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Command Humvee

Posted: 2007-03-07 15:55
by secret.squirrul
I was playing PR a while ago and while looking at the resupply and repair humvee a thought popped into my mind: command and control humvee.

http://www.armyrecognition.com/europe/France/Eurosatory/Eurosatory_2006/pictures/pictures_2006/Humvee_Command_Post_ArmyRecognition_Eurosatory_2006.JPG

A feature you could implement would be that a Commander would be unable to view the battlefield or use assets unless inside the mobile command post.

Just a thought.

Posted: 2007-03-07 16:02
by Aljen
Fantastic Idea!

*looking for his trusty RPG-7, grinning evilly*

---
I really like this idea but I am afraid it would be really too easy to destroy poor commander

Posted: 2007-03-07 16:10
by Maxfragg
well it would be one way not to have a fighting commander, but i wonder what the commanders Rally Points will give us to the gameplay

Posted: 2007-03-07 17:44
by Nimble
This would definately get rid of the 'One man squad' commanders with a sniper rifle and artillery. :-x

Posted: 2007-03-07 18:04
by Raniak
A command apc would be better...
* LAV-C2 (Command & Control)

LAV with a raised roof to accommodate extra radio communication equipment. It is armed with a pintle mounted M240E1 machine gun, and carries 1,000 rounds of 7.62 mm ammuniton.
http://images.military.com/EQGpics/EQG_lavc2_1.jpg

Posted: 2007-03-07 18:29
by eggman
Commanders will not have Rally Points, tho they will have something similar.

Command Vehicles would be great, we'll be experimenting with that concept in v0.6 in a limited way and then expand on it from there.

Posted: 2007-03-07 18:42
by eL33t
I love this idea, and if you wouldn't mind, please let me expand upon it.

The commander should be either in the Humvee or a highly armored non-anti personal carrier (The APC but without the Boom Boom). From in there he should be able to use his resources that are available to him. (This much this thread agrees on).

I believe that whatever vehicle he is ultimately in should be outfitted with one of these.
http://www.drs.com/products/index.cfm?gID=18&productID=901
MSTAR detects, locates and classifies moving personnel, moving vehicles and low-flying helicopters. An additional mode detects artillery shell impacts and provides automatic correction data for friendly artillery fire.


I work on portions of this "MSTAR" program and it is very cool. I know that I have missed the UAV's, and this is something that can be mounted on this "New" vehicle and provide a sweep over some portion it's froward view; like a slice of pie.

By introducing this into the game, the commander's role would become integral to the squad based game play, and make it so the commander would have to be embedded with the troops.

What do you think?

Posted: 2007-03-07 18:45
by 77SiCaRiO77
FH2 has something like this , the comander only can use his toys if he is in a radio station or in a special halftrack

Posted: 2007-03-07 22:15
by eL33t
Anybody like my portion of the idea about using MSTAR?

Posted: 2007-03-08 00:39
by A-10Warthog
thats a great idea! but wat could it server other than commander personal transport and protection?

Posted: 2007-03-08 01:35
by Raniak
'[R-MOD wrote:A-10WarthogPilot']thats a great idea! but wat could it server other than commander personal transport and protesction?
Make it commander can only use their special commander things (map, arty, supplies) when at the main base and when in one of those...

Posted: 2007-03-08 02:42
by eL33t
thats a great idea! but wat could it server other than commander personal transport and protection?
Ok, here is my vision...

We will call it the "Commanding APC"

For the most part it shares all of the similarities to a traditional APC, 8 wheels, amphibious, etc...

The difference is that it is catered to the Commanders needs. The Commander Drives the APC and operates the turret like a BF2Vanilla APC. The Commander is also the only one who can actually sit in the controlling seat. This APC can only carry 4 passengers, and they can move around to all of the positions except the controlling position. This makes it so the commander can get in and out of the correct seat without fuss.

Instead of the Anti-Personal Cannon mounted in the turret, you have possibly a remote 0.50 Cal machine gun for some light anti-personal ability, but more importantly you have all of the Commanders Toys. All of the Commanders abilities are housed in this APC's turret. If the APC's turret becomes too damaged, the commanders abilities cannot be used until the APC is repaired.

The turret:
The turret houses the Commanders radio link for calling in supply drops, vehicle drops, and artillery strikes. The turret also has the MSTAR mounted on it. (Please see my previous post for more about the MSTAR unit). The MSTAR is pointed in the same direction as the turrets center, and sweeps out an arc of 90 degrees in the direction the turret is pointed for maybe 50 meters (or whatever distance is fair for game play). The commander is the only person who is able to see the MSTAR readout (Similar to the satellite scan in Vanilla). This allows the commander to tell the troops to attack a certain area rather than than all of the troops being able to see the blips like the Vanilla UAV; and makes it so the troops rely on the Commander more.

This may seem like the Commanding APC is powerful, but if programed correctly it's toys can be made extremely vulnerable. For instance, the MSTAR has a big dish that is essential to it's operation. Some machine gun fire could easily disable it, whereas the other toys may take more abuse until they are fully incapacitated. Also, while the commander is in his map mode he cannot see the battle field, operate his 0.50 cal, or drive; so he is a sitting duck. It would be the job of the squads to defend it when not moving.

I believe that this is a very interesting idea, and is not at all far-fetched. I would really like to see this in the game, and on maps where this could be implemented; it would be very cool.

