29 (edited by KindBudz 2006-09-12 11:29:35)

Re: First Strike survey #2

Commanding can be very fun with good teamwork. Or it can be like.. herding wookies...

Squads that don't listen.
(Bonus equipment or squad bonuses for listening to orders)

8 Squads with 2 people in them are useless.
(Some way to limit the squads until the allowed 2-4 are full then more can be made.)

Having to "baby sit"..  You can only give each squad one command at a time which doesn't lend itself to creating any sense of stratagy.. especially when you get more and more squads to control at once.
(a waypoint system which you could designate a couple spots to move to and then another to attack/defend.)

Squad leaders have no sense of the commanders overall stratagy which I think causes them to run off to places they think they need to go. (Let them see every squads orders on their map, but be able to tell them apart very easily)

The commander needs more things to do.  I dunno but it seems like its lacking somthing.  Dropping or being able to order bunkers/gun turrets setup that players can jump in would be cool. dropping a squad of bot Droids into the middle of a warzone might be fun... Building a huge defensive shield over a base to defend against planatary bombardment... Drop troop carrers which act like a spawnpoint untill destroyed or after a certain amount of time just become useless....

I think the commanders need some way to get more involved with each other in a way that isn't only blowing each other up with art. Some way to make it a little more personal. the commander needs to feel more like hes going up against the other commander in battle. Even if its just a message... "The enemy commander XXXX has exposed your troops with a scan" or "Slaughtered # of your troops with his big gun" or "Brought his Bravo squad to the rescue of flag #"or "Your Squad got slaughtered by the enemy squad x"

The commander needs to be able to give out general commands to everyone thats not in a squad.  As if all the non squaded people were in one big squad.  Very simple commands and maybe just a way to show everyone where the commander wants the front lines with bonuses for people who obey. 

Commanders should be able to remove a squadleader from his position and give it to somone else in that squad without removing that person from the squad.

I know this isn't supposed to be suggestions, but I couldn't help myself.... This is just what I think commanders need.

Re: First Strike survey #2

A very good post in my opinion, you've really hit the nail on the head there. A sense of going toe to toe against a rival commander would really make commander a more desireable position.  Very good points raised, though I really dont know how they should be adressed. On the one hand, increasing the commander's actual ability to influence the battle would have to be done carefully to avoid messing up battlefield's wide open nature. But on the other hand, something really does need to be done. I just don't know what.
Good post, and just incase you haven't been welcomed to FS yet (my memory rivals that of a gold fish. Won from a dirty carnival stall game's fish tank. Then taken to the top of said carnival's farris wheel, to be dropped by a mean kid. To be rescued, then returned to teh tank [by me]. Then won again. True story.) welcome to FS!

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Futurama: You Can't Prove it Won't Happen

Re: First Strike survey #2

Thanks Arc. I totally agree about not wanting to unbalance anything.

I would like to see commander abilities that counter each other so when played correctly minimum damage is inflicted on ground troops.  i.e. When Art is called by one commander the other commander could call in a shield generator to block some of the blasts. You might even be able to have static generators that block out uav scanners.  But I think almost everything that a commander can do should be able to be countered in some way if detected quickly.

It just needs to feel more like a stratagy game against the other commander and greater minds than mine will have to figure out the details. big_smile

Re: First Strike survey #2

Hey a shield generator drop would be the best commander tool ever. Being able to put  a squad leader in a save shell for a few seconds so that his nailed down squad finds some time to form up again.
Forget about arty, vehicles and supply drops this would be the thing I glad to have on my location.

Re: First Strike survey #2

Is there any precedent for it? The devs seem pretty clear they want to stick as tigh as they can to lore. As intresting as commander dropped shields could be, I think it might be better to make them an engineer deployable like in GC.

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Futurama: You Can't Prove it Won't Happen

Re: First Strike survey #2

Crusader wrote:

Hey a shield generator drop would be the best commander tool ever. Being able to put  a squad leader in a save shell for a few seconds so that his nailed down squad finds some time to form up again.
Forget about arty, vehicles and supply drops this would be the thing I glad to have on my location.

Idea noted wink

"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat

Re: First Strike survey #2

On the otherhand... lol

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