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assassinating commander = troop movement intel

Posted: 2008-07-13 07:31
by Lynx
I hazard to say this feature is actually worth the time of the developers:

my idea was this:
1st, a prerequisite includes more Commander level assets/bonuses, to make a living commander worth more dead or non existent one.

2nd: in a way, that is as fair as possible:

Killing the enemy commanding officer and picking up his kit yields SOME Intel of enemy's troop movements and possibly enemy assets

this way you simulate an assassin squad capturing a map of enemy troop movements and would create a tough, non static objective for advanced players to strive for

this rule could curb a LOT of player behavior related problems in PR and here's how:

the intel given would look like a map wide UAV that only displays the positions of a random (or fixed for fairness) number of worst scoring/retarded players for 10 seconds or so to the team that stole the commander's kit.
That's right: UAV is back but is gonna be a real challenge to get and only affects the worst PR players.

BTW: when I say retarded players, I mean no offense to actual retarded individuals. however, I am referring to players who are immature, steal kits, have lowest teamwork scores, team damage/teamkill, bad snipers, people named wumwut$ :evil: , various acts of ******-baggery and those standing around doing nothing in the middle of nowhere.
and it may be a good thing when those do-nothing players actually get engaged when spotted this way.


now to add fairness and extra challenge to the squad attempting to steal intel:
C.O. would need the ability to prevent the enemy squad from capturing his secrets by destroying them either by a button in the commander view that is marked [secure sensitive items]
or in a better meathod:
allowing the commander to drop a pile that looks like radios, maps and cryptography machines (I think a model for this already exists) and throwing 2 grenades on it.
commander view and it's buttons would be disabled until it's picked up (G) like a grappling hook or rearmed after a long time.
the enemy could steal Intel by capturing this pile

finally:
give the commander a funny hat like a colonel styled hat so the assassin's could ID him.

And display to everyone: {MEC] Commanding officer has had intel stolen!
to inform everyone about the event.

alternately you can add Intel of enemy assets to the information that could be stolen.

Advantages to the doing this:
*fewer lone wolf commanders, they would find safety in numbers. thus realistically simulating the movements of a high value commanding officer.

*this would hopefully help curb the amount of bad behavior That Has turned me off from playing the PR mod lately by exposing retarded players.

*would force squads on a C.O. assassination mission to
1. sneak around
2. coordinate an assassination style quick kill and
3. a speedy intel pickup leading to some great suspense filled game play.

*Killing in the PR mod would(and should) be more rewarded. after all isn't that what war is all about anyways?

so would this feature turn the game into assassin's creed?
and is this all a bad thing?

edit: colt556 gave me an idea good enough to change my original suggestion: when intel is captured the intel would be displayed to the other commander only like a sat-scan for 10 seconds but the amount of enemies displayed should still be limited. this way you'll encourage commander protection more.

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 08:14
by Soulis6
Not a terrible idea, but in PR, all i can think of this amounting to is half the team going spec ops kits to try and make their own "super awesome assassination squad." Not really a good idea when the frontlines are usually already desperately short of actual players.

Maybe if BF2 allowed for 200 people servers.....

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 08:48
by Colt556
Instead of some grand, impossible UAV map thingy. Why not simply make it so when the commander dies, all enemy positions are available to the other commander. This way he can order someone to take out the enemy commander, so he can see what the enemy team is doing and act accordingly. Say, for example, if the enemy commander is killed, then the next time the friendly commander opens his map he gets the VBF2 sattalite thing. Seems a lot easier, and plausible then what you suggested Lynx, no offense.

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 09:34
by Lynx
Soulis6 wrote:Not a terrible idea, but in PR, all i can think of this amounting to is half the team going spec ops kits to try and make their own "super awesome assassination squad." Not really a good idea when the frontlines are usually already desperately short of actual players.

Maybe if BF2 allowed for 200 people servers.....
actualy I think this would encourage Commanders closer to the front because that's where he'll find the most protection. staying close to the main force is a good way to keep your commander kit from being stolen
Colt556 wrote:Instead of some grand, impossible UAV map thingy. Why not simply make it so when the commander dies, all enemy positions are available to the other commander. This way he can order someone to take out the enemy commander, so he can see what the enemy team is doing and act accordingly. Say, for example, if the enemy commander is killed, then the next time the friendly commander opens his map he gets the VBF2 sattalite thing. Seems a lot easier, and plausible then what you suggested Lynx, no offense.
when your right your right. 8) And I like your spin on the idea, You'd have to keep your commander alive whilst stealing intel.
but I believe the enemy should have a limited amount of recovered intel because knowing everything about the enemy just ruins the surprises and makes the game feel vanilla like. Also stupid commanders would not ruin the game if they run off by themselves and get the whole team exposed

so I think the amount of intel recovered should be limited
and if it would be limited, why not limit it to the worst PR players as punishment. I believe that adding extra seconds to a respawn only makes people more frustrated instead of helping them change their habits to become more helpful to teammates.

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 09:46
by arjan
CO gets killed -> 50 tickets less for team -> 2 firebases gets exposed?

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 09:47
by arjan
oops double

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 10:00
by Lynx
arjan wrote:CO gets killed -> 50 tickets less for team -> 2 firebases gets exposed?
Jonny wrote:CO gets kit stolen -> all CO assets spotted for other team?
I like where your going but I think both of those are a too much of a windfall for the enemy
I wouldn't want a commander assassination to lead the loss or the win of a round.

perhaps 1 firbase/bunker exposed in addition to the intel on troops would make things interesting.

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 10:24
by LRN
In case the commander dies your side loses more tickets and that's it.

Oh and I wouldn't mind some bonuses for the entire team in case of a win, of course this would also require some type of individual stats... and unlocked weapons/equipment.

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 18:23
by Conman51
LRN wrote:In case the commander dies your side loses more tickets and that's it.

Oh and I wouldn't mind some bonuses for the entire team in case of a win, of course this would also require some type of individual stats... and unlocked weapons/equipment.
stats and that stuff...not happening

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 18:28
by Harrod200
This gets in and I definitely won't be commanding any more...There is nothing about this idea that I like, mainly because when I play as Commander, I move with my troops rather than sitting back at base totally out of touch.

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 18:51
by vilhelm123
I like the idea but I’m worried that this would mean you needed to keep the commander under guard alot of the game and on smaller severs (or indeed on some of the bigger ones at times) there simply isn't the man power or enough players playing properly to do something like that.

Re: assassinating commander = troop movement intel

Posted: 2008-07-13 20:31
by Lynx
I think if this is done, the commander would be close to the front lines where he would have the most protection.

Re: assassinating commander = troop movement intel

Posted: 2008-07-14 16:03
by Colonel_Neil
More like certain kits / pickups are like a UAV jammer, SL's arn't exposed to it and Snipers, Spec Ops, ect. to. H-AT, MAA and all others should be.

Re: assassinating commander = troop movement intel

Posted: 2008-07-14 17:26
by Zimmer
Colonel_Neil wrote:More like certain kits / pickups are like a UAV jammer, SL's arn't exposed to it and Snipers, Spec Ops, ect. to. H-AT, MAA and all others should be.
Uav will just show anyone even if tehy are inside houses. SO if we dont get UAv so that commander can steer it like the vbf2 hellfire system it will not happen with UAV and its not realistic either.