Posted: 2007-03-08 02:58
by Deadmonkiefart
secret.squirrul wrote:I was playing PR a while ago and while looking at the resupply and repair humvee a thought popped into my mind: command and control humvee.

http://www.armyrecognition.com/europe/France/Eurosatory/Eurosatory_2006/pictures/pictures_2006/Humvee_Command_Post_ArmyRecognition_Eurosatory_2006.JPG

A feature you could implement would be that a Commander would be unable to view the battlefield or use assets unless inside the mobile command post.

Just a thought.
Neat idea.

Posted: 2007-03-08 09:00
by Maxfragg
'[R-DEV wrote:eggman']Commanders will not have Rally Points, tho they will have something similar.

Command Vehicles would be great, we'll be experimenting with that concept in v0.6 in a limited way and then expand on it from there.
i hope you can make the commanders role more attractive again

Posted: 2007-03-08 09:47
by gerardnm
Guys if you give commanders a vehicle with a gun guys are just going to charge into battle with it. A simpler idea would be to make the commander like a special kit with say a handgun a medi kit and nothing else. This ll stop the commander plus arty and a sniper rifle prob. I find howver that Commander plus tank (if u get a kit) is much deadlier.

I play commander a bit and one thing I'd like is to be able to do is kick SL that don't follow orders. I've had huge probs with renegde SL doing their own thing. While a team can accomodate 1, get 2 renegades and u ve lost if the opps coordinated.

I also think that enemy spotted should be added to the list of orders, I currently use the get repair here order to signal where enemys are (i tell the SL b4 the rounds start) so theres no real change.

I'm not talking about the enemy spooted that BF2 has rather a command like "enemy in this vicinity" or such.

Probably have more to say but am at work

C ya

Posted: 2007-03-08 09:53
by AfterDune
Maxfragg wrote:i hope you can make the commanders role more attractive again
It is attractive, but I think the problem lies with SL's not following orders from the commander plus players not knowing how to command. Some Fuzzhead tutorial for this one would be nice :) .

Anyhow, it is a good idea, but if a commander has his personal armoured vehicle, it's tempting to get into the action, driving and running side by side with SL's and locating enemy positions. Of course it's nice to hear and see the gunfire and bullets flying everywhere, but what's the commander doing out there? He should try to stay alive at all costs, providing supplies and arty for the SL's, not taking such great risks.

However, the idea of a commanding vehicle sounds nice. Or perhaps we should use the whats-it-called... the trailer. With some more defences. But that's just something that popped up ;) .

Posted: 2007-03-08 12:18
by Sealights
Some Illustrations for a comander toy

Image

Image

Image

Posted: 2007-03-08 12:37
by Michael_Denmark
Good idea.

And please, no weapons on the Commander vehicle.

Also if the vehicle gets destroyed, then no more eye in the sky. (Eye of God)

Posted: 2007-03-08 13:15
by Gyberg
gerardnm wrote:I play commander a bit and one thing I'd like is to be able to do is kick SL that don't follow orders. I've had huge probs with renegde SL doing their own thing. While a team can accomodate 1, get 2 renegades and u ve lost if the opps coordinated.
I understand you frustration but this will be missused by crappy commanders. Just last night I had a round on Greasy Mullet as a SL wit a CO who kept on giving me comnpletely random orders. Im not talking about giving me an order that I might have understood later upon arrival or something like that.
I had created a squad named DEFENSE and we were defending outpost, we were being hit very hard by tanks, apcs, infantry and by hostile airsupport, So naturally I used my VOIP connection to the commander and told him that I needed support in all kind of ways. The VOIP channel remained silent and after a couple of seconds I recieved an attack order at the enemy home base WTF!? Ofcourse i disobeyed that order as leaving the flag would have been giving it to the enemy and obviously we could not have captured the enemy home base anyway.
I say make VOIP mandatory for being a Commander so you can explain but also listen to what your SLs say. The commander I had in this gamed sucked so bad and my guess is that several of my fellow SLs in that round would concurr. I would not want a crappy commander like that to be able to kick me from my SL position!

Posted: 2007-03-08 13:38
by Michael_Denmark
Gyberg wrote:I understand you frustration but this will be missused by crappy commanders. Just last night I had a round on Greasy Mullet as a SL wit a CO who kept on giving me comnpletely random orders. Im not talking about giving me an order that I might have understood later upon arrival or something like that.
I had created a squad named DEFENSE and we were defending outpost, we were being hit very hard by tanks, apcs, infantry and by hostile airsupport, So naturally I used my VOIP connection to the commander and told him that I needed support in all kind of ways. The VOIP channel remained silent and after a couple of seconds I recieved an attack order at the enemy home base WTF!? Ofcourse i disobeyed that order as leaving the flag would have been giving it to the enemy and obviously we could not have captured the enemy home base anyway.
I say make VOIP mandatory for being a Commander so you can explain but also listen to what your SLs say. The commander I had in this gamed sucked so bad and my guess is that several of my fellow SLs in that round would concurr. I would not want a crappy commander like that to be able to kick me from my SL position!

That’s why we need to keep on arguing for the star point system.


"...Think next update will focus more on the commander function. Problem with being commander is IMO that everybody can apply for it.

As i see it there should be added a new point system (Star Points) for commanders that give or take star points after how well a player perform the commander role.

The star points should be used not only to indicate how good a commander actually is, but also to determine higher rank, when applying for the C function.

And that concept of being a good C will change since u can receive and loose star point according to your performances."


http://realitymod.com/forum/showthread. ... int+points(star points discussed on page 3)


http://realitymod.com/forum/showthread. ... int+points(star points discussed on page 2)


http://realitymod.com/forum/showthread. ... int+points(star points discussed on page 1)