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Commander Changes in v0.6

Posted: 2007-03-30 01:59
by eggman
OK well it looks like some AMAZING teamwork and ingenuity by the R-DEVs have enabled us to be pretty comfortable that the next test build of v0.6 will have the major "design level" issues with the Commander systems sorted out. We're continuing to try and stand the BF2 engine on it's head :p

So here's a bit of information how the Commander changes are going to work:

Deployments are done like Rally Points .. using the Comm Rose.

Before the CMDR can do anything, they have to deploy a Command Post. This Command Post uses the UAV trailer geometry. It must be set up by Engineers using the wrench. If the Command Post is wrecked, it must be repaired before the Commander can continue to deploy assets (although any currently deployed assets will work).

Commanders can also deploy their own support vehicle. This vehicle can only be operated by Engineers, Commanders and Crewman. There is a time limit on how frequently these can be deployed.

Commanders can place some simple static structures such as sandbag walls and bunkers.

Placing any CMDR asset / structure has an associated ticket cost. More strategically valuable assets have a higher ticket cost. Below 100 tickets no deployment is allowed.

The sandbag structures need to be "constructed" by Engineers using the shovel. If construction does not begin within 1 minute, they will expire from the map.

There are 2 types of bunkers:
- defensive bunkers
- firebases

Once constructed, the Bunkers and Firebases work as spawn points for the entire team. They can be destroyed with AT rockets and such.

You can place 1 bunker for every 3 CPs you control. You can place ONE and ONLY one firebase. Defensive bunkers must be placed within 100m of a controlled CP. Firebases must be placed more than 100m from ANY CP.

(note I might have the distances wrong, can't quite remember).

The CMDR can also place AA cannons. 1 for each bunker placed. These will also expire if they are not "set up" by Engineers using the wrench. AA cannons also have distance "leashes" and a fairly high ticket cost.

Commanders must be:
- using the officer kit
- by a support vehicle
- have a Command Post deployed and not wrecked
.. in order to place structures.

We're working on the engineer repair times and the animations and such. Bunkers and Firebases will require more than one Engineer to construct. We still have quite a bit of tweaking work to do there right now.

iirc only sandbag walls can be placed on 16p maps, no other structures are allowed.


We're just now able (soon) to start more complete functional testing on these elements as we've JUST had a breakthrough with a blocking issue. Once we get the basic bugs sorted out we'll do some play testing and then an Open Beta period will help us more thoroughly resolve game play issues.

There's a lot more detail to it, and I am sure some design issues we'll have to look at once we get into more in depth play testing .. but that's the jist of it. These concepts fit into a larger concept that I hope will materialise for v0.7, but we'll discuss more about that once v0.7 is on our plate. For now .. we're focussed on v0.6.

Posted: 2007-03-30 02:06
by Leo
Hehe, sounds like Age of Empires, will the engineers have to quarry the stone as well?

Sounds fun, but how are you going to get the engy's to cooperate? Just get a squad to stick with the Commander in case he needs anything?

Posted: 2007-03-30 02:07
by [PR]AC3421
Holy ****, thats insanely more detailed than I could of ever imagined you guys would do with the commander stuff.

Posted: 2007-03-30 02:07
by daschewy
sounds good, hopefully will change how the game is played.

Posted: 2007-03-30 02:09
by GeZe
The cats out of the bag :)

Posted: 2007-03-30 02:10
by eggman
Leo wrote:Sounds fun, but how are you going to get the engy's to cooperate?
Not my problem heh ;)

Teams that do dedicate a defensive squad of Engineers and Riflemen working with a Commander will be at an advantage. Just about every change we make is geared toward enabling some great reasons for players to work as a team. Whether they choose to or not is up to them, but we will continue to bring in elements that make teamwork highly advantageous.

Posted: 2007-03-30 02:10
by Master Shake
Lovely I just hope more people play as a commander, and at least try and do well.

Posted: 2007-03-30 02:11
by Raniak
That sound awesome, what will the bunkers and fire bases look like ?

Posted: 2007-03-30 02:11
by Master Shake
'[R-PUB wrote:GeZe']The cats out of the bag :)
Commanders get to deploy a cat!! Awesome!

Posted: 2007-03-30 02:12
by ErusF
The more teamplay you have the better. But a crappy commander can ruin a good team

Posted: 2007-03-30 02:12
by Dunehunter
Whoa...I'm not 100% sure whether I like the points cost thing, instead of a simple timer or something...but still, whoa...

Posted: 2007-03-30 02:13
by Guerra
Haha, quarry stone.

Jokes aside, seems very interesting. What exactly is a fire base? Does it have defensive weapons? What sort? Do the sandbag bunkers have defensive weapons? Don't you think a single RPG to take it out is a bit too little?

What exactly does the support vehicle do?

Posted: 2007-03-30 02:13
by ReadMenace
Sounds great! But when do we start modding the players? =p

Posted: 2007-03-30 02:14
by Raniak
Guerra wrote:Haha, quarry stone.

Jokes aside, seems very interesting. What exactly is a fire base? Does it have defensive weapons? What sort? Do the sandbag bunkers have defensive weapons? Don't you think a single RPG to take it out is a bit too little?

What exactly does the support vehicle do?
Remember that Light AT will be limited so it should be ok (it's in .6 too, right ?)

Posted: 2007-03-30 02:17
by eggman
Bunkers look like Bunkers. Firebases are currently using the same model as the bunkers, but a different one is in production.

Effectively a firebase is a bunker that can be placed offensively.

They take more than 1 LAT round .. right now it's 2 to destroy a bunker iirc.

The support vehicle is just there to:
1. provide transport to the commander and his squad
2. reduce the gheymeyness of sandbags appearing out of nowhere (the idea being that the Support Vehicle is carrying the materials).

Posted: 2007-03-30 02:18
by [3rd]Sonders
Leo wrote:Hehe, sounds like Age of Empires, will the engineers have to quarry the stone as well?
Damn, you beat me to it. lol


All this sounds great. But you didnt explain what the firebase is for, besides a spawn point.


EDIT: lol, nvm, you beat me to it.

I can never get a break can I?

Posted: 2007-03-30 02:19
by Raniak
'[R-DEV wrote:eggman']Bunkers look like Bunkers. Firebases are currently using the same model as the bunkers, but a different one is in production.

Effectively a firebase is a bunker that can be placed offensively.

They take more than 1 LAT round .. right now it's 2 to destroy a bunker iirc.

The support vehicle is just there to:
1. provide transport to the commander and his squad
2. reduce the gheymeyness of sandbags appearing out of nowhere (the idea being that the Support Vehicle is carrying the materials).
Will the commander support vehicle look be an APC or an humvee ? :wink:

Posted: 2007-03-30 02:21
by GeZe
Raniak wrote:Will the commander support vehicle look be an APC or an humvee ? :wink:
Humvee, same as current support vehicle.

Posted: 2007-03-30 02:23
by Raniak
'[R-PUB wrote:GeZe']Humvee, same as current support vehicle.
I was hoping for something amphibious... but an Humvee will do :roll:

:lol:

Posted: 2007-03-30 02:25
by trogdor1289
When will you let the next surprise slip ;)