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New commander role / game mode

Posted: 2008-11-19 14:31
by fullkontact
What I propose to introduce is a new and exciting role for the commander, giving them alot more power and more functionality really. But also making the entire game more challenging and fun for all!

Pretty much turning the battlefield into a top down strategy game for them.

What I would like to see is Purchaseable assets.


The display for the commander

On the commander HUD they can select a "Buy Equipment" menu.

This would then allow a new screen for "Vehicles and another section listing Weapons."

Each of these menus have their respective assets assigned, within Vehicles you have your jets, helos, tanks, trucks and others. As for the weapons you have heavy weaponry such as HAT kits, AA kits, spec ops and so on.


Deploying the assests

Construction

A new style of Firebase would need to be constructed in order to receive vehicle reinforcements. This would be quite a large structure meaning that it will be obvious where re-inforcements are comming from, this structure will serve as the Entry Point for Vehicles.

The commander must think long and hard about this placement and it's defence as they can't be built within 1000 meters of each other
This makes it pretty much 1 per map on smaller maps.

Normal Firebases and Bunkers would have their usual 400 meter construction limit

Calling in Vehicle reinforcements

Once the Vehicle Point is constructed a commander can then select from the menu of Vehicle Assets and select what he feels is required on the battlefield to counter the enemy and to push forward.

Let's say in this instance a tank is required to counter enemy APC's. The commander then selects a tank from the vehicle list and clicks on the Vehicle Point. After a 5 minute timer (Displayed on the Commander HUD with an Icon and timer // Also on the Vehicle Point if you're within 50 meters)
the tank will spawn at the Vehicle Point allowing for it's use by forces the commander has assigned for it.

For Jets and Helos this process is a little different. They cannot be spawned on a Vehicle Point, and instead must be spawned at an Airfield, for Helo's on the designated Heli-pads and for jets inside hangers.


Utilising Weaponry Assets

Weaponry is purchased in the same way as a Vehicle, by selecting it from the menu. These can be deployed at any Firebase or Bunker. But also can be airdropped into the combat zone (Think a rallypoint on a parachute falling for a model xD )

When selected on a Firebase or Bunker the asset will spawn after 2 minutes of being requested.

When called in for an airdrop this must be thought out well for placement as it will give away the position of troops and also can be claimed by the enemy team if they get to the drop before friendlies. meaning that it will be rare to see it drop ahead of friendlies moving into an area but rather will be placed behind friendly lines to prepare an advance. Once it has landed it will remain as a rallypoint model with a parachute covering it making it obvious to it's location. Once knifed it will destroy and the weapon will spawn underneath.

Airdropping weaponry will take 2 minutes for the drop to prepare then there's the decent time which will send the overall wait to about 3 minutes.

Purcahsing defences
Now instead of having limted defences available you can set up your impenetrable fortress of doom! ... for a price
Bunkers, firebases, sandbags, razorwire, HMG's are all purchasable defences, and can be placed anywhere on the map, no more 200 meter's next to a FB/Bunker
The Squad leader requests the item and the commander confirms on his HUD. The commander must also think about where items are being placed as it could hinder friendly units or completely block their path and also could be utilised by the enemy if captured.

Engineers also play a new role, as well as repairing vehicles and placing mines they can now also request limted defences in the form of Sandbags and Razor Wire.

Essentially you're turning what was originally a battlefield into a true warzone with heavy defences and attacks.

As well as defences squad leaders can also request an ammo cache in his area. This will spawn instantly but take 2 minutes for it to be used. It can be destroyed at any time by hitting it with a knife three times.


Commander Items
For the commander on the move!
Command Posts must now be contructed meaning your main base of operations can change when you feel like it. Want a fortress ontop of a hill? Do so.

When a Command Post has been constructed infantry units can spawn on that command Post, the commander can also designate spawn points within 50 meters of the command post for units to spawn on.

Constructable artillery.
Sick of the enemy's dug in position? Nuke it!
Constructable artillery can be built within 100 meters of any Firebase, Bunker, Command Post, Vehicle Point.

