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Discussion of Commander Abilities


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#21 Havoc3D

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Posted 03 July 2012 - 07:20 AM

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[color=#959595]I'm really hoping THIS game is not an "everyone's a winner" weenie games, but is instead as realistic a simulation as can possibly be done. In real life, you don't get paid for sitting on your ***, or doing your own thing, and that should be every bit as much prevalent in a virtual game, where it doesn't actually hurt you. Who knows, some of these ADD kids may learn the actual life skill that it's necessary to EARN what you want.[/color]


It's a F2P game. I can't imagine they are going to be as harsh as you would like, from the sounds of this. I would assume something more WoT-ish. You win, you make money; lose, you maybe barely cover expenses. Further, leading people in a video game is not leading trained soldiers, you can't expect everyone to do what you say because it's you that said it; unless it's within the confines of your own outfit or something where there IS a hierarchy. Leading people in the public always seems like herding cats, in my experience.

#22 Havoc3D

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Posted 03 July 2012 - 07:23 AM

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[color=#959595]every single member of Armageddon Unlimited is my friend[/color]


Exactly. So if you have say 3 lances, 2 from Armageddon Unlimited, and 1 full of random guys, you are more likely to give your rewards to your friends, not the random 3rd lance. Everyone is biased in that regard, whether they would admit it or not. Even if you try to be fair, and one of the 2 "friend" lances is genuinely doing a better job, the rewards would be viewed by the non-friend 3rd lance as favoritism.

#23 Gabopentin

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Posted 03 July 2012 - 07:40 AM

Scenario. 5 Lances go in to take a spaceport/barracks/HQ. 4 of those lances are made up of one /clan/guild/group. The other is made up of people unknown to the guild/clan 'leader. He will choose those lances made up of people known to him. It is part of human nature to pick your friends before unknowns. The other lance have actually been teaming together for years in other MMOs but because they are 'unknown' to the clan/guild 'leader, his own members will be chosen before the unknowns for higher bonus missions and the unknowns will be used as soak ups. This does happen on other MMOs and will happen on this one with a Drop Commander type awarded bonuses.
The comment about arty strikes was an 'IF' a commander chose to use arty for 10 15 minutes or so. Not for the quick strike before drop.
The game is based as I see it on lance sized units going in against other lance sized units. Possibly larger units will be made up of multiple lances working together later in the game developement. Then the issue of who commands the whole shebang and who awards rewards may come about. I personally would love to see, as in Warhammer online at times, of armies of 500+ Mechs fighting against each other, all directed by a competent 'Commander'. The biggest battle I took part in was a castle defence of 800 defending against 3000 attacking.

#24 Reoh

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Posted 03 July 2012 - 10:03 AM

View PostGamgee, on 03 July 2012 - 06:26 AM, said:

They will likely be gimping themselves no? I'm not familiar with MechWarrior but I would assume command module takes up some slots. 1 for sure, but maybe more. So he likely be far less effective. Or perhaps the only way to earn those options is through being a good commander. Ie giving some orders, and notifying people ect.

It would be weird if it went all CoD on us there. I hate that series, hasn't been good since the first one long ago.


The pilot skill modules take up a different slot. They don't go into the mech critical slots \ weight, but rather sort of MOS specialty slots in the cockpit. They would be using these over other similar abilities (that say, incrementally increase something by 2% up to 5 tiers or so like torso twist speed).

View PostOy of MidWorld, on 03 July 2012 - 06:39 AM, said:

I'd love to see them have the ability of calling in some ai controlled vehicles, tanks or vtols. Having them drop ammo crates would feel a little like worms... Powerup gameplay doesn't fit mechwarrior in my opinion. After all, munitions would have to be loaded onto the mech, by a whole crew of techs, cranes, stuff.

Waiting to see how everything turns out. I hope the commander really has an impact, mechwarriors actually doing what he sais. Would make a scout's dangerous life more meaningful. :)


Battlemechs cannot load ammo without a special loader\frame. It would also involve basically shutting down in the middle of a battlefield which is a risky proposition. I agree, don't see it working that way unless they arcade up the game which seems a clear shift from their current game-philosophy.

As for artillery\air strikes and marking targets, I believe those were mentioned in the dev blogs although they might not still be there for launch we can only speculate on that.

In regards to combined arms units on the battlefield, the devs have confirmed its 'mech only (for now at least).

#25 Seabear

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Posted 04 July 2012 - 02:56 PM

I would like to see the commander have the ability to develope teamwork in his lance/company before a drop. It isthe company co's responsibilty to form the plan of attack and adjust it as the situation developes and changes. He will be in the battle so he needs to multifunction easily and co-ordinate the lance commanders regarding their objectives and tactics.
If possible the CO should train his people well and inform them of the objective and tactics. Once the team is aware of where, when and how, he steps back and lets his people do their jobs interferring only when changing circumstances dictate.





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