Giving the commander more of a tactical role -1 reply

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Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#31 13 years ago
JetroThen what keeps a team from trading in all their weaker vehicles and getting an annoying number of tigers or something?

Frederf had a good idea for this--allow the commander to do it on a points-based system as an "additional variable".

So the basic vehicle set is fixed, but above and beyond that, the commander would have _some_ flexibility in choosing his team's layout. The difficult thing, obviously, would be to make sure that all possibilities at least give a realistic chance of winning.




Strumtrupp

FH:STURMTRUPP4|BF2:HG_The Tank

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2nd January 2005

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#32 13 years ago

We can drop vehicles right? Can we drop different types of vehicles? Can we manipulate the 'sleep' time between vehicle drops? we have at our disposal: * tigers (time = 5) * p3s (time = 2)

time = minutes. So the clock runs...1 minute, 2 minutes, 3 minutes, commander drops p3 costing him 2 minutes so back to 1 minute.... he has to wait until the 5 mins are full in order to drop a tiger. The time counts for both the p3s as well as the tiger i.e. both run on the same timers. So when you use time, it counts twards all vehicles.

One thing we'd need to handle is how the vehicles are dropped. Who wants a dumb commander dropping tigers in the enemies bases?

@JEtro: Imho it should be the other way around and something I had suggested before. You start out with a factory (3 points), a ship (2) and two trucks (1 each). So the max you can get is 7 = 100%. Having all 7 points and the time/respawns run normal. If the enemy is able to destroy the thingies, they reduce your 'support' and thus limit your time/respawns. Destroy the factory and the enemy is down to 3/7th speed.

This would add in another tactical aspect.




Jetro

There's a satchel on your tank

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6th December 2004

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#33 13 years ago

Ah, ok. I like that then. As long as it doesn't get too RTS-ish with the extras. Ya know, resource(point) whore, deploy panther\bomber\jeep\:eek:maus:lol: swarm.

I'm not sure about the factory idea though. It would seem prone to bomber/arty focus possibly.




Strumtrupp

FH:STURMTRUPP4|BF2:HG_The Tank

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2nd January 2005

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#34 13 years ago
Jetro I'm not sure about the factory idea though. It would seem prone to bomber/arty focus possibly.

Pulling the bombers and arty away from the tanks and infantry. What is bad about that?

That is why I was talking about a Panzers like FH2. You'd have a more then one way to fight your enemy. Arts that fire at your factory cannot fire on enemy tanks at the same time. Stukas that bomb the factory cannot bomb tanks at the same time. Both can be devastating. You do not have to blow up the factory.

Also the SpecOps can blow them up.

In vanilla FH (sorry for that term) you have simple goals and you know what the enemy will do. With the above system you have to watch out what the enemy does. You might just cap every flag but the last but your resupplies are gone and only a matter of time before the enemy destroys the rest of your troops.

The whole supply system is optional. Games like BoB would be ideal for that.

I have also posted ideas about how to make tactical assault type maps by making the spawn points for infantry and equipment destroyable. See my The Sturm example. In The Sturm one might add more german equipment but link them to either the above mentioned supply system and/or destroyable spawns. Imagine the german position realistically defended. More equipment more positions. But once destroyed, they do not respawn. Just like the allies have to work together to overcome the defenses, the germans would have to work together to make sure they keep as much stuff alive as possible to survive as long as possible. The allies might lose a lot of equipment and lives but the germans cannot afford any losses.




blackcat13

comment: i am Dyslexic

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22nd February 2005

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#35 13 years ago

StrumtruppWe can drop vehicles right? Can we drop different types of vehicles? Can we manipulate the 'sleep' time between vehicle drops? we have at our disposal: * tigers (time = 5) * p3s (time = 2)

time = minutes. So the clock runs...1 minute, 2 minutes, 3 minutes, commander drops p3 costing him 2 minutes so back to 1 minute.... he has to wait until the 5 mins are full in order to drop a tiger. The time counts for both the p3s as well as the tiger i.e. both run on the same timers. So when you use time, it counts twards all vehicles.

One thing we'd need to handle is how the vehicles are dropped. Who wants a dumb commander dropping tigers in the enemies bases?

@JEtro: Imho it should be the other way around and something I had suggested before. You start out with a factory (3 points), a ship (2) and two trucks (1 each). So the max you can get is 7 = 100%. Having all 7 points and the time/respawns run normal. If the enemy is able to destroy the thingies, they reduce your 'support' and thus limit your time/respawns. Destroy the factory and the enemy is down to 3/7th speed.

This would add in another tactical aspect.[/quote]

You want to drop Tigers O GOD

[quote=Strumtrupp] Who wants a dumb commander dropping tigers in the enemies bases?

hmm tad has to make a bige hole new artiliry




Safe-Keeper

Aw, c'mon Cyan, it's quality!

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28th September 2004

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#36 13 years ago
hmm tad has to make a bige hole new artiliry

eeeeEEEEEEEEEEEE- WHAM!




Strumtrupp

FH:STURMTRUPP4|BF2:HG_The Tank

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2nd January 2005

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#37 13 years ago

Guys I saw that once on Goodwood. Some poor guy was waiting for the panther to spawn and I guess he forgot that they spawn a little in the air ... almost died laughing ... then I remembered I was waiting for the tiger 8O.

Forget *raining men* and imagine raining jagdtigers or mice...

*in a dry british accent* Oh golly, I do say, we might want to seek cover. I hear german storms will bring certain death.




Guest

I didn't make it!

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#38 13 years ago

It is difficult for the commander to properly guide his troops in Vanilla BF2 simply because he can only select one thing for a squad(assuming anyone joins one) to attack or defend or destroy and whatnot. I think to give the commander a more effective role, he can not only select an objective but can designate a route to attack be selecting a number of waypoints. And the squads then follow the waypoints to the objective. The commander is the ideal person to select a route because he has more information on enemy positions than the squad leaders. And perhaps as a way to insure the commander's orders are followed the squad members would not get any points for kills or flag captures if it was outside a certain radius of the designated route the commander has selected.




Strumtrupp

FH:STURMTRUPP4|BF2:HG_The Tank

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#39 13 years ago
Sam HoyIt is difficult for the commander to properly guide his troops in Vanilla BF2 simply because he can only select one thing for a squad(assuming anyone joins one) to attack or defend or destroy and whatnot. I think to give the commander a more effective role, he can not only select an objective but can designate a route to attack be selecting a number of waypoints. And the squads then follow the waypoints to the objective. The commander is the ideal person to select a route because he has more information on enemy positions than the squad leaders. And perhaps as a way to insure the commander's orders are followed the squad members would not get any points for kills or flag captures if it was outside a certain radius of the designated route the commander has selected.

That is similar to what I suggested as well. Another suggestion of mine was to use those indicators the squad leaders and commanders can place (the artillery and resupply requests f.i.). Maybe like little flags or so to indicate paths and other symbols.




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#40 13 years ago
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:

Honestly I too thought about Natural Selection's commander while typing my first reply. And yeah some of the command elements of that game are frustrating. Only one real strategy, players bugging you for toys, ect.

I think the commander's logistical intervention should happen only at the beginning of the map, or only rarely during the course of the game. The commander's primary role should be coordinating assaults, defences, having air support soften up a defence before an attack, that kinda thing. It's possible in vanilla BF2 to order an attack to the air squad on a location and then have a mechanized unit directed in after.

Expanded map markers and order abilities would really help the job of coordinating. Ambush, intercept, infiltrate, ect are kinda missing. If you could draw on the map kinda zones, acs, enemy arrows, indicate flags that have insufficient defenders. Would help.