Page 1 of 3

[Gameplay] Commander assets

Posted: 2007-12-11 13:05
by dbzao
Well, I don't have any pictures or videos about this update :p , but it's a good gameplay change and I think you guys will like to hear about it.

With the addition of cmdr assets in v0.6, we gave the Commander a more decisive role in keeping the team focused and advancing by building bunkers, firebases and other smaller assets.

The problem we noticed was that the Commander started behaving more like a construction worker instead of a strategist that plans ahead, talk to squads and guide his team.

To help in that area we worked on giving the Squad Leaders the ability to place the assets for the Commander, without him being present at the construction site.

To keep some control in the hands of the Commander, bunkers and firebases need approval from him, while other assets can be built once one of these assets is constructed in the area.

We also simplified the cmdr assets rules to help with that task:

- All assets need a support truck close to be deployed.

- Bunkers and firebases have the same rules: "you can build one for every 2 CPs your team owns".

- Command post and AA guns are deployed in a full health state.

- Sandbags, razorwire and AA gun can only be placed near bunkers and firebases.

- Trucks are no longer a cmdr deployable, they spawn at the command post (like the jeeps in the bunkers/firebases) and main bases.

- Zero ticket costs for building cmdr assets.


Squad Leaders with a support truck close-by and an officer kit can request a build order from the Commander, and once that build order is approved and the other rules are met, he can deploy a bunker or firebase within 100m of that order.

After the bunker or firebase is deployed, the Squad Leader can place the other smaller assets without approval from the Commander.

So we think all these changes combined will improve the Commander role, keeping him in control of the major decisions but giving him freedom to delegate some of the work for his squads.

If everything goes bad, he can still go and deploy the assets by himself, but it's good to have that new option.

Posted: 2007-12-11 13:09
by MAINERROR
That's pretty cool.

Posted: 2007-12-11 13:28
by Smegburt_funkledink
Yeah man, brilliant ideas. It can get quite annoying when your newbie commander likes to spend tickets on assets in the line of fire that just keep getting blown up.
Also, the nuber of times an SL has needed a bunker/FB and the CO didn't have a mic', this should be a great help.
Nice one chaps.
[out]

Posted: 2007-12-11 13:57
by Oldirti
Are we going to see this before the New Year or come the .7 full release?

Posted: 2007-12-11 13:58
by Rhino
Oldirti wrote:Are we going to see this before the New Year or come the .7 full release?
dont ask for any date information as we are not going to give it out.

Posted: 2007-12-11 14:14
by bosco_
^ He has his 'sources' I thought?
Anyway, great news ;)

Posted: 2007-12-11 14:18
by Oldirti
[R-PUB]bosco wrote:^ He has his 'sources' I thought?
Anyway, great news ;)
*squints eyes* You don't want to make an enemy out of me.

Sorry won't ask again :grin:

Posted: 2007-12-11 14:20
by hx.bjoffe
'[R-DEV wrote:dbzao;547330']
- All assets need a support truck close to be deployed.
You are removing the repair jeep ability, or didn't care to mention it?
'[R-DEV wrote:dbzao;547330']
- Zero ticket costs for building cmdr assets.
Really? They still generate tickets though?
'[R-DEV wrote:dbzao;547330']
After the bunker or firebase is deployed, the Squad Leader can place the other smaller assets without approval from the Commander.
I've been sceptical to these suggestions, but it will be exciting to see how this works out...

Posted: 2007-12-11 14:24
by Wellink
are placable tows and/or machineguns be aviable in 0.7 would love that!

Posted: 2007-12-11 14:24
by Outlawz7
Yeah, if zero ticket cost, then they should not generate more.

Posted: 2007-12-11 15:36
by Hotrod525
i have a question... is it possible to got a map whit only a MEC base at start ? like a desert, whit in a corner (realy realy far away...) you will have an Airport of Mec...and in the opposite corner... you will have a whole US convoy, Commander truck, Tank, AAV, APC,HMMWV... Commander & engineer would have to establish the Camp in the desert it will become our uncap point... I know it can sound weird but... its realist :D

Photo of convoy enterring Irak in 2003;
Photo 1
Photo 2
Photo 3

Posted: 2007-12-11 15:48
by Smuke
looks great guys.

Good thinking

Posted: 2007-12-11 16:38
by SethLive!
very good changes IMO

Posted: 2007-12-11 17:05
by MadTommy
hmmm sounds like it leaves the commander with no fun at all.

Edit: but i didn't read the last line.

At least building assets was a nice break from hearding cats.

But it adds the SL role, which is nice. :)

Posted: 2007-12-11 19:20
by Farks
This sounds good. Now the commander may actully have time to command the team. :p

Posted: 2007-12-11 19:39
by LtSoucy
I like it just dont wnat to see spaming.

Posted: 2007-12-11 19:54
by Wolfe
'[R-DEV wrote:dbzao;547330'][spawn] like the jeeps in the bunkers/firebases....
infantry spawn + vehicle spawn + same location = dead infantry

It happens too often; a soldier spawns, takes cover, or reloads his weapon near the bunker as a vehicle suddenly spawns and kills him.

Suggestion A:
If vehicles are to spawn at bunkers, then move the vehicle spawn-in location away from the bunker entrance to help decrease the chance of a needless death.

Suggestion B:
Vehicles no longer spawn at the infantry bunker. Instead, a new commander asset can be deployed: the vehicle depot. Here, transportation vehicles are repaired, rearmed, and requested "on demand" as you would a weapon. The vehicle then spawns safely and better yet, reliably, when you need it.

[edited quote for clarity]

Posted: 2007-12-11 20:10
by Rhino
Wolfe wrote:It happens too often; a soldier spawns, takes cover, or reloads his weapon near the bunker as a vehicle suddenly spawns and kills him.


The command post is not a spawn point when i last checked...

Posted: 2007-12-11 20:26
by Masaq
MadTommy wrote:hmmm sounds like it leaves the commander with no fun at all.

Edit: but i didn't read the last line.

At least building assets was a nice break from hearding cats.

But it adds the SL role, which is nice. :)
Whooo! My phrase is catching on!

Can we get "Commander" renamed to "Cat Herder" please? :D


Edit: oh, and it'll be interesting to see how this pans out... Certainly a good commander will be able to start using assets as a way of rewarding squads who do what they should be doing, which'll be good.