Conquest mode in-game COMMANDER (like bf2)
#21
Posted 20 November 2011 - 08:49 PM
#22
Posted 20 November 2011 - 09:19 PM
#23
Posted 20 November 2011 - 09:24 PM
For instance, your main commander could be rigged up for Information Warefare & Communications (effectively a team leader), while other commanders can spec their mechs for Electronic Warfare; target jammers, sensor dampeners, etc.
Only an 'off-the-top-of-my-head' suggestion, but the principle is: can the game still function if you end up fighting along side a couple of other chaps also in command mechs with command orientated pilots?
Any thoughts?
#24
Posted 20 November 2011 - 09:41 PM
#25
Posted 20 November 2011 - 10:17 PM
Mind me, sounds like a good idea, but the actual implementation could be tricky. It might eventually even come down to the point that the command option might be there for a certain game mode, and not for another. We can certainly not expect that all people will always be happy if in PUG matches they get assigned a random person as "commander" (no matter what actual "extras" that commander gets in-game).
A way it might work, is if you get pre-match the option to form a Mech lance with an assigned lance commander. And then enter a battle/PUG match as a lance. Anything beyond that might be real hard to implement properly for PUG matches. Now for a different game mode, like, say, a so-called "historical battle", where both teams have to be set up completely before entering the match, that sure should be easier to implement. But a stringent and complete command structure for random PUG matches... don't see a real good solution for that as of now.
Edited by Dlardrageth, 21 November 2011 - 12:39 AM.
#26
Posted 20 November 2011 - 11:37 PM
Quake Wars has something similar as well I believe but I have not seen this game.
World in Conflict, as an RTS, could also provide some inspiration.
The scope of the role would depend a lot on the game size. The larger and longer the battle scenario, the more scope for a greater chain of command. The higher up in the chain of command, the role becomes more strategically orientated and less directly involved.
In Battlefield the Squad Leader was doing most of the commanding through setting objectives for his/her squad. This is the equivalent of a Lance Commander. At this level you want to be able to react quickly to the battle so need to be able to set objectives and make requests quickly. The interface needs to be simple and efficient, a visual point and click style with a few options for situational planning.
At the next level up, the Commander in Battlefield could issue squad commands and had several support functions and this is as high as it got.
Effectively this is a Company Commander, as it would be in Mechwarrior, they aren't going to be too far from the combat but they have more logisitcal and support options available such as artillery and aerospace support. Notably, a company has a dropship. Assigning roles and objectives to the lances as well as utilising options such as artillery and aerospace support make up a fair portion of this level of command, but the most important aspect is communication and feeding information between the lances.
Effectively there are 3 lances and a variety of support personnel and vehicles in the company.
Above this you get to Battalions and then Regiments. The Battalion consists of 3 companies, a Regiment could be from 3 to 5 Battalions. Now if the scope of the game allows for large scale battles, and I truely hope it does, then having these additional levels in the command structure should be included with appropriate options. Playing through a scenario which gets into this scale would be truely exciting in this genre. After all, we are talking about an MMO.
Having 120 or so mechs battling it out might be a bit of a challenge but there would be elegant ways of handling this in the game design. For example, running simultaneous maps and allowing for transfer of personnel and information between them. This is where a Regiment command or possibly the Battalion Command would be spending their time. Controlling resources at the different fronts, specifying new drop locations for reinforcements. There's more of a resource/builder role and you start to think of RTS elements.
Going higher in the command at this point become more political and you start to delve into a different arena. Which worlds to target, how many regiments to send, are there enough jumpships. Evolving the game to this level should be considered and left open to possible development but would be a different game in it's own right. Having it tie in with the guts and steel of mech combat on a thousand different worlds in a realtime MMO? Now there's something that could make your brain spin and mouth water! (Probably best for another topic!)
#27
Posted 21 November 2011 - 03:23 AM
Wouldn't giving lance leaders an equivalent of the commorose plus some extra tools like scout drones or deployable motion sensors be a better idea?
#28
Posted 21 November 2011 - 04:09 AM
#29
Posted 21 November 2011 - 05:04 AM
The more interesting element of this is that you can use it to call in support (artillery, airstrikes etc'). But this begs the question of how deep they are taking this game. If they put in support units, then the commander has a real role, as the one who can communicate with these units. Otherwise it will just be another shooter with mechs (a prospect i do not like).
#30
Posted 21 November 2011 - 07:50 AM
#31
Posted 21 November 2011 - 07:54 AM
#32
Posted 21 November 2011 - 08:11 AM
Dlardrageth, on 20 November 2011 - 10:17 PM, said:
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Didn't read far enough down on your post before writing that lot, so... yeah, what you said!
metalwolf2900, on 21 November 2011 - 07:50 AM, said:
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