There's two constructable artillery weapons to consider, Mortars and Artillery cannons.

The more of these you construct, the larger the bombardment but also the more costly. If you have 20 mortars that you've placed and your units have constructed you will be paying 20 times as much as 1 mortar.

What currency system will be used for purchasing?

For the actual purchasing of assets this will require tickets.
A certain amount of tickets per kit depending on which it is and also for vehicles.

Table of purchase and price

Vehicles

Tank #30 tickets
Heavy APC #20 tickets
Transport APC #15 tickets
Truck #10 tickets
Light Combat Vehicle #5 tickets
Light Transport #5 tickets

Transport Helo #20 tickets
Combat Helo #40 tickets
Fighter Jet #40 tickets
Bomber #50 tickets

Weaponry

Heavy Anti-Tank #10 tickets
Anti-Air #7 tickets
Automatic Rifle #5 tickets
Grenadier #5 tickets
Light Anti-tank #5 tickets

Defences

Sandbags #2 tickets
Razorwire #3 tickets
TOW/Mounted AT #15 tickets
Anti-Air #10 tickets
HMG #5 tickets

Bunker #30 tickets
Firebase #20 tickets

Ammo Cache #15 tickets


Commandder Items

Command Post #25 tickets
Mortar (each) #15 tickets to construct, 5 tickets to fire
Artillery Cannon(each) #20 tickets to construct, 10 tickets to fire
J-dam #75 tickets to call in a bombardment


Gaining Tickets

You're all most likely thinking. "So, with 200 tickets you want us now to buy things meaning after about 10 people die we lose?" of course not :P

What I would propose would be;

Capturing targets

Targets will be just like current flags, you move in and you capture. Different flags will give a different amount of tickets depending on how long it has been in enemy hands. So if the enemy has held a flag for only 5 minutes and you capture it you will only gain around 20 tickets.
If they've held the flag through defence for 2 hours and you capture it, expect alot more.

If the flag has a bunker emplacement it will be worth more when captured even if it is just a bunker foundation (Unbuilt / destroyed)


Destruction of enemy assets

When you destroy an enemy asset you get half of it's purchase cost added to your ticket line. Take down a bomber and that's 25 tickets for your team, the same rule applies for the destruction of enemy defences.

The destruction of Bunkers and Firebases also give a value returned but it is equal to the contruction cost.

Troop Hunting

This is something a little more for the snipers but also can be utilised by anybody.
Killing enemy units will reward your team with tickets. This encourages the prioritising of kills. At the moment most people will jsut shoot without considering the worth of the unit, their backup or position. By implimenting this system it will encourage players to wait and assess the situation and to consider which target has the biggest bounty.

Commander #20 tickets
Sniper #10 tickets
Officer #5 tickets
Medic #2 tickets
Heavy AT #2 tickets
Anti-Air #2 tickets
Light AT #1 ticket
Grenadier #1 ticket
Automatic Rif. #1 ticket
Marksman #1 ticket
Rifleman #0 tickets
Engineer #0 tickets


Intelligence

Intelligence is generally for snipers / recon teams to gain useful information on the enemy.

Vampire Radios
Spec ops and Scout kits can place small radios on enemy Bunkers / Firebases which will essentially steal tickets from the enemy team at the rate of 1 per minute. There can only be 1 Vampire Radio on the FB/bunker at any time, if two are placed it will cause both Vampire Radio's to destroy each other and wounding he who placed.

These devices can also be placed on Vehicles and they will emit a small signal to the commander (appearing on the HUD) every 5 minutes.

