to grow into the job.
Every CO will have a bad day when every single of his squad leaders does not have an officers kit - but we are speaking about an ideal situation here, in which commanding is fun for those who like the strategic aspect of the game. No need for artillery coordinators.
Don't make the CO position another SL position, but widen its strategic possibilites. Since I am not informed about the limiations of the game engine and modding possibilites, I do not know how and must give blind suggestions.
The key elements of the CO positions are
a) information flow and
b) control of his assets, indirectly through orders [or possibly through "spawn control"]. Both aspects can be improved, as suggested before.
These are the technical additions I would add to the CO. As for game play / game culture additions, I would opt to
make CO orders mandatory to follow. Maybe a vote on this topic would be good?
Maybe an
R-DEV/R-CON could comment on the status of suggestions or ideas on this topic or previous discussions?
Yours,
Gibbon-6