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commander superflous (?)
Posted: 2009-03-18 10:39
by {UK}Suzeran
i ahve heard it said that when ure stittin behind a computer the last thing you want is to be stuck behind a computer, thus i propose a commander bot in the command trailer. The bot could have 3 settings defensive, aggresive and neutral. Wouldnt this be a good idea as one man could set the commander i.e.e the commander then he could go out enjoy etc and return to the trailer to plan the bold strokes ? either this or expanding on the R.T.O idea i have seen placed about the forums - do away with commander and have a mobile RTO guy serving as commander allowing for command squad of up to 3 ppl? He would interface with an unseen field commander doing away with the need for the commander kit which seems very dated? be kind to me this is my first post despite havin loved the mod for 3 weeks.
hurry up get the chinook in PR.
Re: commander superflous (?)
Posted: 2009-03-18 10:45
by Rudd
Welcome to the forums
If you've played PRSP, the bot commander can get very confused very quickly (though great job PRSP, excellent work)
commander is meant to be a coordinator, i.e. he passes messages etc.
He therefore is only superfluous when all the SLs are on mumble/teamspeak.
And the AI can't pass messages.
afaik the squad system is hardcoded (i.e. not touchable by the PR team) so I don't know if a 'command squad' can exist outside of having special kits. (like a kit that is 1 per team)
and as I said on the other thread, the RTO is basically the squad leader (he's called an officer in PRMP, but on PRSP it has a more understandable title as 'section leader/team leader/NCO etc) given there are only 6 in a squad, 32 on a team its best not to take the RTO role away from the officer, especially since only the officer can actualyl talk to the commander
Re: commander superflous (?)
Posted: 2009-03-22 20:31
by {UK}Suzeran
IF you like commander so much come to my thread and hel; change the game forever in a positive way the idea is gainibng strength and may be included in PR 0.9
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