Strategic Insertion

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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vexman2k3
Posts: 20
Joined: 2004-08-16 10:26

Strategic Insertion

Post by vexman2k3 »

I suggest that you make the commander have the ability to insert troops according to their skill, class into different parts of the map when the game starts.

Like if I was a commander I would assign all assault men to spawn at D12, all sniper al E8, special forces at D5, all AT at D8. This doesn't mean that the commander will have control over where players spawn through out the game. This will only happen the firts time you spawn or b4 you take an outpost.

And when a commander chooses to spawn players in a location, it can only be in a section of the map and he can spawn players ANYWHERE and ANYHOW in that section. He can spawn them according to class, skill, and so on.....

This will give a CHANGING/ DIFFERENT feel and experience whenever you play a map, there will be tons of combinations and strategies. Also make it that the commander can spawn vehicles to different locations.

This will eliminate base camping and all "sweet" spots. So no longer will a player spawn with mortar and aim at a certain point cuz he knows that someone or something will be spawning there.

This will also create lots of ambush situations, and there will also be a unique feeling to each and every commander.

MORE SUGGESTIONS ON THE WAY :idea:
ArchEnemy
Retired PR Developer
Posts: 1285
Joined: 2004-08-16 16:00

Post by ArchEnemy »

i think more that the commander anly lead an assault, you can fight on your own or choose to fight with an assault team, the commander only controls the assault team. At least that is what i understood. (BF2)
Retired PR Lead Coder
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KingJoe
Posts: 71
Joined: 2004-08-14 16:30

Post by KingJoe »

i think the Server admin should pick the commander, or if the admin isn't on the guy who got the best score the round before can be it. cause we can't be having a troll being commander...
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vexman2k3
Posts: 20
Joined: 2004-08-16 10:26

Post by vexman2k3 »

I think the commander should be chosen according to win/loss ratio as commander. I don't thick a "smacktard" commander would have a good win/loss ratio.
DrZero
Retired PR Developer
Posts: 936
Joined: 2004-07-24 12:00

Post by DrZero »

i assure you, we are all very interested about how Commanders will work and how they will be chosen, i can garuntee you, if we know before you then you will be the first people to know :P
Ugly Duck
Posts: 975
Joined: 2004-07-26 02:23

Post by Ugly Duck »

The commander, to my knowledge, seems to be more of a suggestive force rather than a actaul commander. He sets waypoints and such and you can choose wether or not to go there.
marto
Posts: 404
Joined: 2004-09-01 00:48

Post by marto »

Would there be any way to force people to follow the commanders orders such as killing them if they deviate by more than 100 meters.
JS.Fortnight.A
Retired PR Developer
Posts: 3469
Joined: 2004-07-23 12:00

Post by JS.Fortnight.A »

Well apparently, according to EA/Dice (from what I've read) the commander mode and the squads under the commanders control are entirely volunteer, as in you have a choice whther or not to be part of a squad, and if you don't no one is going to tell you idfferent. So one may still see the lone wolf sniper/rambo player who doesn't want to be part of a teamworking group (which if you do join a squad btw will get you plus incentives, but not joining doesn't take anything away). But again modders will have to see and choose how to best use these new features provided in BF2.
Project Reality Operations Lead v0.2-0.3
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Ugly Duck
Posts: 975
Joined: 2004-07-26 02:23

Post by Ugly Duck »

Killing someone because they dont run twords a flag that they know to be very heavily defended when there is another that is seemingly defensless wouldnt be a very good system.
marto
Posts: 404
Joined: 2004-09-01 00:48

Post by marto »

I know but there has to be a way to enforce it other than playing in a clan.
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