Jay Westen
Atlantis Prime Mercenary Group
28
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Posted - 2013.06.21 03:58:00 -
[1] - Quote
While I have made several posts about mostly Planetary Conquest, and Faction warfare in the past I haven't really made one about just general game play. And while most are long and tedious there usually is a TL:DR section So without further ado:
Command and Control (c2 for you military folks.)
One thing that I personally feel is an overall lack of command in the field. So here's my long and thought out considerations for C2.
1. Force Structure.
This itself borrows heavily from MAG. For those unfamiliar in battles you had Squad, Platoon and Company. 4 Squads made up a Platoon, 2 Platoons Made up a Company. Each with their own leadership under the command of a player, so you had a squad commander, a platoon commander, and a Company Commander. Each with their own abilities. While Dust does have squad commanders thats pretty much it. I'd propose we add in Squads (Renamed fire teams) then 2 Fire Teams make a Squad, 2 Squads make a patrol and add in an on-scene commander.
2. Command Roles
Squad commanders would be able to give objectives such as defend this particular point, these commands would be in direct correlation with the Patrol Commanders orders, such as squad A capture this point, Squad B capture this point. On-Scene commander wouldn't have much to do with these commands seeing as we all know our over-all objectives in a match, most of the On-Scene Commanders job would be to handle the interaction with EvE Players, regulate clones, and Manage the MCC. Bonuses would be given for obeying commands much like they are now.
3. Command Skills
The need for command skills would at this point become paramount. Adding skills to first give you access to fulfill these roles would be important, so not everyone is trying to run in command roles. Many other skills could be added under this tree to give access to decreased timers on Tactical Strikes and any other future add-ins. Also add in command dropsuits, and command modules which I'll address later. Also with command skills there would be a need for interaction with the MCC for the On-Scene Commander. I'll describe this a little later.
4. Command Dropsuits and modules
The creation of the command Dropsuit would not only give an easy identification to the player on the ground but would be the only suit fittable with command modules. Command modules would serve as a buffer to his squad mates, and to the battle as a whole. Fire Team Modules would include greater heal rates for Logi, Faster Hacking Speeds for capturing, and greater recovery from suits designed with armor recovery and greater shield recovery for all suits, (Speed and Amount would be different Modules.) For On-scene commanders adding in modules such as interaction modules for the MCC and reducing cooldowns for interaction. The Fire Team, and Patrol Command dropsuits would have a weapon slot, while the on-scene commander would not.
5. Corporation Assets
The MCC should become a Corporation Asset. You need to purchase your MCC and with it fittings. While corporation MCC's would NOT be able to be used outside of any corporation battle, the use of one in Corporation fights, specifically PC could mean the difference between victory or loss. The on-Scene Commander would handle all things MCC, from the firing of the weapons to the management of shields. I'll discuss the On-Scene commander a little more in depth later. MCC's would be fit with its own modules and turrets. This is more skills that would be required by your on-scene commander. As you can tell actually speccing into being an efficient On-Scene Commander would be a full time job. Essentially the MCC would serve completely as the way the On-scene interacted with the battle and with the EvE universe. MCC's should since the probability of them being extraordinarily expensive be able to withdraw from a fight, doing this though would leave all clones stranded on the ground, and we could resolve the fight one of two ways, all clones on the ground immediately die, or they are forced to fight it out till the last man is dead.
Other Corporation Assets would be RDV's, Railgun Turrets, Blaster Turrets, and Missile turrets. All purchasable (or constructable see my other post on Fix PC my way.) and deployable in battle. There is a list on one of the loading screens that makes me think this is the way Dust is going and we're going to get more static structures but until then.
All the additions of corporation assets would then drive the economy in Dust closer to being able to be connected with EvE.
6. On-Scene Commander
Alright now for the On-Scene Commander and his roles and capabilities. I think I've alluded to much of what they would be doing in the MCC, the big thing to note is that he shouldn't receive kills for anything he shoots if he redirects guns at say a tank. Which in my opinion he should be able to do. Now I know some of you are thinking well if he can do that he would become a giant sniper in the sky. If you haven't noticed the MCC's do shoot back and forth at eachother and do however minute the damage is to each other I have been in a few matches where that little damage is the difference between life and death. And also taking away the ability to receive points for it, makes it entirely a strategic move. Essentially the Commander would move around the MCC to different terminals which allowed him to do different things, such as interact with EvE, and manage the MCC. The idea would be to overwhelm the commander and make him work for it rather than sit back and hit buttons and go through menus.
TL;DR: Adding a bunch of stuff to increase the Command and Control on the battle field. |