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#11 |
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I really like this idea Danolboy, as it would not only make a commander an absolute necessity, it would make the chain of command all but impossible to circumvent. When I read about the dev's removing the commander requirement for placing assets, I was worried that we'd never see a commander again. But if this limited map view were to be put into play, the commander would once again be essential; and no longer just a Build Order Clerk.
My interpretation is as follows: Everybody Everybody can see the map itself in its entirety, as any grunt might have access to a map of their current Area of Operation. Also, this will assist in squad movement, as a real squad would most likely have a little more time to plan routes, and it would be difficult without being able to see where roads or alleyways go. However, what shows up on this map is restricted, with more information available to those higher up in the chain of command. Commander CO's map view is essentially unrestricted, same as now. He can see all friendly vehicles, assets, and troops (which simulates up-and-coming blue force tracking). Squad Leader The squad leader is able to see his green guys, other SLs, vehicles, and assets, all across the map. This represents information flow from a diverse higher chain of command. All blue guys who are within a certain radius (200m?) also show up, to simulate situational awareness. Squad Member A squad member can see his own squad and his team's assets no matter where they are on the map. All blue guys within a certain radius (100m?) show up. All blue vehicles within a larger radius (200m?) also show up. Again, this simulates situational awareness. The spotting system remains unchanged for everybody (to keep gameplay manageable). I don't know if this is even possible, but with a few tweaks I think it would go a long way to help immersion. People may dislike the lack of information as a grunt, but that's how it really is. Don't like it? Step up and lead. You'll get all the information you want, and all the responsibility that goes along with it. |
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Last edited by A_Grounded_Pilot; 06-20-2008 at 01:32 PM..
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#12 |
![]() Join Date: Feb 2008
Location: London
Posts: 61
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That's basically the idea I was trying to put across, only you've thought it through alot better!
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#13 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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I really dont think that it is needed though, you already have to wait and risk loosing your shot if you want to check if the guy you have in your sights is hostile.
This would just mean you shoot first and find out what team they are on later. Which is much, much worse for gameplay. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#14 | |
![]() Join Date: Feb 2008
Location: London
Posts: 61
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Quote:
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#15 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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You wont be able to see your targets though, the only way to know would be to either hope the nametag shows or just fire and see if you TK someone.
Its not the immediate area I worry about, its the people I am aiming at around 300 to 450m away. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#16 |
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PR Events Co-ordinator
![]() Join Date: Jan 2008
Location: Toensberg, Vestfold
Posts: 3,425
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I like this!
And if you have a contact, then say. Contact NW, 400 m away. Requesting clearence to fire. SL says, no its friendly stand down. Now, thats how it should work. |
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#17 |
![]() Join Date: Jun 2007
Posts: 1,835
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Thats how I often play it now since the map delay allready restricts info slightly and visuals are not always perfect
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#18 |
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i like this. more coordination w/ SL = more team work
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| access, limited, map |
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