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CPL Bloodstone
SVER True Blood Unclaimed.
13
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Posted - 2013.01.28 16:54:00 -
[1] - Quote
Allow 1 person from each side to enter Commander mode. It will allow them to set objectives for squads and allow for Turret deployment and Supply deployments. (there easily destroyed so enough with the QQ) .
Make it a Skill progression and allow different charactistics based on skill level. Level 1 allows for general control, set wapoints and chokepoints, skill level II allows for supply drops and the like.
Commanders will not actually shoot/fight but have a map overview of the game, They get a percentage of ISK/SP based on overall Team play. Great team earns more isk/sp.
Would allow a Corp CEO (op leader) to command there corp squads and be more organized during battle.
Contstructive feedback appreciated. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2013.01.28 17:01:00 -
[2] - Quote
This is already on CCP's "to-do" list. They expect it to be a bit like a RTS (real-time-strategy) game, but with "live" troops. The commanders would sit in the MCC and set objectives, drop turrets onto the battlefield, etc. |
CPL Bloodstone
SVER True Blood Unclaimed.
13
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Posted - 2013.01.28 17:09:00 -
[3] - Quote
excellent thanks! |
Artimund Escali
Resheph Interstellar Strategy Gallente Federation
1
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Posted - 2013.01.28 17:10:00 -
[4] - Quote
This is great in theory, the Savage games used this mix and when it works it's really good, sad part is that few will actually wanna play as commanders and teams without them will often lose and it creates a bit of a dilemma, either you step up and play as commander (and maybe lose out, your troops are still humans) or you don't and your team is without a commander = bad. A major problem in Savage and Savage 2 was just that, no one wanted to take the commander roll (with a few exceptions) so it's a tricky problem getting it balanced enough to lure some people to play commander while not gimping gameplay for team without too much or giving the commander too much power and perks. |
CPL Bloodstone
SVER True Blood Unclaimed.
13
|
Posted - 2013.01.28 17:24:00 -
[5] - Quote
I thought about it for normal pub games, it would be frustrating as all get out for a commander to do his/her job in a public game. 95% of the time, most folks will ignore the commander and do what they want to.
However, in a Corp Enviroment, it could prove to be very very useful |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2013.01.28 17:59:00 -
[6] - Quote
I believe the commanders will be NPCs in instant matches. They'll only be real players in nullsec, and possibly FW, battles. |
137H4RGIC
WarRavens
26
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Posted - 2013.01.28 18:37:00 -
[7] - Quote
R F Gyro wrote:I believe the commanders will be NPCs in instant matches. They'll only be real players in nullsec, and possibly FW, battles. That's a terrible idea. How could players practice the role and see if they like it? I consider FW a place to test out different roles and strategies for things, and I love it. |
R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2013.01.28 19:49:00 -
[8] - Quote
137H4RGIC wrote:R F Gyro wrote:I believe the commanders will be NPCs in instant matches. They'll only be real players in nullsec, and possibly FW, battles. That's a terrible idea. How could players practice the role and see if they like it? I consider FW a place to test out different roles and strategies for things, and I love it. Same way people learn to be squad commanders now. They try it. If they derp and everyone dies, its only internet pixels. |
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