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09-24-2006, 07:25 PM #1
Making the commander more useful
Suggestions to make the commander fuction more useful.
1.The abilty to assign people to squads would be EXTREMELY helpful in organised/semi-organised play.
2.The game could improve if squads had more freedom to move around, thus reacting in time to attacks of the opponent. Having transport choppers at most bases would account for that. IMO you should combine this with a permanent radarscan. This would completely turn the game around and would do away with the rock-paper-scissors strategy (gamble based) and make the game feel more like an act and react strategy (skill based).
Being able to move troops faster and in time would take the game to the next level.
3.Make the commander a full time only position. This would get rid of people using the function for their own benefit
I also posted this on the poe2 site: http://www.pointofexistence.com/foru...6&t=10442&st=0Hear ye, of the dragon, Smoke is his name.
Solely surviving the fires,
and sad and angry he became.
Until his angre became dismay,
as the elders sent him away.
Now we can hear his wings, once a year,
And, his empty cry we fear.
Sad old Smoke, out there in the rain,
We can feel your suffering, we can feel your pain.
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09-24-2006, 07:29 PM #2
- Join Date
- Apr 2005
- Location
- MA
- Posts
- 3,571
Re: Making the commander more useful
A full time only position? You mean like you can't quit during a round or your account could only be used for commanding? As for radar, that just gives away flanking manouvers and then taking flags would fall back on pure FPS skill, not tactical play. As for assigning squads, that could be helpful to the commander, but that would take up a lot of the commanders time assigning 32 people to squads.
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09-24-2006, 08:40 PM #3
Re: Making the commander more useful
-With full time I mean you cant run around.
-As for tactical play:
The action of a player are determined by
1.internal factors (weapon type, constincy of the squad).
2.external factors (amount of cover, height difference, available routes)
3.actions of the opponent
If you leave out/reduce the awareness of the actions of the opponent (by removing the scan) you have less information to base your action upon and a decreased level of tactics.
Off course this is very theoretic and it should be tested.Hear ye, of the dragon, Smoke is his name.
Solely surviving the fires,
and sad and angry he became.
Until his angre became dismay,
as the elders sent him away.
Now we can hear his wings, once a year,
And, his empty cry we fear.
Sad old Smoke, out there in the rain,
We can feel your suffering, we can feel your pain.
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09-24-2006, 09:22 PM #4
Re: Making the commander more useful
After playing PoE2 enough times I believe the CO should camp in the UCB and mangage the team. With 32 players it is a full-time job.
I belive the CO is only as useful as his Platoon and the Platoon is as only useful if they have a good CO.
What that means is both structures need to be on the same page.
The issue you may be having problems with is that due to it being a lot of pubs your command and ability achieve victory is retarded.
numbers 1 and 3 are impossible to negotiate.
number 2 is a function of good CO managment. You hit the nail on the head with regards to ultiziling the Choppers to move infantry around to red zones. HOwever, the anwere is not to have a chopper at every CB, put to have a detecated Infantry Transport squad. Two man team {one pilot and one gunner] Without the scan function (good thing) these pilots have the potintial to allow the CO to have a knight on his chess board. Quick movements that cover a lot of ground are needed for these large maps.
Here is a link to the large work I put on brainstorming for specific types of squads for the team to use during play.
http://www.tacticalgamer.com/battlef...ormations.html
It's not coming up. Click on my name tag then go to threads posted. Click on squad layouts for maps. It has 9 replies to it.
Hell if i know if they are being used. I really am not motivated to play anything except scrims.
Good Luck.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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09-25-2006, 01:49 AM #5
Re: Making the commander more useful
People should not be jumping in to the CO chair for their own benefit...or "running around" as CO. Those guys will attract the attention of the admins pretty quick.
Agree with Ric.
Originally Posted by Rick_the_new_guy
I think Ol'Smoke, what you are asking for is what CO's are always expected to do here at TG??
Cheers.
|TG-6th| eGoatBoy


It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them;if double, engage them; if equal, be able to divide them; if fewer, be able to evade them; if weaker, be able to avoid them.
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09-25-2006, 01:08 PM #6
Re: Making the commander more useful
Well, it would keep those players from jumping in the Co chair and relieve the admins of some work.
I think a dedicated trasport squad is to difficult to handle. To much communication.
A helo drop would be the best thing IMO.Hear ye, of the dragon, Smoke is his name.
Solely surviving the fires,
and sad and angry he became.
Until his angre became dismay,
as the elders sent him away.
Now we can hear his wings, once a year,
And, his empty cry we fear.
Sad old Smoke, out there in the rain,
We can feel your suffering, we can feel your pain.
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09-26-2006, 11:57 AM #7
Re: Making the commander more useful
The one thing in 2142 that is really great is the ability to spawn in any troop transport as if it was a flag/SL. If they added this ability along with more seats in the ground transports, I think this would help alot. The problem now is there usually is only one transport at each flag and some maps the UCB are so far away it really is faster to just walk from a closer flag. The problem is if they add more transports you get more smacktards just hopping in and driving off by themselves trying to run ppl over. I think bigger(larger payload) transports would help. Also spawning more transports at foward bases.
That is my biggest gripe in this game. I understand the ultimate strategy includes supply lines, but come on. IN battle of Sambir, if u have bleed on the 64 man map with the 3 closests flags to your UCB to get armor up to the church or engage takes several minutes and it just over exposes them to air power. I would like to see a condition added to the game where if a side holds flags adjacent to each other and the UCB the foward flags get the UCB spawns or just additional spawns. If they get the UCB spawns there would be no unbalance issues as the other team is already closer to their UCB in the first place. One could argue that the delay in bringing armor up is what gives the other team a chance, but hey this is combat and you shouldn't be stat whoring or sneaking around to take pointless flags.
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09-26-2006, 12:22 PM #8
Re: Making the commander more useful
A men said ones;
***"Don't tell people how to do things. Tell them what to do and let them surprise you with their results."*** (G.P)
I think thats a bit like Rick said. The CO his job is just too look at the larger picture.If he says "Unit Alpha defend the eastside of **** bridge " , then the rest is out of his hands . Then the SL needs to give the squad the order and the squadmembers should alrdy starting deploying the second the SL gives the order.Ones in there prestaged position the SL has time to work of the the details and relocate his ppl one by one if needed.But beeing alrdy in a prestaged position the squad is alrdy operational too hold of the enemy should they arive sooner as planed.Ones the first suprise wave is pushed back the SL can just keep on dooing wath he was dooing.Accept for giving some more detail info in a sitrep , a squadsoldier should have enouf with his "confirme" and "negative" buttons.
When the SL says "FWO deploy there ", then it is up to me to dig in where i have the highest changes to blow my AT missile on weak armorspots. So i just need to hit "confirme" , move to the pointed loc and there find me a nice spot to get the highest advantage of the class a play atm.
Maybe if every player starts working on himself we will suprise ourself someday ;D
***There is no "I" in a team***
Greetz FWO ( sorry about my noob English btw )
Greetz FWO***"It is amazing what you can accomplish if you do not care who gets the credit."***
Harry Truman
***My mom always said ;"even if you are a general by statspadding , you still are a wussy if you dint jump Halo !!!"***
Clicky => www.sfg.be/video/sautopsjourhigh.wmv
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