

Idea For The Commander Role
#1
Posted 03 January 2017 - 01:54 AM
That aside, I was thinking it should play a more important role than just telling people on the map to go here, shoot this etc.
In BF2 (I know its an old game), the commander was crucial. Some games I'd stop playing and just command. You could provide air strikes, drop supply crates, display UAV's, direct teams etc.
I am not saying this game takes it to that level but it would be nice to see the commander have some options to help the team.
#2
Posted 03 January 2017 - 02:08 AM
It would also be nice if PGI's work on "role warfare" (i.e. skill trees) still had some Commander skills, but frankly, I don't think the airstrikes and the artillery is enough.
And what about Lance commander? Who the hell wants to be a Lance commander? They need to add some more skills and features beyond the current place holder Command wheel, UAVs and airstrikes.
#3
Posted 03 January 2017 - 02:43 AM
Those groups organize themselves and use minimal calls on priority targets and movement.
Everyone seems to know what to do and there seems to be an unspoken agreement where to go and what to do.
Usually there are no hiders, leechers and gung-ho kamikaze players in those drops.
Occasionally this happens even in solo drops.
Strange, Isn't it?
#4
Posted 03 January 2017 - 03:06 AM
Sure, people will mostly draw penises with it. But it would be super helpfull for me to properly showcase plans before execution and is easier to follow.
#5
Posted 03 January 2017 - 03:19 AM
kesmai, on 03 January 2017 - 02:43 AM, said:
Those groups organize themselves and use minimal calls on priority targets and movement.
Everyone seems to know what to do and there seems to be an unspoken agreement where to go and what to do.
Usually there are no hiders, leechers and gung-ho kamikaze players in those drops.
Occasionally this happens even in solo drops.
Strange, Isn't it?
I definitely feel like the best groups I've dropped with from different units have had a dropcaller / commander. I think the cases where no leader is required are cases where everything falls into familiar patterns and nobody is doing anything unexpected, so everyone knows what to do. For example, you're fighting on Canyon Network and you're pushing towards center. The enemy team does a base rush, everyone returns to base to defend and you wipe out your opponents. Everyone's seen it a million times, nobody has to say jack. Maybe it would be more effective to have a guy calling targets, but it may not be necessary.
But when maps are bigger and offer more opportunities, and game modes become more complex, the need for a commander definitely grows. Also, when you're fighting against opponents who are organized and smart enough to be unpredictable. The solo queue rules of "you should always do X and never do Y or Z" don't necessarily apply to a coordinated team in the group queue. So that's when you need a commander to look for unusual moves and feints and recognize strategies that are outside the norm.
#6
Posted 03 January 2017 - 03:24 AM
The Unstoppable Puggernaut, on 03 January 2017 - 01:54 AM, said:
I am not saying this game takes it to that level but it would be nice to see the commander have some options to help the team.
I loved BF2, and dropping air strikes as the commander. In MWO the Commander has the ability to give orders on the battle map, but that's it.
#7
Posted 03 January 2017 - 03:39 AM
In 12 vs 12 it's unfortunately more of a problem unless you can make it nice and quick to manage.
I like the idea of taking feedback from players and teams to see if there's better ways to manage a team (without some idiot taking control and trolling people).
#8
Posted 03 January 2017 - 07:53 AM
#9
Posted 03 January 2017 - 08:07 AM
#10
Posted 03 January 2017 - 08:15 AM
#11
Posted 03 January 2017 - 08:49 AM
Edited by Beaching Betty, 03 January 2017 - 08:49 AM.
#12
Posted 03 January 2017 - 09:22 AM
I sure miss the try hards crying
#13
Posted 03 January 2017 - 10:12 AM
I would probably tell everyone to go into the basement.
Then we'd realize 70% of our mechs were lurm boats and useless there.
Ally loadouts / builds being viewable might be a stepping stone on the path to good coordination.

Edited by I Zeratul I, 03 January 2017 - 10:13 AM.
#14
Posted 29 March 2017 - 03:09 PM
The Unstoppable Puggernaut, on 03 January 2017 - 01:54 AM, said:
That aside, I was thinking it should play a more important role than just telling people on the map to go here, shoot this etc.
In BF2 (I know its an old game), the commander was crucial. Some games I'd stop playing and just command. You could provide air strikes, drop supply crates, display UAV's, direct teams etc.
I am not saying this game takes it to that level but it would be nice to see the commander have some options to help the team.
Nerco because I'm frustrated with the lack of coordination.
A 13th slot for a commander is nothing new, can we have it ?
https://mwomercs.com...ost__p__4422338
Commander = as minimum feature a spectator with access to the battlegrid, the commander tools and VOIP.
Spectator and commander tools are in the game, so a quick (and maybe dirty) implementation of that feature should be possible.
Additional features to add later: abillity to use consumables as commander.
Long term features to add: AI tanks, AI Infantry, AI Scout Helicopters...
#15
Posted 29 March 2017 - 03:14 PM
I know people really want this non-fighting but directing commander, but the problem already is that most people don't drop command or they drop command poorly.
It's not something you can actually pull of consistently in the solo queue... whereas you can get some/occasional level of coordination in the group queue.
The 13th slot with some guy specing is akin to complaining about "backseat driver" whines when people don't actually listen to the info... or tries to actually direct people unnecessarily while dead.
Edited by Deathlike, 29 March 2017 - 03:14 PM.
#16
Posted 29 March 2017 - 04:06 PM
#17
Posted 29 March 2017 - 06:17 PM
CadoAzazel, on 29 March 2017 - 04:06 PM, said:
That game was literally built around that.
At this point, we'd be jamming it into the game instead of integrating it.
Edited by Deathlike, 29 March 2017 - 06:20 PM.
#18
Posted 29 March 2017 - 06:27 PM
Like Mech Commander had 2 support role slots for scout tanks and what ever.
The comm wheel is excellent but the team speak crew hate it.
Maybe some gear is added that costs tonnage that can control AI tanks or something.
Edited by Johnny Z, 29 March 2017 - 06:29 PM.
#19
Posted 29 March 2017 - 07:51 PM
Alistair Winter, on 03 January 2017 - 02:08 AM, said:
It would also be nice if PGI's work on "role warfare" (i.e. skill trees) still had some Commander skills, but frankly, I don't think the airstrikes and the artillery is enough.
And what about Lance commander? Who the hell wants to be a Lance commander? They need to add some more skills and features beyond the current place holder Command wheel, UAVs and airstrikes.
Target spotted. Need assistance! Negative. Sorry.
#20
Posted 29 March 2017 - 08:04 PM
The Unstoppable Puggernaut, on 03 January 2017 - 01:54 AM, said:
i know one guy who does that. is his in-game name anything to do with a speedy swine?
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