Another use to these devices is to place one on the commander outpost, this is a bit risky though as most likely enemy contacts will be in the area. By placing the radio down on the enemy command post the commander of your team will get enemy squad leader positions appear on his HUD every 5 minutes. This wont reveal all troops but only those of major worth, it will cycle through each officer so after 5 minutes a red squad 1 icon will appear then vanish after around a second. Another 5 minutes and squad 2, etc


Tracking
Marking enemy troop movement, not only does this assist the entire team when performed correctly it leads to victory in 90% of maps when you know where the enemy is, unfortunatly it isn't done enough, this should hopefully combat it.
When using binoculars, pressing T as a Scout, Spec Ops, Sniper, Marksman or Officer will bring up the option "Report Enemy" This will place a temporary (30 second) marker on the enemy contact. For every additional unit within the contact range (20 meters) a ticket will be gained.
For vehicles this will be 1/4 the vehicle's worth added + any infantry within 20 meter range.



Loss of tickets

Now, because of the amount of tickets you're already using to purchase these items I thought it'd be best not to punish you too bad for losses, and so I wont :P

Vehicle losses = No ticket loss, you bought it, paid for it with tickets, it's yours to lose if you want.
Weapon Losses = See above

Infantry losses = 1 ticket per unit lost. Soldier on the battlefield? 1 ticket lost.
8 units in an APC? 8 tickets lost

The only way to win the round? Cause the enemy to either spend all their tickets or push them back to their base and eradicate them!




Map modes

Because of the style of this gameplay the map would have to change. What would work best I feel is if there are NO UNCAPS.

Everything is takeable with the right size force.

I'd like to see something like a boundry system, each flag has a boundry and you must aim to keep your boundries connected, you can only construct within your teams boundy.

Say you have your map, it's a large forest environment with a random city placed in the middle, there's a few roads in and out. The map is a size 16km. Within the map is 6 boundries. The two starting points, east and west of the city, an airfield to the south east and a large factory complex to the north west.

Now, you start with your first boundry as your starting position, but you must then move to capture a flag and a new boundry. You can take any boundry at all if you start in the north west and you want to take the south east airfield that's fine. You wont be able to construct or purchase assets in that area. Instead you must then work your way up to link to your main boundry by taking more flags, or move your command post to that location.

This will force players to have an active defence of strategic locations on the map, most of the defence will admittedly be focused around the airfield but airfields are generally in open areas and will be easy to destroy and open to artillery

Re: New commander role / game mode

Posted: 2008-11-19 14:38
by Tirak
Combination of my Renegade Style Logistics, CnC Game Type and your own genius ideas. I LOVE IT!

Re: New commander role / game mode

Posted: 2008-11-19 15:04
by Orthas
Sounds great actually. Nice to see that you briefly touched the subject of the role of flags also, maybe could put some more ideas on that since as it is now, flag capture is really not useful at all in many cases when you've no fear of losing main. Maybe have some assets spawn in some kind of places or even more make it so that there is only 1 airfield/tank point or whatever in the map and only the controlling team can purchase those. Just think there should be more rewards like Laniyal in Korengal.

Re: New commander role / game mode

Posted: 2008-11-19 15:11
by fullkontact
Orthas wrote:Sounds great actually. Nice to see that you briefly touched the subject of the role of flags also, maybe could put some more ideas on that since as it is now, flag capture is really not useful at all in many cases when you've no fear of losing main. Maybe have some assets spawn in some kind of places or even more make it so that there is only 1 airfield/tank point or whatever in the map and only the controlling team can purchase those. Just think there should be more rewards like Laniyal in Korengal.
I know where you're comming from.

Perosnally the only reason I'm keeping flags in this game mode is generally to try and encourage people to ork on defense and attack rather than jsut running around as though it's another mainstream FPS.

Flags should be changed though to give a form of benefit... prehaps a ticket growth. Say, 2 tickets per minute that the flag is held. etc, pumping more and more reasources into your army

Re: New commander role / game mode

Posted: 2008-11-19 15:36
by Rudd
wow, thats rather alot of text, lots of effort went in to that post!

hmm, its an interesting notion, but I wouldn't enjoy it personally. I like the 0.8 commander system as it is myself, as long as the SLs are talkative.

you've got a lot here to talk about, but some of it, e.g. artillery construction has already been/is being debated elsewhere, I suggest you search for the relevant threads and post there when necessary.

on Kashan, I'm not sure the system would work well. e.g. an army of tunguskas would probably just pwn, same for an army of Bradleys.
Commander Items
For the commander on the move!
Command Posts must now be contructed meaning your main base of operations can change when you feel like it. Want a fortress ontop of a hill? Do so.
all I can say to that, is NO. untakable, unlimited ammo, repairing forts are NOT good, ask any1 in the PRT. mapper placed CPs are superior in every respect imo.

