

Cooldowns and multiple uses of commander abilities.
#1
Posted 30 April 2012 - 08:46 PM
For example if it's individual, your team could basically spam the ability.
If it's global, then one ***** can waste it and all the others can't use a skill.
Not really sure what the best solution is, but it could become a problem.
#2
Posted 30 April 2012 - 08:53 PM
Not 100% on how tactical command is being handled.
#3
Posted 30 April 2012 - 08:55 PM
#4
Posted 30 April 2012 - 09:14 PM
#5
Posted 30 April 2012 - 09:18 PM
#6
Posted 30 April 2012 - 09:19 PM
#7
Posted 30 April 2012 - 09:21 PM
you need the modules on your mech to call it in, by using artillery modules you give up ones like ecm or bap or ams ect.
#8
Posted 30 April 2012 - 09:24 PM
LordDeathStrike, on 30 April 2012 - 09:21 PM, said:
you need the modules on your mech to call it in, by using artillery modules you give up ones like ecm or bap or ams ect.
Basically saying the gun base needs to reload is saying there is a global timer affecting the ability.
Module limits is a factor, but lets face it, we all know you will find that group of people willing to all have arty modules and commander skills if they can spam an ability for an edge.
#9
Posted 30 April 2012 - 09:26 PM
#10
Posted 30 April 2012 - 09:32 PM
The only real issue with this is that we might end up with trolls getting those abilities and then using them either on their allies or just blowing them on nothing, preventing legitimate use of them until the cooldown ends.
Hopefully the developers can provide a comment on this matter.
#11
Posted 30 April 2012 - 09:40 PM
#12
Posted 30 April 2012 - 09:50 PM
Rejarial Galatan, on 30 April 2012 - 09:40 PM, said:
And then what? If you don't have a global cooldown, then you could literally have every player in a lance using the abilitiy. Additionally, the developers already confirmed that "command position" isn't something built into the game. Players with command modules get access to command abilities. You aren't designated a commander unless you're working with a unit or corp, and then its just by an honor system. So it isn't as if, in a 12 player game, we have 3 commanders. You could have any number of players wanting to take these abilities to use them. We couldn't possibly allow 12 artillery strikes or 12 predator drones.
I understand the issue of being be jerks. No, I don't know a real way around it. All I know is that not having a restriction would literally ruin the game.
Edited by Orzorn, 30 April 2012 - 09:50 PM.
#13
Posted 30 April 2012 - 09:52 PM
#14
Posted 30 April 2012 - 09:56 PM
Rejarial Galatan, on 30 April 2012 - 09:52 PM, said:
So how does that work. Lets say you get 4 people in a match with the commander tree. They dont have assault or scout skills. Now one person is chosen as the commander, either randomly or by vote. So the other three don't get to use their skills? Seems kind of unfair when you consider all he scout and assault / def abilities work for everybody.
#15
Posted 30 April 2012 - 09:58 PM
#16
Posted 30 April 2012 - 10:02 PM
Commander <dude givin the orders in the match> HAS commander level abilities turned ON.
Subordinate team members <even if they HAVE commander level abilities> said commander level abilities are turned OFF for the match to avoid the whole 12 orbital strike fear you seem to have.
NOW, i am NOT saying let only commanders have ALL the abilities, I am saying things that ONLY a commander <the one chosen to be in this slot for a match or match made INTO this slot> should have access to things that you fear sir. Artillery orders, orbital hits, etc etc etc. i
#17
Posted 30 April 2012 - 10:23 PM
Rejarial Galatan, on 30 April 2012 - 10:02 PM, said:
Commander <dude givin the orders in the match> HAS commander level abilities turned ON.
Subordinate team members <even if they HAVE commander level abilities> said commander level abilities are turned OFF for the match to avoid the whole 12 orbital strike fear you seem to have.
