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View Poll Results: Do you think in tickets when commanding
No 24 23.76%
Yes 52 51.49%
Occasionally 25 24.75%
Voters: 101. You may not vote on this poll

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Old 04-14-2008, 01:45 PM   #21

Cassius's Avatar
Of course as a commander you think in tickets. When your squad is int he lead you want it to hold the flags that stop bleeding while your team kills the attackers out of entrentched positions. But even in PR the commander authoirity is limited at times
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Old 04-14-2008, 04:54 PM   #22
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Yes, I always think in tickets. Though my strategy is pretty much always the same. (well.. 'always' as in always that I play commander, which would be maybe 1 in a 100 rounds)

We find a nice little choke point, aka something where we only have to defend 1 flag. And then most of the squads stay at that flag. This rarely works since way too often I'm stuck with "No! ME knows better! ME does what ME wants to do! ME ME ME!" kind of SL's.

But if it works then it's a lovely tactic. Defending > attacking. The enemy will rush the flag, they will die and lose tickets. At the same time I have 1 or 2 squads which aren't defending, and these are the kind of squads that try to make a big difference to the tickets. Either by a) attacking flags so that we get the ticket bleed going or b) preventing enemy assets from attacking the flag the rest of the team is defending.

But yeah, I've never really seen this work since usually most of the squad leaders don't do what they are told.


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Old 04-14-2008, 09:15 PM   #23

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-I don't think in terms of tickets, I think of tickets. Most of the time when I'm commanding my side will simply crush the opposing side so it's rarely an issue. I prefer to get down and dirty, placing FBs and Bunkers myself since few people know where these should be placed for maximum efficiency and I only give very general orders to squads(Defend this, attack that, build this FFS!), relying on SLs to make the best decisions. Only a few times do I have to crack my S&M whip. Reinforcing is key; you don't just build a bunker on the flag, you build a supporting FB as well and make sure the squads place rallies. I'm often seen on the front line retrieving abandoned supply trucks, driving them through enemy fire to get them to the crucial spots for building FBs/Bunkers. The COs life is a hard one.

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Old 04-14-2008, 09:54 PM   #24

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If I would be in command, I will look at tickets. That is what the hole game mode (aas) is pretty much about.

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Old 04-21-2008, 04:59 PM   #25

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Every player should think in tickets, you are responsible for at least 1 - yourself!

Just logging off when you are still alive loses your team a ticket, 'micro economics' matters more then the commanders actions unfortunately and there is little you can do about that in a public game

I want tickets and games to be about flags first and deaths as a secondary factor


One of the things you can do to combat 'tactical frustrations' like this is work off the unwitting mob army. If the whole team rushes forward then you must do your best to defend via bunkers and requesting help from squads.
'If you build it they will come' and a bunker that allows people to spawn will create a natural amount of traffic from those without rally points, etc

So I think a commander should think in terms influencing the team because you have no direct control of tickets won or lost

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Old 05-24-2008, 04:37 PM   #26
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[R-DEV]eggman's Avatar
Re: Thinking in tickets

Good discussion around commanding concepts

Original idea was to create a sort of RTS like "economy" around tickets (and assets). I'd written up a fairly extensive design notion around a ticket economy, but um.. it failed We ended up ripping out most of the economy stuff. I think if I had more time (real life precluded me spending the time required to polish up the implementation) and we had more modding capability within BF2 (my original idea was that we created a Logistics Points scheme, separate from tickets) we could have made it work. Much of these ideas were intended to support a campaign mode where things were much more free form than they already are and where several rounds were linked into a campaign.

I really like the idea of creating a "game within a game" for the Commander role in PR. Not only to add a different dimension for players that like commanding, but to make a command structure critical to game play. But we ended up backing off on that quite a bit.

I think we were pretty successful in implementing a fairly free form style of game play (spawn location construction) that sits atop a fairly structured set of victory conditions (AAS). I think those two blend really well together. I'm a big fan of completely free form game play dynamics with very clear victory conditions.

I think the only other game that has a similar approach to things like Commander Assets is ET:QW. Right now PR (a mod built by volunteers for free) has over 50% of the players population that ET:QW has (a 10 to 15 million dollar AAA title that is a commercial failure).

Cheers!
egg

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Old 05-24-2008, 04:37 PM   #27
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Re: Thinking in tickets

Good discussion around commanding concepts

Original idea was to create a sort of RTS like "economy" around tickets (and assets). I'd written up a fairly extensive design notion around a ticket economy, but um.. it failed We ended up ripping out most of the economy stuff. I think if I had more time (real life precluded me spending the time required to polish up the implementation) and we had more modding capability within BF2 (my original idea was that we created a Logistics Points scheme, separate from tickets) we could have made it work. Much of these ideas were intended to support a campaign mode where things were much more free form than they already are and where several rounds were linked into a campaign.

I really like the idea of creating a "game within a game" for the Commander role in PR. Not only to add a different dimension for players that like commanding, but to make a command structure critical to game play. But we ended up backing off on that quite a bit.

I think we were pretty successful in implementing a fairly free form style of game play (spawn location construction) that sits atop a fairly structured set of victory conditions (AAS). I think those two blend really well together. I'm a big fan of completely free form game play dynamics with very clear victory conditions.

I think the only other game that has a similar approach to things like Commander Assets is ET:QW. Right now PR (a mod built by volunteers for free) has over 50% of the players population that ET:QW has (a 10 to 15 million dollar AAA title that is a commercial failure).

Cheers!
egg

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Old 05-24-2008, 04:46 PM   #28

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Re: Thinking in tickets

Eggman is alive I say! Alive! Alive and double-posting!

I only think in Tickets as Brit in Al Basrah, Commander, Pilot and Medic


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Old 05-24-2008, 04:46 PM   #29

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Re: Thinking in tickets

Eggman is alive I say! Alive! Alive and double-posting!

I only think in Tickets as Brit in Al Basrah, Commander, Pilot and Medic

EDIT:

OMG, Did I just double post just like eggman ?


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Old 05-24-2008, 04:49 PM   #30
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Re: Thinking in tickets

hehe .. forum glitch, double post

hehe .. forum glitch, double post

Cheers!
egg

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