Commander UAV Feedback and Ideas
Posted: 2013-07-05 23:09
I have been very happy with the changes made to the Commander UAV
However I understand the need for balance, and that it may be a little overpowered atm
Regardless, I would really like to see an alternative solution to reintroducing refueling times
Let's be honest... the Commander is always either stuck at main, or building FOBs
The Commander is an incredibly important role, and the UAV is an important tool
However it doesn't feel like these two things integrate into the game as well as they could
Instead of forcing the Commander to stay at main, or just build FOBs...
We could combine the two into a more interesting and engaging role
My idea: (this may be hardcoded, but its still something I think would be great)
Commander Vehicle and/or FOB constructed Command Station.
The Command Vehicle would be a mobile command station, that allows the commander to both access the UAV and command forces from a moving perspective. The Command Vehicle could also carry a single large crate, which would allow the Commander to build FOB's while also functioning in the field as a minor logistics unit.
The UAV would still have unlimited fuel, but would be tied to this Vehicle, and could only be deployed within a fixed range of the Vehicle. This means that if the Commander wishes to get an Aerial view of an enemy held objective, he must first get within a certain range of the objective. This would require some strategy, since the UAV would no longer be just an immortal eye in the sky...
This would make the UAV less over powered, since the enemy will have the ability to destroy the command station, however it would also keep the Commander more involved, since instead of just having to derp around until the refueling times are over, he could focus on taking care of his asset and supporting the team, much like tank crews.
An alternative method to this would be to implement a FOB Command structure, that does the same thing as the command vehicle, but is instead a fixed position that can only be built next to fobs.
Ultimately of course, this is just an idea, mainly I just want to discuss alternatives to bringing back refueling times, and also discuss ways on making the Commander role more interesting. I'm interested in hearing feedback on this idea, and also suggestions on different ways to tweak the Commander to be more engaging overall.
However I understand the need for balance, and that it may be a little overpowered atm
Regardless, I would really like to see an alternative solution to reintroducing refueling times
Let's be honest... the Commander is always either stuck at main, or building FOBs
The Commander is an incredibly important role, and the UAV is an important tool
However it doesn't feel like these two things integrate into the game as well as they could
Instead of forcing the Commander to stay at main, or just build FOBs...
We could combine the two into a more interesting and engaging role
My idea: (this may be hardcoded, but its still something I think would be great)
Commander Vehicle and/or FOB constructed Command Station.
The Command Vehicle would be a mobile command station, that allows the commander to both access the UAV and command forces from a moving perspective. The Command Vehicle could also carry a single large crate, which would allow the Commander to build FOB's while also functioning in the field as a minor logistics unit.
The UAV would still have unlimited fuel, but would be tied to this Vehicle, and could only be deployed within a fixed range of the Vehicle. This means that if the Commander wishes to get an Aerial view of an enemy held objective, he must first get within a certain range of the objective. This would require some strategy, since the UAV would no longer be just an immortal eye in the sky...
This would make the UAV less over powered, since the enemy will have the ability to destroy the command station, however it would also keep the Commander more involved, since instead of just having to derp around until the refueling times are over, he could focus on taking care of his asset and supporting the team, much like tank crews.
An alternative method to this would be to implement a FOB Command structure, that does the same thing as the command vehicle, but is instead a fixed position that can only be built next to fobs.
Ultimately of course, this is just an idea, mainly I just want to discuss alternatives to bringing back refueling times, and also discuss ways on making the Commander role more interesting. I'm interested in hearing feedback on this idea, and also suggestions on different ways to tweak the Commander to be more engaging overall.