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Commander Mobile Head Quarters
Posted: 2009-01-06 10:09
by R.J.Travis
Commander Mobile Head Quarters.
A Striker, with out the 50cal.
This striker, is set up to only be used by the commander.
Allows 1 squad + driver/commander.
This acts just like the command post but has a max range of 225m or 300m
This MHQ will allow if available mortars / J-Dam / laser targeting for air strikes (Commanders MHQ can laser targets from 125m or closer from his striker) also the MHQ will be needed to accept building orders.
This will make the commander, not go to close b/c he will stop his team from building if this MHQ dies.
The spawn time on death of this MHQ should be 15m -10 tickets but the commander should be able to spawn in a new one for 8min -10 more tickets = 20 or wait the 15m
This was asked before but not in the way I have put it a guy back in 0.7 asked for this but he wanted to give people min maps if the MHQ was close by and he was told no.
but I think My MHQ will spice up the commander role.
Sorry no Grammar.

Re: Commander Mobile Head Quarters
Posted: 2009-01-06 10:42
by master of the templars
I like the sound of this, but coming up with command vehicles for the other factions could be time consuming, might require modeling and such.
Re: Commander Mobile Head Quarters
Posted: 2009-01-06 10:48
by R.J.Travis
master of the templars wrote:I like the sound of this, but coming up with command vehicles for the other factions could be time consuming, might require modeling and such.
then they could test it in INS mode
Re: Commander Mobile Head Quarters
Posted: 2009-01-06 11:14
by R.J.Travis
Engineer wrote:An Commander controlled UAV (without gaydar) would do it.. But it has been suggested so many times that it's not probably possible thing to do.
Commander doesn't need to be on the front, but he needs to know what is happening and somehow be able to make things happen. Because we are all players here with our own agendas, sometimes it is just too hard to get squads fast enough where they are most needed. To fix this, automation or NPC's are needed. I spent a whole round as a commander in Qwai river, it took us more than half of the round just to get 2 supply boxes on designated location, even when we had good VOIP squads and everything. Then just some other squad took the support truck and drove it somewhere, and built a firebase for us...
So commander with an authority is not really needed, because just some other squad can do anything if they just want to. And I dont want to take this away from the squads..
The way I see commanding would work:
1. CO should concentrate on moving the forces on designated locations and keeping them there.
2. Give spotting back to squad leaders, instead of CO would need to approve every damn dot on the map.
3. Concentrate on managing reinforcements/advanced weapons systems, instead of relying on other players. (Commander designated vehicles for combat/removal of player controlled jets and changing them automated for strikes)
4. Give the CO a way to see the actual battlefield and being able to command while he is at it.
And what comes into your suggestion... I can see the commanders using this vehicle as a death star on front lines, with life expectancy of 5 minutes.
this is not what they want sorry.
they want team work over easy they want the chain of command used thus they need approval from the Co.
Re: Commander Mobile Head Quarters
Posted: 2009-01-06 11:52
by Ragni<RangersPL>
R.J.Travis wrote:Commander Mobile Head Quarters.
I like the idea.. but can we just make "mobile command post" without all those restricions? Just like in FH2?
It could be one man vehicle available only for commander (so no one else can use it as one way ride), with optics (or not) and ability to use commander map while in it. It could have long respawn time, for example 15 minutes to prevent using it without caution.
This vehicle could be spawned next to command post which would also be used by commander to command if MHQ would be destroyed.
Re: Commander Mobile Head Quarters
Posted: 2009-01-06 13:14
by Rudd
not a huge fan of this idea in this particular form, its been discussed with far better benefits for the team.
My personal favourite was a CO vehicle that spawns a second command post which behaves like the 0.7 version or/and can construct bunker defences (sandbags an all that lot)
If anything like what you/I say could call in arty, then I'd insist on more readily avaliable arty. I'm not gonna get a vehicleingame and movearound etc if its simple to do something that a squadleader could do in half the time.
Re: Commander Mobile Head Quarters
Posted: 2009-01-06 18:06
by SuperTimo
what about being able to use FOBs to access the command screen? shove a chair by the radio and sorted
limited movement but no where near as limited as having your feet welded to the command post.
Re: Commander Mobile Head Quarters
Posted: 2009-01-06 21:21
by Airsoft
I like the idea of having a mobile command post (future weapons stryker episode?) however dislike the fact some people have to be driving him around which puts people off the front line more.
Re: Commander Mobile Head Quarters
Posted: 2009-01-06 22:17
by Aquiller
what about being able to use FOBs to access the command screen? shove a chair by the radio and sorted
Perfect!
Re: Commander Mobile Head Quarters
Posted: 2009-01-07 04:05
by GR34
Maybe just make it a humvee truck with a soft top on the back and one of thows computers in the passengers seat that shows the map and were friendlies are but to you you press CAPS LOCK
Re: Commander Mobile Head Quarters
Posted: 2009-01-07 06:25
by AREM117
A mobile HQ is a good suggestion though a fully crewed stryker/equivalent maybe too much. Maybe make a deployable HQ that must be placed within 25m of a FOP but it makes alot of noise and you can hear the commander speaking from outside, that way a well concealed recon could relay enemy troop movements to their team. When the commander gives an order is there a way to make him say what grid the order way placed in? Then that would give another objective for special forces(sniper & specops) as well as add mobility and fresh gameplay to the CO. Also add a CO only humvee that spawns at the CP.
About the UAVs: The CO does need a way to observe the battlefield more interactively. If the satellite view could be modified to have fog so you can only see an area near friendly units that would be good.
If that wouldnt work then maybe a UAV that is like a TV guided missile but slower and with the camera facing down when the co clicks an area on the map he should be able to see the UAV view orbiting the target until he clicks somewhere else then the UAV moves to orbit that area. The UAV should be able to stay up for an entire round unless shot down. If shot down it should take 30min to get another one.
Re: Commander Mobile Head Quarters
Posted: 2009-01-07 08:15
by cyberzomby
what would you want to see up there as the commander? Its not like your gonna lie down on a hill and direct the troop movements? What if a sniper or grenadier takes you out? Thats at least 30 seconds of no CO screen.
I'd just want to sit in my post to look at the map during the whole round. Theres no point in seeing it in real life when you can look at the map and see where the troops are. I just want more features.