More commander assets and better commander gameplay

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HAAN4
Posts: 541
Joined: 2009-06-12 11:37

More commander assets and better commander gameplay

Post by HAAN4 »

The reason of this tread is to encourage teams to use commander assets. and for that reason we need more commander assets so on.

There can be a lot of ideas but my point is something that already done, the off map artillery also know has area attack, the problem about this area attack is that you only once per round.

yeah that,s right, only if the game run a lot of time you will able to use again. but this is mostly rare, very rare in my opinion.

increasing the area attacks done per round is the first and main suggestion, but other things must also be done so commander become a force to reckon which, and the second suggestion is about marker delay,

yes marker delay must be totally removed, i mean, what,s the point of waiting to give precious information to battlefield instantly is one of the commander most important job. i mean, what happens if 3 squads spoot something at once, and you need to wait to give the information to rest of the team? provable the information will become out data and will be useless.

removing mark delay not only will provide better Intel for the team, but also allow the commander to put some markers for a plan. that,s right, we got a third suggestion. and the suggestion is about to place enough markers so it can explain the plan to the team, just thing will need more tipes of markers, just for example ''build fire base here'', or squad 1 checkpoint A, squad 1 checkpoint B, alloing the commander to not only send squads to attack but also giving the direction of how attack, so coordinating two squads attack for diferent directions using the markers to make the battle plan.

and last but not least, the ability to place markers using UAV camera common rose similar to battlefield vanilla but with the PR game play , you just aim whith the UAV camera and place marker automatic, simple and efficient will improve greatly the in game game-play

Regards
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: More commander assets and better commander gameplay

Post by AFsoccer »

I actually had to check the date you wrote this because the first two suggestions you made were implemented with v1.0.

- Artillery is now available every 30 minutes and CO mortars are available every 15 minutes. We won't go any lower or we might as well have vBF2 settings.

- The marker used to have a 1 minute delay but that was changed to 10 seconds (I think). It's now very easy to update markers on the map. Making it instant could cause problems if someone wanted to lag the server, so 10 seconds is a good balance.

The last item is the one that we could improve. As of right now, if you are in visual mode (not thermal) you can use the UAV to place a question mark on the map. Then the CO can open up the map screen and place whatever marker he needs to, knowing the question mark is the right location. I'm not sure about the coding, but it might be good to place markers directly too.
007.SirBond
Posts: 276
Joined: 2012-12-12 05:03

Re: More commander assets and better commander gameplay

Post by 007.SirBond »

In my opinion, it would be very cool if there was some sort of asset that each team had to build on the map that would allow Commander to call in area attack. If they other team destroys that asset, then they lose their area attack until they can reconstruct it somewhere else, perhaps add a time delay before the team can rebuild that asset? It would add a new dynamic in the gameplay during AAS, and other modes where locating the enemies Area of Attack asset would be of strategic value.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: More commander assets and better commander gameplay

Post by Rhino »

007.SirBond wrote:In my opinion, it would be very cool if there was some sort of asset that each team had to build on the map that would allow Commander to call in area attack. If they other team destroys that asset, then they lose their area attack until they can reconstruct it somewhere else, perhaps add a time delay before the team can rebuild that asset? It would add a new dynamic in the gameplay during AAS, and other modes where locating the enemies Area of Attack asset would be of strategic value.
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007.SirBond
Posts: 276
Joined: 2012-12-12 05:03

Re: More commander assets and better commander gameplay

Post by 007.SirBond »

Lol, well in all seriousness...

It would be nice if commander had other area attack options other than artillery, perhaps bring back the return of the jdam, but make it so commanders can choose which area attack to use when one is requested?

Examples of Area Attack options:

Jdam: One single large blast, once the bomb drops, it would be safe to move in.

Artillery Barrage: Constant bombardment that occurs over a longer time frame than a Jdam. This would allow friendlies to move up on a area being barraged so enemies are suppressed.

White Phosphorous Barrage: This would cause the area of impact to be filled with hazardous burning effect that would kill soldiers, causing a very long area to be unable for units to move into, enemy or friendly.
Nybble
Posts: 18
Joined: 2013-08-16 11:09

Re: More commander assets and better commander gameplay

Post by Nybble »

I had this idea once that the commander could build some form of medbay that could either be near a FOB or act as it's own spawn point.

Some bonus's could be available near these, such as healing, fast resupply of patches / adrenaline shots, and faster respawn if you die close to one.

