Page 1 of 1

Commanders and 'battleplans'

Posted: 2007-03-15 16:05
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?

Posted: 2007-03-15 16:07
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.

Posted: 2007-03-15 16:49
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

Posted: 2007-03-15 17:23
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*

Posted: 2007-03-15 17:27
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.

Posted: 2007-03-15 17:46
by El_Vikingo
Requesting to be commander takes a couple of seconds aswell.

Posted: 2007-03-15 18:13
by fuzzhead
I think an increase of round start time to 120 seconds (2 min) would be a good change...

Posted: 2007-03-15 18:23
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.

Posted: 2007-03-15 18:38
by gazzthompson
id w8 10 mins if it helps increase teamwork, anything for teamwork !!

Posted: 2007-03-15 19:25
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?

Posted: 2007-03-16 18:41
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?

Posted: 2007-03-16 19:21
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.

Posted: 2007-03-16 19:24
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.

Posted: 2007-03-16 19:25
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.

Posted: 2007-03-16 22:03
by Wolfe
edit: just realized nearly all of these are possible. doh!