Author Topic: Battlefield Commander  (Read 1124 times)

0 Members and 2 Guests are viewing this topic.

Offline (TLL)KitLightning

  • Resident Necromancer
  • Apprentice Dev
  • Living Legend
  • *
  • Posts: 5297
  • Karma: 319
  • πάντα ρει, και ουδέν μένει
    • The Living Legends
Re: Battlefield Commander
« Reply #30 on: July 05, 2010, 05:50:48 PM »
SpaceTag (probably not canon) or some other target marking system for % of kill money

We have the TAG for designating a target on the run, and NARC for a more relaible source thou it will expire fast or drop off the target.

Base Defense $ (gets money for damaged done by base/base turrets)

That would be an exploitable source for C-Bills. Not wanted. And who should be the receiver of the C-Bills? The CO I assume.

Support Role (managing for supplies/apc's to be sent out, etc)

The APC driver gains C-Bills when Players spawn in the asset. Having a Player designated as a Support role as in BF2 is not currently in.


         BUG Reports                                    Technical Issues                                       Install Errors

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." ~Albert Einstein
                                     "It'll take time to restore chaos" ~George W. Bush

Offline Jaso the Sniper

  • Lance Sergeant
  • **
  • Posts: 391
  • Karma: 4
Re: Battlefield Commander
« Reply #31 on: July 05, 2010, 05:57:16 PM »
1. I know, I meant something that would be cheap but unreliable.
2. Maybe they have to take control of the turrets (kinda llike ba?) but get low benefits
3. I meant getting supplies for aeros to drop and apc's to take
People are stupid if they think they can have their own way.

... that is, unless they have HEAP rounds, high-explosive homing missiles, and terawatt lasers on a walking weapons platform, that is...

Offline Flyingdebris

  • Bushy B is my homeboy
  • MWLL Contributor
  • Living Legend
  • *
  • Posts: 2397
  • Karma: 135
Re: Battlefield Commander
« Reply #32 on: July 05, 2010, 10:08:01 PM »
I'm not sure a commander is the way to go.  There is a lot of crap tied up with the very concept of team commanders.

-Teams where no one wants to go CO going up against a team with a dedicated one
-Teams that have a shitty CO but competent players getting their asses handed.
-COs not listening to players
-players not following CO
-anything that makes them worthwhile makes it so that the team is utterly dependent upon them
-Abilities being used vs players that they have no control over.

COs would only really be useful for clan tourney play, which only makes up a small fraction of the overall userbase.

It just seems like a recipe for a bad experience.  and for the record, no, i didn't like commanders in bf2/2142 either.

Giving squad leaders some abilities would be a far better call IMO.
Wherever mechs are needed, I am there

Offline =KoS= Saber15

  • Alphatester
  • Star Colonel
  • *
  • Posts: 1805
  • Karma: 120
  • RIP AND TEAR
Re: Battlefield Commander
« Reply #33 on: July 05, 2010, 11:31:20 PM »
and call in an orbital strike.
After playing Planetside for two years and having clusterfapp Orbital Strikes by commanders, I'd like to say fapp no. Commanders should only have support and intelligence abilities, not offensive.

"Concentrate on the moment, each moment is its own reality. It has a particular thisness. You can't predict, but you can explain. Or try. If you are observant, and lucky, you can say, this is why this is happening! It's very interesting!"