The commander would be limited to one or two of these, and would be the only one authorized to place the constructable down.
epicelite
Posts: 89
Joined: 2011-01-28 00:32

Re: More commander assets and better commander gameplay

Post by epicelite »

Bring back some more of the BF2 commander assets such as being able to Paradrop a supply crate.

I mean realistically there's no reason a big cargo plane couldn't fly over a battlefield super high up and drop some supplies. Just put a delay on the crate drop and make it come from high enough that enemies could see it, which would be the downside.

I rarely see anyone play commander beyond taking the position just to delete a few unused FOB's and then resigning.

Possible on maps with airfields for either the main or one that is controllable, the commander could call in a supply drop that would spawn a tank or something. Not sure if have a plane actually land and drop one quickly is possible.
As in: ever X minutes the commander can call in a vehicle drop that would spawn X vehicle at their mane(if its an airfield), or as a reward for controlling the maps airfield that teams commander can call in a vehicle drop in the same way.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: More commander assets and better commander gameplay

Post by Jacksonez__ »

epicelite wrote:Bring back some more of the BF2 commander assets such as being able to Paradrop a supply crate.

I mean realistically there's no reason a big cargo plane couldn't fly over a battlefield super high up and drop some supplies. Just put a delay on the crate drop and make it come from high enough that enemies could see it, which would be the downside.

I rarely see anyone play commander beyond taking the position just to delete a few unused FOB's and then resigning.

Possible on maps with airfields for either the main or one that is controllable, the commander could call in a supply drop that would spawn a tank or something. Not sure if have a plane actually land and drop one quickly is possible.
As in: ever X minutes the commander can call in a vehicle drop that would spawn X vehicle at their mane(if its an airfield), or as a reward for controlling the maps airfield that teams commander can call in a vehicle drop in the same way.
I have tried to be commander a few times. I'll scan the area with UAV and drop markers, that's the most efficient duty to do besides lasing targets for CAS

That supply crate paradrop would be 10/10. Make it drop from high so the enemy would have a chance to pinpoint the location.

Maybe this sounds a bit futuristic, but how about UAV-bombings? (laser guided missiles). Commander could use that once in X time, or similar. But make the UAV bombing plane fly low / visible for AA-systems & easy to shoot down.
Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: More commander assets and better commander gameplay

Post by Vicious302 »

The commander UAV at this point can already greatly tip the scales of the battles. Small improvements would be cool, but for the most part I'm more than happy with it. I would however decrease the range of the "Delete Marker" function to just the immediate area of the marker so it doesn't remove markers near it, as currently it's a pretty large radius. Supply drop every 30 minutes with a light crate would be alright. I would also increase marker time to twice what it is now, as it is right now, if someone was caught using that to lag a server, they could easily be banned, and lack of commanders seems to be a bigger problem then limiting the ability to lag a server, they've shown they can ddos servers pretty much at will.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: More commander assets and better commander gameplay

Post by Gracler »

Jacksonez__ wrote:I have tried to be commander a few times. I'll scan the area with UAV and drop markers, that's the most efficient duty to do besides lasing targets for CAS

That supply crate paradrop would be 10/10. Make it drop from high so the enemy would have a chance to pinpoint the location.

Maybe this sounds a bit futuristic, but how about UAV-bombings? (laser guided missiles). Commander could use that once in X time, or similar. But make the UAV bombing plane fly low / visible for AA-systems & easy to shoot down.
The supply-crate air-drop is unnecessary with the amount of logistics provided by helicopters and trucks. You have to work a bit for your fobs or they would pop anywhere at any time, so it would be more productive to camp the known fob's instead of blowing them up.

It is by no means futuristic for a uav to be armed since they are used probably every day now somewhere in the world. It would however attract the wrong type of commanders that are doing it just for the "easy kills" instead of actually giving intel etc. The boost the commanders got in 1.0 is more than sufficient to keep commanders "entertained" and help them do there job.
Just to control the uav and direct armor and infantry around dangerous spot's is enough work already. Adding your own deadly weapon would just give you tunnel vision on a potential target.
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: More commander assets and better commander gameplay

Post by DesmoLocke »

What is the most rare thing to see in a round of Project Reality?

The commander rally point.
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PR player since 0.5 (Feb 2007)

Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: More commander assets and better commander gameplay

Post by Gracler »

Delfer wrote:I think the commander should have more functionality on foot. Currently he has to stay at the UAV to be useful, which is a bit boring. And on some maps, it's impossible to see anything with the UAV(Shijia) A commander on foot could get a chance to actually use the commander rally. And if he attached himself to the infantry, he could really co-ordinate the assets for them.

