Commanders and 'battleplans'

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bigmoose332
Posts: 255
Joined: 2007-02-23 20:31

Commanders and 'battleplans'

Post by bigmoose332 »

I was reading a thread in general discussion, about some sort of battleplanner, and it reminded me of a thought I had a while back.

That being, to make the 'waiting for game to start' part, more effective.

I'm not 100% sure how, but I hoped we could have a discussion of ideas.

The idea is, now with .6 apparently featuring the commander as more of a key member, team based play (instead of squad based play) will happen more often - hopefully.

In other words, the commander would co-ordinate squads together more effectivly.

Get the idea? Before the round starts, the team would discuss a 'team wide' plan to go by.

Any ideas of how this 'waiting for game to start' period can be made more effective, with regards to ENTIRE TEAM based plans?
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Doc.Canis
Posts: 30
Joined: 2007-03-11 14:24

Post by Doc.Canis »

I don't think they game allows a sort of ATC overlay on the map. Otherwise there could be a planning phase where the commander could draw on the map while talking to all the SL's.

Could be a great tool and awesome for pubs to increase the teamwork.
Army Musician
Posts: 1040
Joined: 2006-03-10 23:10

Post by Army Musician »

I think it would be great, I love RTS and FPS and as commander in BF2 I think, he should be able to move his units where he likes like in RTW for his strategy, and would also be nice, is to reduce the effectivness of the troops if their commander or section leader is killed
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fuzzhead
Retired PR Developer
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Post by fuzzhead »

You can already form a basic battleplan, by getting all your squad members to look on their tactical map (CAPSLOCK) at startup, and giving them move commands as to what is going to happen.

The basic tools are there, but everyone seems to want to just pick their nose during those 90 seconds,and complain about the long wait. And then when they get wasted because they had no plan and the other team was organised, they *****....

*sigh*
Rhino
Retired PR Developer
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Post by Rhino »

ye, also a problem is that it takes time to get into the commander role after appling, and if you have just loaded a new map most of that round start time would be gone / over.
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El_Vikingo
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Post by El_Vikingo »

Requesting to be commander takes a couple of seconds aswell.
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fuzzhead
Retired PR Developer
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Post by fuzzhead »

I think an increase of round start time to 120 seconds (2 min) would be a good change...
Michael_Denmark
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Joined: 2006-07-10 09:07

Post by Michael_Denmark »

'[R-DEV wrote:fuzzhead']I think an increase of round start time to 120 seconds (2 min) would be a good change...
agree.
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However, in regard to EA, these guys never took the initiative.

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gazzthompson
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Joined: 2007-01-12 19:05

Post by gazzthompson »

id w8 10 mins if it helps increase teamwork, anything for teamwork !!
bobfish
Posts: 217
Joined: 2007-03-11 11:41

Post by bobfish »

Is there any way for a normal player to highlight something on the map for the cmdr to see and give an order on?

Like I frequently spot spawn cars, but giving accurate location descriptions is taxing at best, especially when half the players are ignoring chat. Maybe a laserpointer or something for cobra's, jets, to take advantage of?
bigmoose332
Posts: 255
Joined: 2007-02-23 20:31

Post by bigmoose332 »

My specific point was a better 'system' for COMMANDERS to display a battle plan to several squads, then have the squad leaders relay the orders to squads.

Summarised (from this thread), I suppose you could say the following.

-Longer 'waiting for game to start' time - possibly 2 minutes, or more:
-Allows for commander to apply, as this takes off a few seconds.
-Allows for information to go from commander, to squad leader, to squad members.
-During this, the squad leader would have enough time to ask for particular kit.
-as well as, allow for more people to join the squad to make it full.

What's everyone's thoughts on a longer 'waiting for game to start' time?
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Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Post by Bonsai »

Just an idea...

What if the Squads had already defined names to state their missions, like

Attack 1
Attack 2
Defend 1
Defend 2
Spec-Op
Armour
Air Support

...something like this.

When the map starts the names for the squads are already assigned so you can choose your role and mission by joining the favored squad.

Would help the commander to organise the squads.

I often play Squadleader and the main reason i kick players from the squad is that they prefer to defend here or attack there even when the commander asked me to do something else....and when i reach the point where the commander sent me..i`m the only one?

-------

I think the 2 minute planing time could work with some additions to the commander role and advantages for the squad if they follow the orders.
If you know the enemy and know yourself you need not fear the results of a hundred battles. Sun Tzu
Wasteland
Posts: 4611
Joined: 2006-11-07 04:44

Post by Wasteland »

It's a good idea, but no. Sometimes you need to change from that basic setup. On some maps, you always do. Like OGM, you'll have much more armor. Or on AB, you'll hopefully have seperate air squads. And for the first part of the game, no defending squads.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
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Wasteland
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Post by Wasteland »

bobfish wrote:Is there any way for a normal player to highlight something on the map for the cmdr to see and give an order on?

Like I frequently spot spawn cars, but giving accurate location descriptions is taxing at best, especially when half the players are ignoring chat. Maybe a laserpointer or something for cobra's, jets, to take advantage of?
"Enemy boat spotted"
Use it for spawn cars and rally points. Most people will know what you mean.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

edit: just realized nearly all of these are possible. doh!
Last edited by Wolfe on 2007-03-19 04:41, edited 1 time in total.
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