assassinating commander = troop movement intel
Posted: 2008-07-13 07:31
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$
, 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.
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$
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.