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The Commander Role


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#41 Zulu Alpha Irish

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Posted 15 January 2013 - 04:39 AM

a quick, in game voice command option would be cool, if spamming could be nerfed.
'fire in the hole'
'fire in the hole'
'fire in the hole'
'fire in the hole'
'fire in the hole'

#42 FrDrake

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Posted 15 January 2013 - 05:39 AM

"Requesting a pickup"

I chose Catapault as my Founder's mech back when elite was the highest package because of my assumption that I would be doing like the above stated and I'd be in the back playing chess while i was the commander in between LRMing. I'm still waiting for the ability to do so but now I'd probably do it from my LRM stalker !

#43 Herodes

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Posted 15 January 2013 - 01:58 PM

View PostIV Amen, on 14 January 2013 - 11:32 PM, said:

I'd like to see more people taking command in PUGs. I would follow.


I would, too.


View PostLynette Steffeld, on 15 January 2013 - 02:05 AM, said:

With all that said and done though, when was the last time a PUG actually spoke?

And no, I don't refer to "omfg l2p yu ECM nub" chatter.



I am a PUG and I spoke.
;)

#44 ArmandTulsen

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Posted 15 January 2013 - 09:19 PM

View PostArmandTulsen, on 15 January 2013 - 02:56 AM, said:


I think this sentence needs to be rephrased.

There are no repurcussions for disobeying orders.

There should be a system in place where the commander issues an order such as, "move to," "attack target," "defend target," and then the player's hud is updated with a nav point or a target with a marker on it.

Of course, the incentive would be XP and CB bonuses. The bonuses would be small, but with enough orders - not redundant ones - it should add up nicely in one match.

A winning match should yield a commander's bonus for the guy taking the risk to assume the role and pay attention to many things in the battlefield. That is, your team followed your orders, got XP and CB as a result, and you won. Dying as a commander should give a smaller bonus, or no bonus at all.

Implementation of these features would make the commander role very relevant - important even.


Could I get some feedback on these suggestions, please? There's no point in starting another thread.

#45 ArmandTulsen

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Posted 20 January 2013 - 04:50 AM

Bump for great justice.

#46 Taizan

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Posted 20 January 2013 - 05:11 AM

View PostArmandTulsen, on 15 January 2013 - 02:56 AM, said:

There should be a system in place where the commander issues an order such as, "move to," "attack target," "defend target," and then the player's hud is updated with a nav point or a target with a marker on it.

If the commander marks something on the map, the players receive a way point in their compass bar thing. If this could be broke down to lance size it would be cool, giving individual commands to each other mech in the team might be too tedious imo.

#47 AtlasKiller498

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Posted 01 March 2013 - 11:55 PM

personally i love using the commander function and 2 out of three times they listen my plans and orders. I also agree and would apreciate some kind of list of mechs and drivers on the hud. maybe a box with a list in the empty top left corner of the Heads up display.

#48 Mazzyplz

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Posted 02 March 2013 - 12:11 AM

commander mode needs work, also sometimes modesty goes a long way making people follow you.

if you don't seem patronizing they will listen; this is why i don't use the gold mode and instead just use team chat to shout my orders :)

i swear if you can type it works better than gold mode because people listen nearly 3/3 times

Edited by Mazzyplz, 02 March 2013 - 12:14 AM.


#49 Protection

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Posted 02 March 2013 - 01:02 AM

The most frustrating thing for me is the loathesome PUG commander.

There are too many games where I drop with a four man lance, and some PUG rushed to the B menu and declared himself Emperor without:

a) Understanding that he is running with a 4 man unit already organized on teamspeak with a chain of command

:) Realizing that we already have established strategies and tactics for the map that may be contrary to his, often dumb, suggestions

c) That we have more experience and gametime than he does, and he is in no position to be ordering my unit around.

Seriously, many PUG commanders are as frustrating as they are stupid. We need a system where more experienced/higher ELO players can mutiny or take control of a team from some random PUG that declared himself commander and is throwing the game. A 50% vote system or a Commander appointed by experience feature would be nice.

#50 Johnny Morgan

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Posted 02 March 2013 - 05:11 AM

View PostThomas Dziegielewski, on 13 January 2013 - 08:52 AM, said:

To put simply...

We will be giving XP/CBILLS for following orders

We will be giving XP/CBILLS for giving successful orders

Commanders will have more options to play with like
-Aristrike, Artillery, UAVs etc
-More Complex orders (Waypoints, formations, draw lines that show a front etc

Commanders will be given Commander points which will let them 'gain rank' and be able to take control of a team over someone with fewer Commander points

This will be a small incentive and I doubt that people will listen to what the commander says unless they know them. But maybe after a few hundred successful games people will recognize a commader that is doing a good job.

Design for this is not ready yet and there are more important things to do first sadly.
Design subject to change and I don't have a release date for it yet. My guess, by Summer.


Love YOU!

I was wondering how you were going to handle 'who gets to be commander' when more than one person gets it. VERY EXCITED FOR THIS!!

I take Commander all the time, the Battle map is very useful (turn 'i'nfo on to see names/mechs/health status) to give basic movement orders, which is what 90% of this game is until combat hits.

It's also good to rally mechs or mark where that last enemy contact was on the map. I highly recommend people use it.





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