

Concerned About The Commander Role
#1
Posted 25 January 2012 - 09:55 PM
I am here to get your opinions, gentlemen, on this particular mechanic because I genuinely think it could make or break the game. Commanders have been in many games and filled a role similar to what they're describing. You can see it in the BF series, but I also like to point out the Half-Life mods Natural Selection and Nuclear Dawn.
What is my concern and what do I want to see the community discuss? Simple: How does it get done right?
Having just played Nuclear Dawn, the role of the commander felt very... weak. Certainly not like someone that had a commanding role in the battle. Does anyone have any ideas on how best to balance this or maybe had experience with good command roles in the past?
I personally thought Natural Selection was good, but possibly left too much in the hands of the commander. A bad CO could ruin a game, regardless of the efforts of the rest of the team. Where is the happy middle ground?
#2
Posted 25 January 2012 - 10:49 PM
Personally I have stayed away from the "BF series" after BFBC2, because it is not my kind of beef. So I wouldn't know what you are referring to possibly there. But then I also wouldn't be much interested in the "commander role" for myself in MWO either, heh.

#3
Posted 25 January 2012 - 11:46 PM
#4
Posted 26 January 2012 - 03:44 AM
#5
Posted 26 January 2012 - 03:44 AM
Please don't misunderstand...I want all weight classes to have their purpose. As for myself, I plan on piloting an Assault Mech and playing the "attacker" role; however, whatever that actually means (aside from the obvious)...I still don't know. I'm sure the Devs will release more information on the subject as they move forward.
#6
Posted 26 January 2012 - 09:08 AM
That being said the Dragon is certainly fast enough to fill the role of heavy scout.
#7
Posted 26 January 2012 - 09:27 AM
lahyenne, on 25 January 2012 - 09:55 PM, said:
I am here to get your opinions, gentlemen, on this particular mechanic because I genuinely think it could make or break the game. Commanders have been in many games and filled a role similar to what they're describing. You can see it in the BF series, but I also like to point out the Half-Life mods Natural Selection and Nuclear Dawn.
What is my concern and what do I want to see the community discuss? Simple: How does it get done right?
Having just played Nuclear Dawn, the role of the commander felt very... weak. Certainly not like someone that had a commanding role in the battle. Does anyone have any ideas on how best to balance this or maybe had experience with good command roles in the past?
I personally thought Natural Selection was good, but possibly left too much in the hands of the commander. A bad CO could ruin a game, regardless of the efforts of the rest of the team. Where is the happy middle ground?
I haven't played the games you listed, I can only go off on how I envision the mechanic to work in MWO.
Traditionally, as with any good lance, the first thing it will require is practice practice practice. A lance has a flow. The commander learns what his lancemates are capable of, and through experience, finds out where they excel and where they lack.
The commander module will be a must for the commander, but I'm sure there will be modules for his subordinates that they can install which will provided less-than-commander-but-more-than-nothing data and information that the team may determine are well worth their expense.
Command can be everything from a person barking orders and getting no feedback or cooperation from his lance to a Commander whose lance follows his every poor order and pays the price for it all the way to a finely tuned group who work well with one another and excel in their own role that they play.
#8
Posted 26 January 2012 - 11:26 AM
Each map was set up as a big + , where the invading force was at the tips, and the defenders were in the center. Each arm started with 32 v 32 combat, and it got more hectic the further in they pushed, so that at the end, everyone was in the center.
Each squad of 8 had a Squad leader. Each Regiment (4 squads of 8) had a Commander.
Squad leaders and Commanders had access to different abilities, first and foremost of which was the ability to designate targets. Players on a squad would get bonus points if they assisted in taking a target designated by their squad leader. They also had the ability to do things like air strikes, UAVs for recon, artillery bombardment, repair boosts, things like that - all set on timers, and shared through all groups (so squad leaders couldn't just spam UAV recon to know where the OpFor was, or Commanders couldn't just drop barrages of artillery in the middle of the map).
I think this might be a good way for them to implement this - and it'd give a way to earn additional Loyalty Points/C-Bills. Your LC tags a target or location, you go kill it/defend it, and if successful, you gain extra LP or C-Bills.
As for the actual skills required to be a good LC or Commander? That's a tougher question.
Edited by DarkTreader, 26 January 2012 - 11:27 AM.
#9
Posted 26 January 2012 - 02:20 PM
#10
Posted 26 January 2012 - 03:01 PM
I guess I need to find a group myself , lone wolf is going to be tough.
will we be able to drop with our clanmates, Does the game have any mechanics for such clans or do we need to do it out side the game?
how about practice with our mates?
I liked the way mechcommander worked but cant see it in this game. or ??
remember its a cruel universe out there.
#12
Posted 26 January 2012 - 03:14 PM
Treffies, on 26 January 2012 - 09:08 AM, said:
That being said the Dragon is certainly fast enough to fill the role of heavy scout.
