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13Th Man - Battle Commander


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#1 Mr Inconsistent

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Posted 10 January 2016 - 04:49 PM

My suggestion is the incorporation of a 13th man each side for comp games and optionally cw. The 13th player per side would be spectator view only, so isometric, in cockpit, 3rd person, etc, plus battlegrid.

They would have information available to them only what has been gleaned by the units on field. Their role would be to coordinate the strategy and tactics of the team, allowing the units on field to focus on the skirmishing and combat, while still increasing the depth of tactics used in the game.

Could make for some more interesting matches than what is traditionally seen as the battle commander can focus on the whole of view, freeing up the guys and girls on the ground.

Edit: link to 50 50's post that outlines very similar idea
http://mwomercs.com/...nd-perspective/

Edited by Mandl AV, 10 January 2016 - 05:53 PM.


#2 50 50

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Posted 10 January 2016 - 05:42 PM

Nice.
I had the same idea here:
http://mwomercs.com/...nd-perspective/
More along the lines of the player dropping in a little command stationary command post and only have a battlegrid view.
If we consider that there were turrets in the assault mode, we now have the spectators in private matches, there is room to put in an additional player and functionality.

#3 Mr Inconsistent

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Posted 10 January 2016 - 05:47 PM

Hi 50, glad to hear there are some like minded players out there. Hope something like this is considered in the future. The information warfare meta would fit nicely with this too.

#4 Hexenhammer

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Posted 10 January 2016 - 05:56 PM

View PostMandl AV, on 10 January 2016 - 04:49 PM, said:

My suggestion is the incorporation of a 13th man each side for comp games and optionally cw. The 13th player per side would be spectator view only, so isometric, in cockpit, 3rd person, etc, plus battlegrid.

They would have information available to them only what has been gleaned by the units on field. Their role would be to coordinate the strategy and tactics of the team, allowing the units on field to focus on the skirmishing and combat, while still increasing the depth of tactics used in the game.

Could make for some more interesting matches than what is traditionally seen as the battle commander can focus on the whole of view, freeing up the guys and girls on the ground.


With a group of players that are working together this would/could/can work. In pug groups not so much. We're far to sarcastic in pugs for it work. lol

#5 Generic Internetter

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Posted 10 January 2016 - 06:45 PM

I agree.
There are many other real-time strategy games out there that offer a similar feature. It works well and makes the battle play out more strategically.

They should give the commander the ability to place waypoints, much the same way that AI commanders did in previous MechWarrior games (granted, those were pre-placed in the level deign, but that isn't an issue).
The waypoints would essentially be the same as the existing waypoints we have, except they would actually show on the screen in a green box (again like previous MechWarrior games), and on the minimap.

In fact, I'd even suggest a camera drone for the commander to be able to zoom around and see things, kind of like a UAV without any radar of its own. Maybe make the drone completely invisible (IE no visible model) to prevent abuse.

I think this would work very well in all game types and modes, including Quick Play.
This would help the new players to get a feel for the 'team' element of the game. Good for helping them survive and get into the rhythm for CW further down the road. It would help them graphically and with pacing (when to hold, when to push, etc).

I still see too many Trial Lights sprinting into the enemy and dropping like flies. Those new players trying the game might ragequit before the ever get a chance to enjoy a proper battle... Or spend any MC ($$$!!!)

#6 Mr Inconsistent

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Posted 10 January 2016 - 06:53 PM

View PostGeneric Internetter, on 10 January 2016 - 06:45 PM, said:

They should give the commander the ability to place waypoints, much the same way that AI commanders did in previous MechWarrior games (granted, those were pre-placed in the level deign, but that isn't an issue).
The waypoints would essentially be the same as the existing waypoints we have, except they would actually show on the screen in a green box (again like previous MechWarrior games), and on the minimap.


The waypoint functionality that has been implemented in a number of the Academy modes could potentially be used here in a dynamic way.

#7 50 50

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Posted 10 January 2016 - 07:14 PM

The role would be more effective in a group as it is another layer of co-ordination for them. But it would have value in the solo drops as well.
The battle grid does allow some limited functionality for guiding players, but it is not very intuitive and for a full commander role we would want to take that screen to a new level of functionality.
At the moment, the mech combat is great, but if we want to add more depth then adding in additional elements such as a dedicated commander will do more than adding more mechs.





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