I was just reading a thread about the lack of reward for any commanding you do in game at the moment. and this brought me to the (probably not really new) idea of the implementation of a dedicated commander.
This would greatly increase teamplay in PUG matches and get the unit-feel even to the solo queue.
The dedicated commander starts as thirteenth team member in spectator mode and has full access to the battlemap and the commanding functions as well as chat and voicechat obviously. Sole job would be to coordinate and support the mechs on the field.
Should not be that difficult to implement actually: Create a virtual mech called "Battle HQ" or whatever in the mechlab that represents a structure that is stationary at your base.
Choosing this "mech" sets you in the matchmaker queue for a free "commander" position in a match. Use the existing spectator mode to switch through all the mechs of your team, grant this special spectator rights to use the minimap functions.
Since the position is fully optional, there would be no need to let the matchmaker wait if the position of commander is not filled, though you would have to take care that either both teams have or no team has a commander.
You obviously would have to reward the commander appropiately for a win of "his" team, but i am sure if this is done well, there would be enough people out there wanting to play armchair general.
Discuss?


Dedicated Commander As An Additional Team Member
Started by Reptilizer, Sep 30 2015 05:46 AM
9 replies to this topic
#1
Posted 30 September 2015 - 05:46 AM
#2
Posted 30 September 2015 - 06:35 AM
I always hoped something like this would be implemented and follow along the same lines of how Planet Side handled team leaders.
The leader would gain access to a new menu, and depending on his level of experience, he could access to a number of force multiplying effects; such as, ECM, Arty strikes, waypoint and command controls and more.
These functions are already spelled out in the books for the Command Console which inclusion into a command mech in the MWO simulator could be used for functions...
ECM
ECCM
Satellite Uplink: Think of as a limited availability overhead snapshot of map showing enemy locations
Arty Strikes: And more of them depending on command xp
More?
The leader would gain access to a new menu, and depending on his level of experience, he could access to a number of force multiplying effects; such as, ECM, Arty strikes, waypoint and command controls and more.
These functions are already spelled out in the books for the Command Console which inclusion into a command mech in the MWO simulator could be used for functions...
ECM
ECCM
Satellite Uplink: Think of as a limited availability overhead snapshot of map showing enemy locations
Arty Strikes: And more of them depending on command xp
More?
#3
Posted 30 September 2015 - 07:40 AM
Martin, on 30 September 2015 - 06:35 AM, said:
I always hoped something like this would be implemented and follow along the same lines of how Planet Side handled team leaders.
The leader would gain access to a new menu, and depending on his level of experience, he could access to a number of force multiplying effects; such as, ECM, Arty strikes, waypoint and command controls and more.
These functions are already spelled out in the books for the Command Console which inclusion into a command mech in the MWO simulator could be used for functions...
ECM
ECCM
Satellite Uplink: Think of as a limited availability overhead snapshot of map showing enemy locations
Arty Strikes: And more of them depending on command xp
More?
The leader would gain access to a new menu, and depending on his level of experience, he could access to a number of force multiplying effects; such as, ECM, Arty strikes, waypoint and command controls and more.
These functions are already spelled out in the books for the Command Console which inclusion into a command mech in the MWO simulator could be used for functions...
ECM
ECCM
Satellite Uplink: Think of as a limited availability overhead snapshot of map showing enemy locations
Arty Strikes: And more of them depending on command xp
More?
Nice feature ideas.
I would prefer a dedicated commander though. You can not pilot a mech well AND do the commanding for the whole team. MWO is just too fast paced for that.
#4
Posted 30 September 2015 - 07:57 AM
it would be nice if they rewarded people for taking command and using the battle map (doesn't have to be a separate person).
they should then reward people for following those orders.
they should then reward people for following those orders.
#5
Posted 30 September 2015 - 10:34 AM
This needs to be done for CW!
#6
Posted 30 September 2015 - 12:38 PM
There would need to be a greater push to understand tactics though, if a commander gives an order and half the team does not understand it then it is pointless. I am talking about the average pug, not a coordinated and practiced team here. I would like to see a tactics section added to the tutorial in the future.
#7
Posted 30 September 2015 - 12:52 PM
Great idea as I run a Command Console on quite a few of my assaut mechs. Would bring great teamwork together. BUT! PGI has stated they can not even set up a 10v12 IS vs Clan queue. Do think they could do this? I think not. I wish they could.
#8
Posted 02 October 2015 - 07:42 AM
Homeskilit, on 30 September 2015 - 12:38 PM, said:
There would need to be a greater push to understand tactics though, if a commander gives an order and half the team does not understand it then it is pointless. I am talking about the average pug, not a coordinated and practiced team here. I would like to see a tactics section added to the tutorial in the future.
I think this will actually develop by itself when the feature is there. There is such a huge benefit of having somebody commanding and not being distracted by having to pilot their own mech, that the advantage will be obvious to even the most ignorant fools. And even if 2 or 3 of the group totally ignore the commander, the rest still benefits.
#9
Posted 02 October 2015 - 04:34 PM
Sorry, didn't come across very clear. I was also suggesting there should be a dedicated CO aka 13th player, but only if there is a command console
#10
Posted 03 October 2015 - 12:55 PM
Also add non-mech units, in mechbay there is commander tab and you can select company size, or larger, units; only if you check commander nomination box, commander selection will be random during before battle load screen. Simple tasks - Attack, Defend, Support. It will make it harder for other team, even your own, to accomplish the battle if forgotten to select your non-mech units. If commander is gone the non-mech units will do last order given, by default they will be on Attack.
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