Being the most interested in having a command role, especially as I'm the UCO for our mercenary unit, this conversation holds specific import for me.
Raj, on 04 November 2011 - 01:40 AM, said:
Do you think he should park himself in a dropship in the back or command from a mech out in the field? Should they implement actual command mechs?
I believe commander's will be in the thick of the fight, no matter what, and there's not much to be done about, since the devs have already expressed that the best line-of-sight, and thus the best view of the battlefield and potential command problems, will be with all drop members being close to one another. That both makes sense to me, and doesn't. Your commander is the guy you sort of want at the back, directing the fight, using his resources, like Incident Commanders and Battlefield Commanders in the real-world, with the greatest effect. A Commander cannot perform their duty appropriately if they are having to switch their concentration constantly between aiming and firing, and then looking at the BattleGrid and putting down commands. The best thing to do would be for the developers to allow Drop Commanders (DC) to set up the general attack/defense plan, labeling tactics and consequences requiring follow-on adjustments, and then being able to set keyboard codes for switching up said tactics, as necessary, then the Commander would only have to worry about on-the-fly changes. These tactics would be transferred, on drop commencement, for every allied member of the drop, and must include time-on-target, waypoint, and force delegation information, at the very least.
For those of you who will now say "The best laid tactical plan never survives first contact with the enemy", I agree with you 100%, but it's best for a DC to try, and then evaluate, once in-game, if a full-on tactics change needs to be made, or if the plan just barely needs to be adjusted, or anywhere in-between. Mind you, none of this will matter without VoIP, preferably in-game VoIP so a DC doesn't have to switch windows all the time to adjust channels to speak to certain Lance mates, because the rest of their people might be unruly and unwilling to get off the channel.
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Should there be incentives for people to follow a commander's orders?
Yes, there should be... obey, or we lose and you don't get paid. I'm sorry to be harsh, but I'm not going to reward someone, if I have a choice, just because they have a bad attitude, are not a team player, and do not want to follow orders for the sake of gaining a win.
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I'll add some more later but now let's see what everyone else thinks.
Before I go on, just let me say that I liked nearly all of the ideas on here, as registered by my LIKES, so instead of continuing to say it, there you go... nicely done, guys.
John Clavell, on 04 November 2011 - 03:37 AM, said:
I'm actually hoping the Commanding Officer will be able to give members of the corp rolls, spreading out the Admin load. The two biggest burn out factors are a CO doing all the admin for a large corp. Further still though is the burnout on Drop Commanders, when you have one corp dependent on one Drop Commander (leader of your forces in a battle) there can be a high level of burnout.
While this is no related to the systems put in place by the game I do hope that there are options to transfer 'Command' overviews to secondary 'Drop Commanders' should the primary be taken out. Further more, the options to allow personal within the Corp who are Drop Commanders access to shared resources at the admin level.
John, as normal, this is all win to me. The devs have expressed, in one of the earliest interviews they had, I think the first one with PC Gamer, I think it was, that various ranks will be given various permissions; let's hope they meant the roles, as you expressed.
Jack Gallows, on 04 November 2011 - 07:38 AM, said:
Thinking the Commander should be able to relegate certain bonuses, marking members of their Lance for specific tasks and they get a bonus to it.
Now, if there are special missions to be done, and one or more MechWarrior's assigned to take on that mission do so, then yes there should be bonuses. However, for the general fight, the 'go here and hold this spot, please', that is part of the normal pay and does not deserve any manner of bonus.
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Should be active and not a "I'm going to sit here" kind of role.
I agree, active but cautious, and protected, also as the devs have expressed will need to be done.
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Obviously, once the fighting starts some of these abilities will be hard to use, but that's why you need a good mix of pre fight and mid fight aspects.
Yes, pre-drop planning should be paramount, but modifiable by the devs more than likely planned normal use of the BattleGrid.
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Mid fight should maybe be something like getting a bonus for attacking targets the Commander calls out, making the group want to work as a team or however they need to be working. Bend it towards team play as much as feasible.
You're always going to have those who are the gung-ho, go-get-em, damn the torpedoes types, but for the most part teamwork should be a natural part of the game, and should not be rewarded beyond standard pay. Further, those who don't follow orders, or go and do their own thing, should either have their payout docked or not be paid at all. Call me strange, but 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.
Radgor Ryan, on 03 July 2012 - 12:53 AM, said:
I'm pretty sure its been mentioned that there is no single commander. Command is done by anyone with appropriate pilot modules.
That's correct, and to the best of my knowledge, it has NOTHING to do with what modules you have... if you're capable and willing to lead in a drop, you lead in a drop. Frankly, I hope I'm wrong about that, because I would like only for those in my unit who have the Drop Commander training to actually run drops.