Vehicles as Commander designatable assets
Posted: 2009-05-08 00:49
I'm a bit rushed for time, so this will be brief but I'll attempt to give as much detail as needed.
Problem:
Losing vehicles = losing tickets = losing game.
Single crewed vehicles are often lost quickly and needlessly.
Assets are spread across x amount of squads attempting to complete y tactic which doesn't work.
Assets are consolidated into 1/2 squads attempting to complete z tactic which doesn't work.
Solution:
Give the commander the ability to spawn in vehicles from the current "pool" of vehicles available, within 100m of the vehicles current spawn point. This way the commander can "assign" vehicles to squads. This allows the commander to:
1. Add a mechanism to decrease the amount of single crewed vehicles.
2. Add a mechanism to disperse assets across the required battle space to ensure a maneuver can be completed with the maximum possible success rate.
If there is no commander, the vehicles spawn as per normal.
Cons:
Someone's mate may apply to be a commander, guarentee them use of an asset and then leave the role.
Problem:
Losing vehicles = losing tickets = losing game.
Single crewed vehicles are often lost quickly and needlessly.
Assets are spread across x amount of squads attempting to complete y tactic which doesn't work.
Assets are consolidated into 1/2 squads attempting to complete z tactic which doesn't work.
Solution:
Give the commander the ability to spawn in vehicles from the current "pool" of vehicles available, within 100m of the vehicles current spawn point. This way the commander can "assign" vehicles to squads. This allows the commander to:
1. Add a mechanism to decrease the amount of single crewed vehicles.
2. Add a mechanism to disperse assets across the required battle space to ensure a maneuver can be completed with the maximum possible success rate.
If there is no commander, the vehicles spawn as per normal.
Cons:
Someone's mate may apply to be a commander, guarentee them use of an asset and then leave the role.