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Aspects of Command


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#1 StaIker

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Posted 14 May 2012 - 04:10 AM

In no particular order, a few ideas about how command functions and the command structure could be organised.

Command Functions

In terms of network/command functions I think they can be divided into 3 catagories

Planning/Strategy

These require time to operate or attention to be shifted out of the cockpit. Setting multiple waypoints, typing instructions, performing functions on an overhead map etc. Things you really can't afford to be doing in combat because you can't do them and fight at the same time.

Combat/Tactical

These should be "one click" functions that can be operated fluently in combat. Setting a single waypoint using the reticule, designating a target, issuing single order via macro etc.

Automatic

Functions that need to be always operating and require no player input such as data and target sharing.

It seems important to me that these things be catagorised correctly, if functions are only useful at a time when there is no time to operate them, such as in combat, they will tend not to be used or it will force the commander to sit out of the battle. The company commander can make best use of the Planning functions, the lance commanders are better to have control of the combat functions.

Command Structure

It is nearly impossible for one person to effectively monitor and control (or assist) a company sized unit. There is just too much to do. For any sort of practical cooperation to occur it will have to be at the small unit level, Lances and Stars. That says nothing for the chances of getting a company to all go along with one plan.

A voluntary Lance system based on the Battlefield model would work well here. Players create a Lance with themselves as leader and people join it if they see an advantage in doing so. Several scout mechs running out to find the enemy would be able to usefully share information with each other and cover more ground quickly etc. It is far less of a problem for Mechs of similar capabilities to simply "follow the leader" than it is for mechs of differing abilities to be coordinated at a distace. Assaults could group together, missile support and so on. Lances would tend to be capability based as Mechs with the same weapons/speed/engagment requirements naturally stick together while those with differing requirements tend to split.

I'd suggest up to 4 lances per side, with one of them having the possibility to be "reinforced" to a strength of 6 Mechs, to allow the main body of a company to all operate on the one command net, rather than splitting them into 3+3 or 4+2.

Becoming a lance commander should be a "free" ability, carried by all mechs. It encourages people to take on command at a junior level at no cost, if it requires modules or skills that are not otherwise useful or they penalise a player by payload/crit reduction then it limits the interest.

Company commander I am not so sure about, it could be the commander of the most populated lance (my current favorite) or it could be an independent position selected by vote, rank or some other means.

Map

Finally, the Commanders Map. I like the idea of a large size overhead map for planning and coordination purposes but I don't like the idea of it filling the whole screen. That level of detail is unnecessary and it makes it impossible to concentrate on except when standing still. I've noticed in the gameplay vids that the pilot view can be moved left and right, I'd like to see this ability used for looking at the overhead map. The pilots view would shift so that the reticule/HUD continues to point forward (unlike in combat mode when it moves with the view) so they can see where they are going/what they are shooting at while the map appears at an angle to the side.

Like thus:

Posted Image

That's it for starters. Commence the bickering :P

#2 Threat Doc

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Posted 14 May 2012 - 06:08 AM

Stalker, you make some good points, here, but I think I'll wait to see how things are in beta before I start throwing out more suggestions. I know what I would like to see, but I'm not yet ready to express those things. However, I would like to see more conversation and ideas on this, so I'll keep this one on follow for the time being.

#3 Redshift2k5

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Posted 14 May 2012 - 11:20 AM

There will still be things to do if you have Command-role skills or modules even if you are not actively being the leader. Those modules won't be a waste of space. Dev Blog 4 mentions lots of useful actions command-spec'd players can accomplish:

Commander Skills:
  • • Order View – Allows the pilot to right click and request friendly BattleMechs to attack or defend areas/objectives on the BattleGrid
  • • Command View – Provides a layer of information over the BattleGrid including objectives and any intelligence information passed back by scout Mechs on the front line
  • • Call Air Strike – Calls in an air strike that does AOE damage in a straight line
  • • Call Artillery – Calls in a land based artillery bombardment on to a target area
  • • Call Naval Bombardment – Calls in Naval artillery bombardment that has a larger and more powerful result than regular artillery
  • • Call UAV – Calls a UAV that passes overhead of the battlefield and relays ALL enemy positions to the command pilot
  • • Call Predator Drone – Drops a heavy explosive device on a targeted area
  • • Call Satellite Sweep – Full detail information is passed to the command pilot including enemy location/direction/speed
  • • Danger Close – A short range radar detection system that lets the command pilot know of any nearby enemy BattleMechs


#4 StaIker

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Posted 14 May 2012 - 10:56 PM

Those abilities can't possibly apply to anyone with command modules Redshift or you'd have 12 players equipping them just for access to off-map firepower. It will have to be limited to either a single company commander or at *most* the lance commanders (if there are any). But my point remains the same, those abilities have to be accessed at certain times and certain ways to be most useful.

#5 JakeNzC

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Posted 14 May 2012 - 11:08 PM

Some command mechs in the books had both a pilot and command position, well maybe 1 book, now that's team work.

the command mech would have to have same major tactical options to really make it a primary target, maybe ordering AI combined arms forces to set up strong points, or requesting aerospace strikes etc.





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