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Cooldowns and multiple uses of commander abilities.


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#21 Gigaton

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Posted 01 May 2012 - 03:40 AM

View PostRejarial Galatan, on 30 April 2012 - 08:55 PM, said:

I DO think that command level abilities SHOULD be limited <turned on> to be used ONLY in a command slot.


Fair idea (and one I was thinking of myself) but it does mean that people who joined a battle with command specced 'mech (probably medium or the like to get more module slots) but don't get command slot get kicked in the head bad. He may even become more of a liability than asset for the team.

View PostRejarial Galatan, on 30 April 2012 - 09:26 PM, said:

well, its 3049, who says reloading takes more than a second? heck the M1A2 abrams can cycle its main gun every 2 seconds or so, if that slow.


I was under the impression the prospective Abrams autoloaders are in the 6-7 rounds a minute ballpark? Human loader can do bit faster burst but gets tired.

30 rounds a minute is just nuts regardless. On tank anyway, those unmanned main guns of similar caliber on naval vessels can pull that off. Some of them, at least.

Edited by Gigaton, 01 May 2012 - 04:02 AM.


#22 MaddMaxx

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Posted 01 May 2012 - 09:20 AM

If more than one member of a Team/Lance wants to use up slots for Command Tree specific stuff, so be it. When the game starts, anyone with the ability to call in strikes can do it. When a Strike is called the CD is turned on and no one calls again until it resets. Then another player may call in a strike.

If you limit the use to just the Command Mech, what happens if an unfortunate accident occurs to that Mech? You just don't have any Arty as a result? That would suck and be just as bad as someone wasting the strikes or whatever. At some point, the Team/Group has to apply some form of common sense and no matter how the Dev deal with the issue of Command Modules, a Team has to prepare for the worst and have contingencies in place.

So a Global CD Timer after a Strike works, and if more than one player carries the the Modules/Abilities, either take turns utilizing them or remember that wonderful saying:

"There is no "I" in Team" LOL ^_^

Edited by MaddMaxx, 01 May 2012 - 09:20 AM.


#23 BarHaid

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Posted 01 May 2012 - 10:00 AM

View PostMaddMaxx, on 01 May 2012 - 09:20 AM, said:

If you limit the use to just the Command Mech, what happens if an unfortunate accident occurs to that Mech? You just don't have any Arty as a result? That would suck and be just as bad as someone wasting the strikes or whatever.

Yeah, that would suck. And that's why we target the Commander. If you don't want to lose the ability, guard your Command!

#24 wwiiogre

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Posted 01 May 2012 - 10:16 AM

As for artillery strikes, generally you are not calling in the strike of a single gun but a battery. Same for naval, all the big guns on a ship fire a salvo. After firing the target salvo the unit then moves to avoid counter battery fire. So no matter what there should be a cool off period as the gun teams move to a new position before firing another salvo. For accurate artillery fire, the gun team needs to lay in their position. In otherwords they need to know where they are and their firing platform needs to stable and balanced. Lots of modern day arty guns do this automatically but it still takes time for the system to align everything. Then the arty fires 3-4 rounds shooting a time on target. Meaning first round is fired at a high arc, second shot lower arc, third shot lower, etc. So that all rounds impact on the target near the same time. Causing a saturation effect. Also giving the target less time to get outside of the target zone.

For laser guided targets then a single round can be fired instead of a salvo with the hope the laser guides the round onto impact and allowing the arty gun to shoot one shot instead of a salvo. Note the arty still needs to move between shots or faces counter battery fire.

During pre drop, you should be able to hot swap your mech and modules before dropping so that if you were not the command role you are not being punished. Also hopefully PGI will have something in place so that if a commander is destroyed there would be a second in command and third in command so that position would switch automatically. Thus smart teams would have one mech setup as overall commander but have a second and third setup as lance leaders with at least some command modules so they could step in and hopefully do the job. This is canon, current military doctrine and just makes sense. The second and third command role leaders would have to sacrifice modules on a just in case basis but as we know when the sheit hits the fan, you better have another plan to deal with it.

chris

#25 Solis Obscuri

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Posted 01 May 2012 - 12:20 PM

View PostRejarial Galatan, on 30 April 2012 - 10:02 PM, said:

<slams his head into the wall again, making a sizeable dent in the brick> chocolate in whipped cream help me out here huh?

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

There is no "Commander".

There are 12 mechwarriors with varying skillsets and equipped modules. Some will have access to artillery strikes, air support etc. All will have to work together as a team to succeed, or else hope that the opposing force is an even worse cluster-****. Human intelligence and communication are much more fundamental and effective than any coded system, and they are going to be necessitated, to at least some degree, by the game system described to us thus far.

#26 Smurf O Pax

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Posted 01 May 2012 - 12:50 PM

we dont know how the skill system works ^_^

so it could be that you have to assign a role to a mech before drop.
Now the Matchmaker doesn't allow more then 6 commanders (one per lance) per match and you would have solved spamming.

#27 Rejarial Galatan

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Posted 04 May 2012 - 08:38 PM

View PostGigaton, on 01 May 2012 - 03:40 AM, said:


Fair idea (and one I was thinking of myself) but it does mean that people who joined a battle with command specced 'mech (probably medium or the like to get more module slots) but don't get command slot get kicked in the head bad. He may even become more of a liability than asset for the team.



I was under the impression the prospective Abrams autoloaders are in the 6-7 rounds a minute ballpark? Human loader can do bit faster burst but gets tired.

30 rounds a minute is just nuts regardless. On tank anyway, those unmanned main guns of similar caliber on naval vessels can pull that off. Some of them, at least.

that was my point, if pressed, humans can shut down the auto loader and cycle the main gun almost to glowing if needed, but the guy doin it, is gonna be hurting after a while





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