That is my plan for it. I already have a buddy lined up to use a catapult as a commander.
#13
Posted 26 January 2012 - 04:36 PM
DarkTreader, on 26 January 2012 - 11:26 AM, said:
Each map was set up as a big + , where the invading force was at the tips, and the defenders were in the center. Each arm started with 32 v 32 combat, and it got more hectic the further in they pushed, so that at the end, everyone was in the center.
Each squad of 8 had a Squad leader. Each Regiment (4 squads of 8) had a Commander.
Squad leaders and Commanders had access to different abilities, first and foremost of which was the ability to designate targets. Players on a squad would get bonus points if they assisted in taking a target designated by their squad leader. They also had the ability to do things like air strikes, UAVs for recon, artillery bombardment, repair boosts, things like that - all set on timers, and shared through all groups (so squad leaders couldn't just spam UAV recon to know where the OpFor was, or Commanders couldn't just drop barrages of artillery in the middle of the map).
I think this might be a good way for them to implement this - and it'd give a way to earn additional Loyalty Points/C-Bills. Your LC tags a target or location, you go kill it/defend it, and if successful, you gain extra LP or C-Bills.
As for the actual skills required to be a good LC or Commander? That's a tougher question.
I would be exceptionally disappointed to see the Mechanics of MAG brought to MWO. MAG has the command structure because it needs a way to control the insane level of forces deployed on the map at any given moment, and having those commanders keeps things from getting out of hand. However, MWO is a small unit based game, and i have no doubt that giving bonuses for following orders would soon be abused, with people with the ability just laying down "defend this area" every 10 seconds or every time contact was met with the enemy. No, no, and NO! to any kind of special abilities like the ones you listed. If I see "commanders" calling in air strikes, artillery, and then running away in a 20 ton light to wait for recharge timers to spin back up, I will probably not play the game. This is not Call of Duty, nor MAG. Both of those games are arcade-style(not simulators), featuring respawn and run-and-gun. MechWarrior is a Simulator, and the game needs to be treated accordingly.
Thanks for your ideas, but I do not support them in the least.
#14
Posted 26 January 2012 - 04:41 PM
Aegis Kleais™, on 26 January 2012 - 03:41 PM, said:
That would probably cause far more lag and latency issues for the game than even voice comms might.
#15
Posted 26 January 2012 - 04:45 PM
Alaric Wolf Kerensky, on 26 January 2012 - 04:36 PM, said:
I would be exceptionally disappointed to see the Mechanics of MAG brought to MWO. MAG has the command structure because it needs a way to control the insane level of forces deployed on the map at any given moment, and having those commanders keeps things from getting out of hand. However, MWO is a small unit based game, and i have no doubt that giving bonuses for following orders would soon be abused, with people with the ability just laying down "defend this area" every 10 seconds or every time contact was met with the enemy. No, no, and NO! to any kind of special abilities like the ones you listed. If I see "commanders" calling in air strikes, artillery, and then running away in a 20 ton light to wait for recharge timers to spin back up, I will probably not play the game. This is not Call of Duty, nor MAG. Both of those games are arcade-style(not simulators), featuring respawn and run-and-gun. MechWarrior is a Simulator, and the game needs to be treated accordingly.
Thanks for your ideas, but I do not support them in the least.
I didn't mean to imply that I wanted all of those various things in game (though there has already been mention of things like UAVs doing recon). I was just stating that, from my play experience, that was one of the few games that a) had a reason for having commanders, and b ) did it reasonably well. I do see your point about the potential for abuse, and I agree with you about that - I don't want some silly kid spamming rechargable air-strikes so he can get his 'kill streak' up any more than you do.
As far as implementation, it would need to have the particulars hammered out, but having an LC have the option to assign targets to Lancemates, or setting a rally point via the gridmap shouldn't be difficult. And if people follow orders, they get benefits.
(Edit: ********* smiley faces...)
Edited by DarkTreader, 26 January 2012 - 04:46 PM.
#16
Posted 26 January 2012 - 05:31 PM
#17
Posted 26 January 2012 - 05:37 PM
#18
Posted 26 January 2012 - 05:49 PM
Corsair114, on 26 January 2012 - 04:41 PM, said:
That would probably cause far more lag and latency issues for the game than even voice comms might.
Uh with most video games this is handled by rendering an additional camera or swapping to another camera. That isn't really like streaming audio at all. So I wouldn't see why it would cause as much traffic as VOIP or even really very much additional traffic period. Though I'm not 100% familar with CryEngine3...I would assume they didn't find a stupid way to do that though.
#19
Posted 26 January 2012 - 05:56 PM
Edited by Doogiavich, 26 January 2012 - 05:58 PM.
#20
Posted 26 January 2012 - 06:15 PM
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