NOW, i am NOT saying let only commanders have ALL the abilities, I am saying things that ONLY a commander <the one chosen to be in this slot for a match or match made INTO this slot> should have access to things that you fear sir. Artillery orders, orbital hits, etc etc etc. i
Works for me. This also goes with how commanders are chosen:
Quote
[PAUL] Command is chosen prior to the drop. For Merc Corps, it’s up to the Merc Corp Leader or its officers to decide who’s going to be in those command positions. For Lone Wolf and Faction Players, it will come down to a calculation on their previous experience by default then it can be left up to the players of the match to swap out if so desired.
Players will just have to make sure to swap the position (in the case of Lone Wolves) to those who are best suited. A player might get stuck in the command position but never took any artillery modules, for instance, whereas another player did, so those players might agree to swap out so that their lance has access to those modules.
So I suppose what we might see is the 3 lance commanders all have access to those modules, so we might have, at any one time, 3 artillery strikes, for instance.
Edited by Orzorn, 30 April 2012 - 10:24 PM.
#18
Posted 30 April 2012 - 10:29 PM
Rejarial Galatan, on 30 April 2012 - 10:02 PM, said:
Commander <dude givin the orders in the match> HAS commander level abilities turned ON.
Subordinate team members <even if they HAVE commander level abilities> said commander level abilities are turned OFF for the match to avoid the whole 12 orbital strike fear you seem to have.
NOW, i am NOT saying let only commanders have ALL the abilities, I am saying things that ONLY a commander <the one chosen to be in this slot for a match or match made INTO this slot> should have access to things that you fear sir. Artillery orders, orbital hits, etc etc etc. i
But like someone said before, there is no designated commander slot built into the game which means that there is no way to restrict commander abilities to one person. The only time there is a designated commander role is when the players impose it in their group. So basically the question is, if 2 players take the artillery strike ability into the same game on the same team and because there is no harcoded commander role (as far as I know) how do we make sure we keep it balanced?
Edit: Nevermind. I didn't see Orzorn's post because I was in the middle of writing mine so all of this is wrong. Sorry!
Edited by Hyperius, 30 April 2012 - 10:32 PM.
#19
Posted 30 April 2012 - 10:33 PM
Hyperius, on 30 April 2012 - 10:29 PM, said:
But like someone said before, there is no designated commander slot built into the game which means that there is no way to restrict commander abilities to one person. The only time there is a designated commander role is when the players impose it in their group. So basically the question is, if 2 players take the artillery strike ability into the same game on the same team and because there is no harcoded commander role (as far as I know) how do we make sure we keep it balanced?
Sorry, but I was incorrect. There is no designated commander that actually gets to boss the group around, but there is a designated commander role that gets to use all the pretty modules.
It is pretty confusing. I had to go back to the Q & A before I rediscovered this fact. The quote that I posted up above shows what I found. The commanders are chosen before the match starts, either designated (if you're in a corp) or picked based on player experience ranking (if you're a lone wolf, for instance).
#20
Posted 30 April 2012 - 10:37 PM
Rejarial Galatan, on 30 April 2012 - 10:02 PM, said:
Commander <dude givin the orders in the match> HAS commander level abilities turned ON.
Subordinate team members <even if they HAVE commander level abilities> said commander level abilities are turned OFF for the match to avoid the whole 12 orbital strike fear you seem to have.
NOW, i am NOT saying let only commanders have ALL the abilities, I am saying things that ONLY a commander <the one chosen to be in this slot for a match or match made INTO this slot> should have access to things that you fear sir. Artillery orders, orbital hits, etc etc etc. i
In light of Orzorn's info this is the system I suspect they will use. It mimics real life too. You can't have a subordinate going over the commander's head to call in orbital strikes.
Orzorn, on 30 April 2012 - 10:33 PM, said:
It is pretty confusing. I had to go back to the Q & A before I rediscovered this fact. The quote that I posted up above shows what I found. The commanders are chosen before the match starts, either designated (if you're in a corp) or picked based on player experience ranking (if you're a lone wolf, for instance).
Yeah they didn't explain that in the clearest way. Well at least we got it all sorted out now right?
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