Giving the commander more of a tactical role -1 reply

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Kradovech

[130.Pz]'s cannon fodder

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11th September 2004

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#21 13 years ago
FrederfThis sounds like giving the commander a more logistical role, not tactical or strategical. The way I would make this feature was to have 90% of the equipment hard coded into the map and make an extra 10% "bonus" of equipment selectable every 10 minutes during the game. a) upgraded type of tank b) upgraded kit in spawnable class c) one extra twin engine bomber Then the bonus goes into effect just as it's coded to. Ect. This way the commmander has an ability to shape the game without the ability of screwing it up horribly. The one thing I could see wrong with this is after 1000 matches of map X, everyone knows option B is the path to victory and flames the commander for picking any other option. On top of this suggestion could I ask that the commander be selected BEFORE the match begins?

I have to admit that my idea was a bit radical, this sounds a bit more practical and could actually make it into the game. (I don't know about the upgraded type of thank though, as someone said above, this is a realism mod how about just a extra tank. There are of course tons of different bonuses like that so...) As for the one most effective selection (option B), the balance between the options can only be achieved by excessive testing and 2-4 public releases. And now that you brought it up, how is the commander going to be elected, is it going to be the first one to click the "apply" button? I would suggest giving the position to the applyer who had the best score last round. As I see it now, playing commander can turn out to be quite boring as their current abilities are beeing nerfed (At least I hope so, one thing I hate in BF2 is that there is allways an UAV flying somewhere), this will lead into commanders fighting/driving tanks and not doing their jobs.




|HV|MacGyver

Mr.Fixer

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12th November 2004

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#22 13 years ago

Yep a mixed system would be the best way of ensuring that the commander can't screw everything up too badly. Agreed that the current commander system in BF2 is pretty boring. The problem even Dice has is that you can't give him uberweapons otherwise he unbalances the game too much, on the other hand not giving him interesting stuff leads to boredom and a wasted grunt in the field.




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#23 13 years ago

I think the commander should be confined to a bunker somewhere.

About my option-bonus-idea, I just ran it though the section of my brain that deals with online games. That passes the dual test for an online FPS and what you can think you can get a Kindergarten class to do in under 5 minutes. The same qualifications apply.




Blacktear

cosmopolitan

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21st June 2006

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#24 13 years ago

jeah I am the same opinion it is a great idea and when you are interested to take a look how it works then you should try the current World at War tournament for Battlefield 1942 FH 0.7 :cool: I hope they will try this with FH2 as well as for FH1 when they change from BTF 1942 to the BTF 2 engine... it has every saturday a 12 hours long battle, and the equipment can be chosen by the headquarter of your team... this loadout can be influenced by your ideas or not however if you are at High command or not :rolleyes: I am playing since march in this campaigne and I had much fun playing with this different equipment for the maps... :cya:




Kradovech

[130.Pz]'s cannon fodder

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11th September 2004

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#25 13 years ago
Frederf About my option-bonus-idea, I just ran it though the section of my brain that deals with online games. That passes the dual test for an online FPS and what you can think you can get a Kindergarten class to do in under 5 minutes. The same qualifications apply.

Yeah, it seems logical, I wonder why I didn't think of that in the first place. Although I have noticed that people playing FH generally like to work as a team, giving that much power to one player without nerfing it somehow could only work for clans...




Strumtrupp

FH:STURMTRUPP4|BF2:HG_The Tank

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2nd January 2005

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#26 13 years ago

I *really* like your ideas but I would rather see more tactical maps. Stuff like that would only be effective if small changes can mean big results. ATM you destroy a pak, it will return in a minute.

What might also be nice would be to give the commander more options. Anyone playing Panzers knows that as commander you have different stuff you can use. Actually I'd love to see FH2 as a FPS version of Panzers.

Options: * bombers (carpet bomb) * dive bombers (stuka, ju88) * artillery * scout planes (would replace the uav and actually move) * airborne troopers (air based spawn)

If the map supported tactical combat you could control and help your team a lot more then in BF2. Imagine a The Sturm in FH2: Your team sets up the artillery and bombs the crap out of the germans. Then IL2s and bombers hit the pak and flak positions. The commander, looking through the spots (a new idea, see *) determines that the defenses have been accetabliy limited calls in the infantry and cavalary and tells them to flank the german positions (by placing the markers on the map) and while the tanks procede, have the IL2s target the remaining defensive positions to clear the tanks path.

about * Maybe if we hide the detailed (the 3d one) map from the commander we could have him look through the spotters views so he can also view the area. This would also allow him to see what the viewer wants him to hit.




Jetro

There's a satchel on your tank

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6th December 2004

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#27 13 years ago

That's an awesome idea strumm. A more detailed command/waypoint system might actually encourage more players to accomplish team related goals.

I'd personally like to see Soviet commanders be able to call forward AI controlled commisars to deal with those annoying allies that refuse to charge with you...:nodding:




blackcat13

comment: i am Dyslexic

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22nd February 2005

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#28 13 years ago
Strumtrupp * airborne troopers (air based spawn)

Hmm :rolleyes: i whant a glider Option :p




foodmaniac2003

Gelato pwns all

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11th March 2006

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#29 13 years ago

I support your idea Sturmtrupp, but I also like Hell Ranger's suggestion of having the commander be able to choose which vehicles to spawn depending on a point system. I like how his idea involved being able to "trade" in other vehicles for others. It could all be based on a point systme like how Hell Ranger said. You could trade in vehicles, get your men to earn points by capturing flags, and save up the points to get something like a bomber run or tiger, or something else important.




Jetro

There's a satchel on your tank

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6th December 2004

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#30 13 years ago

Then what keeps a team from trading in all their weaker vehicles and getting an annoying number of tigers or something?

Those systems kind of annoy me, because games then start taking on that annoying "collect the rescources so we can save up for a bomber rush" kind of feel. It kind of reminds me of games like Alligiance or Natural Selection where every game is won by a preset strategy that will work every time "we're doing a heavy train guys!". It also introduces the Gimme player "give me a shotty(Tiger) now! commander!".:uhm: