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Posted: 2007-08-23 06:12
by ArmedDrunk&Angry
The CO assets add another level of strategy to the game, ie: logistics.
The Bunkers and Firebases generate points after a period of time and so building them and destroying the enemies add another level of challenge to the game.
I think it adds to the realism because from what I read, logistics always win the war if not the battle.
The razor wire and sandbags are often misplaced but that is part of the learning curve and smart COs don't waste much time with them.
Posted: 2007-08-23 06:31
by Wolfe
Commander assets add variety to otherwise static maps; each round is different because the assets are placed and used differently each time, helping to keep maps fresh.
Also, because of their defense and spawn values, they provide a more personal and emotional reason to build and defend them because you need them. Badly. Otherwise you're just defending static flags because the minimap says you have to.
I like them, and hope they're here to stay.
Posted: 2007-08-23 12:17
by Ecko
Wolfe wrote:Commander assets add variety to otherwise static maps; each round is different because the assets are placed and used differently each time, helping to keep maps fresh.
Also, because of their defense and spawn values, they provide a more personal and emotional reason to build and defend them because you need them. Badly. Otherwise you're just defending static flags because the minimap says you have to.
I like them, and hope they're here to stay.
Well put!
Posted: 2007-08-23 12:33
by <1sk>Headshot
Wolfe wrote:Commander assets add variety to otherwise static maps; each round is different because the assets are placed and used differently each time, helping to keep maps fresh.
Also, because of their defense and spawn values, they provide a more personal and emotional reason to build and defend them because you need them. Badly. Otherwise you're just defending static flags because the minimap says you have to.
I like them, and hope they're here to stay.
Thirded!
Posted: 2007-08-23 13:26
by Long Bow
WHPRaveman wrote:seems to take the mod away from the direction it was headed. I think the time perhaps better spent improving the quality of certain aspects of the game such as fine tuning this and that. I think the Dev's are full of great ideas to encourage team play (rally points) but let's not head down the road of "C&C". .
Well sorry to burst your bubble but the Devs said this concept is exactly the direction they were trying to go

Personally I think that the bunkers etc. do encourage team play. First you need a commander, who needs to communicate with a SL, who needs to tell his squad to help build the assests, who need to have the right kit to carry out the orders. Second your team then benefits from these leading to your team trying hard to keep the assets in place as long as possible to continue to benefit your team. I have found that a team with a good commander and even one good squad can win against a team with no commander.
Posted: 2007-08-23 13:33
by Outlawz7
Yeah, but commanders usually dont know,what they are doing and then you have a bunker sitting in the middle of an open space, where it can get taken out, while theres tons of cover around.
Sometimes it also happens, that they spam firebases and bunkers everywhere, and drain down tickets, so they contribute to their team's loss.
Posted: 2007-08-23 13:45
by Long Bow
Outlawz wrote:Yeah, but commanders usually dont know,what they are doing and then you have a bunker sitting in the middle of an open space, where it can get taken out, while theres tons of cover around.
Sometimes it also happens, that they spam firebases and bunkers everywhere, and drain down tickets, so they contribute to their team's loss.
So would the answer be to dumb down the commander role by taking away most of the assets? Or as currently, require the commander to be a more intelligent player to play the role well? Your right the commander currently can hurt his team as much as he can help it. I don't think any other game has the team wide negative impact from poor player decisions like PR has currently. I personally like that the commander can really help your whole team but with poor decisions can muck it all up. I also can accept that if I'm a minority in this that the commander role can be tonned down to suit the community as a whole.
Posted: 2007-08-23 13:59
by Aljen
I personally like that the commander can really help your whole team but with poor decisions can muck it all up
I agree completely - it is just like in RL
Posted: 2007-08-23 17:02
by VipersGhost
Aljen wrote:I agree completely - it is just like in RL
Exactly...the commander should be pivotal.
Posted: 2007-08-23 18:37
by Ecko
Outlawz wrote:Yeah, but commanders usually dont know,what they are doing and then you have a bunker sitting in the middle of an open space, where it can get taken out, while theres tons of cover around.
It totally depends on the map, On al basrah I tend to build mine in open spaces, this gives sharp shooters a base of operation and gives brits the advantage due to there scopes.
Posted: 2007-08-26 01:55
by eggman
we wanted to make the commander role more integral. One of the main reasons is that the Commander is an effective means to get more than 1 squad working together... these were the ideas we came up with.
Additionally we want more of the spawn mechanics in the hands of players.
And for maps to play differently each time they are played.
It sorta creates a "game within a game" for the Commander, but not at a major expense to the entire team (4 guys is a totally adequate Commander Support / Defense squad). But these things can have a major impact on teh game.
Also we'd like to get more and more larger maps in play. Not all of them will be desert wastelands like Kashan. But as the maps get larger, we also want to keep the game play reasonable in terms of forward spawn locations.. so the assets are part of that direction.
Posted: 2007-08-26 02:05
by El_Vikingo
There's nothing like making a castle out of the Vehicle Checkpoint.

Posted: 2007-08-26 02:21
by Eddiereyes909
i think a good PR game should rest soley on the hands of the Commander,
Commanders should play PR as chess (yes im a nerd).Where you integrate with your team, In PR there is tones of squad team work, but very little TEAM team work,
if squad one is a weak squad send a stronger squad,
Commander should be the ones who win and lose games not squad leaders,
Assets add a new level of that, a good commander should know that when him team is down by 100 tickets to build like crazy and call off all offensives and let the Assets give him back the tickets he lost.
However the only other person i know who would know that is ADA,
prove me wrong in a public game.