Re: New commander role / game mode

Posted: 2008-11-19 19:09
by AREM117
Exellent idea. But this would take months if not years of coding. There should be limits to the vehicles. You should add a airdrop where the commander can call in a C130 for a spicific squad to spawn and drop on.(Just a rally in the sky) And if you spawn there you get an airbourne spawn kit instead.

Ground
1 MCV*(Mobile Comand Vehicle)
6 MBT
10 APC(AT, Amphibeous, APC, Light)
2 AAV
2 Minelayers*
1 Artillery Support Vehicle* (only thing that can resupply Fire Support Positions)
4 Trucks
4 Jeeps
4 FAV
2 Dirtbike/4 ATV(for recon teams)
4 Engie Jeep
4 RIBs

Stationary
1 Per FOP TOW*
1 Per FOP AA(Gun*(make it so that they can only look up) or Rocket)
2 Per FOP HMG
4 Per FOP LMG

Air Transport
4 Light Transport(little bird)
4 Transport
2 Heavy Transport 2(chinook)

Atack Heli
4 Light attack (m134/hydra LB)
2 Medium attack (hydra huey)
2 Heavy attack (apache)

Jet
2 ATA (F16)
2 ATG (A10)
1 Bomber (Tornado)
1 UAV* Tickets: 15 (Works like a TV Guided missle but moves slower in orbit around target, can be shot down easily. Shows a Black and White camera view of target area and is controlled from the CP or MCV.)
C130* Target: Friendly Squad Tickets: 20 Duration: 6 Spawns Cool Down: 15 Minutes
Aircraft are also limited by the number of helipads or hangers.
*New

This setup would work great if we could have 128 players, but we are limited to 64 wich means that the assets utilized by the teams should be balanced with the infantry. The spy radio should give away the position of 3 random squad leaders at a time not just 1, or it should be set up to give away he position of a squad the commander is talking to, if he is talking to the entire team then it gives away all the SLs positions. Also vampire radios should give the team 25 tickets every ten minutes. Would the fire support be player controlled or called in? How many tickets should the teams start out with? What would the kit limitations be? Should stratigic target CPs(like oilfields or bunkers) give more Tickets? Should vehicles be visibly airdropped? Should there be a CP order or is everything open for grabs?
How would this even be done in BF2?

I love this suggestion; but would it even be possible?

EDIT: Maybe make it so that a teams achieves victory when they reach a certain amount of tickets. Like they start off with 500 Tickets and must get to 1000 to win.

Re: New commander role / game mode

Posted: 2008-11-19 19:27
by Dude388
Sweet Idea!

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Re: New commander role / game mode

Posted: 2008-11-20 02:25
by Cobhris
Really good idea. Now, the only question is how to get it into the game.

Re: New commander role / game mode

Posted: 2008-11-20 02:56
by Eagle345
BRILLIANT!!!!!
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Re: New commander role / game mode

Posted: 2008-11-20 03:17
by AnRK
Tickets used to be used to buy bunkers and firebases, it lead to incompetent commanders wasting alot of tickets and ruining people's game. It's a nice idea applied to some stuff, and I'm not one for changing something because a bad player might wreck the game for people due to it, but it had a BIG teamwide effect and it wasn't good.

I kinda like perhaps purchasing re-enforcements in terms of vehicles, but only on a very small scale, like Rudd said, there'd be nothing worse then an army of Tungskas on a map like Kashan. Taking a few vehicles off the main spawn and letting the commander decide, say for the sake of discussion, 3 more vehicle units on a big map such as Kashan/Qiling/etc, then I'd say that'd be reasonable. There's no need for the separate FB for spawning re-enforcements, and would add spam to the gameplay.