Currently you sit on your UAV and help the CAS squad or the ARMOR squad. It'd be nice if the other option was to get on the ground, attach yourself to the best squad and co-ordinate the rest of the team around them.


Also, what are these CO mortars you speak of and how are they used?
Now that is more interesting to be able to chose if you want to be safe at main or be effective in the field. I've always wanted to be a field commander in PR but it just isn't worth it atm.

The area attack the commander has is set by the mapper and the mapper can chose if the commander get a mortar strike (15 min) or artillery (30 min)
Adalaxy
Posts: 103
Joined: 2013-03-05 00:09

Re: More commander assets and better commander gameplay

Post by Adalaxy »

I kinda want to see the return of Vanilla BF2 Asset destruction for the UAV and Artillery/area attack.

The assets destroyed you cant use it. Everyone says attacking the base with out a flag is base rape in this game but in Reality base defense is a major part of theater operation. Having the assets there would an acceptable objective outside the flag adding more dimension to the battlefield and with 100 player servers no one will notice a single squad running asset destruction.

Also if the Arty and UAV truck could be be build-able/deploy-able in the field it would make the Command And Control game type more interesting, since a FOB housing these assets would make it necessary to stay and defend. Troop allocation would become critical.
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Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: More commander assets and better commander gameplay

Post by Gracler »

I remember when the Hardcore server had Main-base attack allowed but not encouraged rule. You actually had to use the mapper placed assets to defend your base which was kinda cool except when the enemy kept spawn camping, and overrunning since you lost all of the assets that where not being used.

It created a behavior where players waiting in main started "hiding" all the assets in a safer location deeper inside the "dome of death" which was kinda odd but effective.

It would be nice if the main bases where based on a new concept like:

The Core main base:
Total secure Main-base Area where all the assets spawn from, like a "core" area defended with lots of sandbags or bunker structures, and so deep inside the "dod" that it would never be hit by anything.
To avoid enemy's rushing into the dod with for example a bomb car there could be a little curb that only allows vehicles to move one way.

The defensive perimeter
Then there would be the outer perimeter main base where the uav-trailer and possibly supply-depot is placed, which is heavily guarded with mapper placed assets like tow, AA and HMG's. This area is attack-able at any time and not in a dod, but it would be very difficult to keep up the siege since all the spawn points and assets spawn in the "green zone".
If an "insurgency" could penetrate and take out the uav-trailer the commander would be blind for maybe 30 min.

The entire main base both inner and outer perimeter would have to be protected by the invisible mortar shield so that it isn't just bombarded constantly since the players don't decide where to put the uav-trailer and supply-depot.
Last edited by Gracler on 2013-08-31 00:44, edited 2 times in total.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: More commander assets and better commander gameplay

Post by waldov »

What about a reinforcement boost? For 3 or 5 minutes reinforcements spawn in 5 or 10 seconds instead of the usual 40, this way when its getting hot the commander can push his forces further when its needed. This would give the commander another interesting ability, and its not unrealistic during actual combat commanders can call in extra reinforcements when it gets hot.

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Bring in the reinforcements!
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Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: More commander assets and better commander gameplay

Post by Stemplus »

it would still require SLs to order their troops to not wait for medic, be ready with rally points etc. Also, as long as there would still be the same ticket loss it would be pretty much just a fun way to loose a round; "We're going to die, well, let's make it count and kill as many enemies as we can" Which is actually what vehicles tend to do when the team is below 20 tickets aka gunships flying low killing as much and as fast as they can, tanks driving into enemy fobs, infantry spraying at random positions etc
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: More commander assets and better commander gameplay

Post by HAAN4 »

Heavy Death wrote:COs best assets are SLs who listen. Without those, its pretty boring, i admit.
indeed, but many times the squad leaders don,t obey because the squads simply is,t working together, so how it will take orders from you?

people respect assets, and something that will encourage commanders is more commander assets, like more area attacks, and even some more assets like

Paratrooper mission, allow the commander to make a spawn point of paratroopers

and Drop supply crate.
Adalaxy
Posts: 103
Joined: 2013-03-05 00:09

Re: More commander assets and better commander gameplay

Post by Adalaxy »

HAAN4 wrote: Paratrooper mission, allow the commander to make a spawn point of paratroopers

and Drop supply crate.

I do not know about the supply crate but a 10 second para drop mission asset with a 20 min cooldown would be pretty neat. long enough for a SL and disiplined troops to spawn on.
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