The airdrop thing is a bit much though, for one the maps where it'd be most wanted would be the big maps - Kashan/Qiling/etc again - but there'd be no way an aircraft capable of dropping in stuff like that would survive in an environment with enemy fighter jets. I can only speculate, but the airdropping of equipment like that is probably something that is planned out well in advance, and actually dropped when an area isn't remotely hot, not in the heat of battle when a squad needs a hummer to rush a CP.

Have to agree with Rudd about the command post thing too, that again used to be the case, you could deploy it anywhere you wanted it, but it was set to be permanently at base. Probably primarily so vehicles could repair without a commander, but I imagine the DEVs saw getting rid of the potential spammyness of having the thing in the field as a fringe benefit.

Re: New commander role / game mode

Posted: 2008-11-20 04:00
by Wicca
I want to see CnC working, ive never played a CnC round yet!

Lets keep this really good idea on hold, and get the "basics/Fundation" up.

Re: New commander role / game mode

Posted: 2008-11-20 22:40
by M.Warren
AnRK wrote:Tickets used to be used to buy bunkers and firebases, it lead to incompetent commanders wasting alot of tickets and ruining people's game. It's a nice idea applied to some stuff, and I'm not one for changing something because a bad player might wreck the game for people due to it, but it had a BIG teamwide effect and it wasn't good.
You know AnRK, I'm glad you brought these details up. I vaguely remember those times I played before I became a more active member on the forums. While I was at work I was thinking about Project Reality back in the times of v0.6.

I know that v0.6 took alot of bad heat from squad leader spawning, and spamming of fragmentation grenades. But I think one of the best aspects was the system of bunkers. I thought that the fact of deploying a bunker for 10 tickets was great. Every 10 minutes it would regenerate 5 tickets back. Thusly after 20 minutes it finally paid itself off and began generating tickets for the team.

I really... Really... Really... Liked the concept, it was unique and made players think alittle bit more in-depth about thier actions. I really wish this previously existing gameplay approach could have been taken furthur and refined more. It was certainly something brilliant in my eyes.

I wish tickets would be associated more with vehicles. If you are successful enough to take down a tank I think it should cost more than just the amount of tickets it took to kill it's occupants. I'll tell you something right now; a fully loaded tank can accomplish more with 3 people as a crew than if they were acting as infantrymen.

The only reason why I think it didn't become that successful is because of an insufficient notification system. Take the Al Basrah Insurgency map for example. Everytime an APC was destroyed it costs the British team 10 tickets. The problem with this is that no one really notices it happening.

Just as much as the Insurgents have to worry about losing caches, I think the British should be concerned and have warning messages too. Something along the lines of:

For caches:
Insurgents - "The Infidels have destroyed one of our weapon caches! [3 of 9]"
Britain - "Friendly forces have destroyed one of the weapon caches! [3 of 9]"

For vehicles:
Insurgents - "We have destroyed one of the Infidels armored vehicles!"
Britain - "Friendly forces have lost one of our armored vehicles!"

I think there should be more interaction and notifications in game. Something to inform the team on thier efforts and even failures. Information posted in the top left hand cornor of the screen to emphasize that a loss has been withstood.

The main purpose is to help make players become more aware of thier surroundings. Maybe even become drawn into the struggle itself. Change players mindset and make them think:

"Hey, you know... We just lost 3 tanks, an APC and 1 Attack Helicopter out there in the last 15 minutes. We're not doing so good, we gotta step up our game and make the most of it if we intend to win."

This will also discourage players from running off in one-man Tanks and APC's, because now there'll be a big message in the top left hand cornor.

But anyways. I miss those old messages that used to pop up in the top left cornor of the screen. It was like Head Quarters (HQ) was monitoring your efforts, also relaying vital information relating to your next objective.