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Old 06-25-2008, 07:03 PM   #61
$kelet0r

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Default Re: [Gameplay] Deployable Assets

Gotta say that all the changes sound great except the commander one - the team without a commander should lose
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Old 06-25-2008, 07:17 PM   #62
Waaah_Wah
Banned
Default Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by MadTommy View Post
Commander R.I.P. sad, understandable, but the wrong direction. Teams without a commander should loose. Simple Dont dumb down PR.
x2
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Old 06-25-2008, 08:05 PM   #63
Ghost1800

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Default Re: [Gameplay] Deployable Assets

I'd rather have no commander then one who's only there to be a construction foreman...
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Old 06-25-2008, 11:08 PM   #64
Razick

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Default Re: [Gameplay] Deployable Assets

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Originally Posted by Ghost1800 View Post
I'd rather have no commander then one who's only there to be a construction foreman...
Ill rather have construction foreman than a jackass at the helm personally but I dont blame the guys who just build. Your only gonna get less than half the squads to listen to you anyway so why bother? Most people dont experience real strategy because they are not willing to give obedience because they want to have fun even though the real fun is when you have total team coordination. PR Tourney FTW NATO owns
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Old 06-26-2008, 05:50 AM   #65
jordy
Default Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by Razick View Post
Ill rather have construction foreman than a jackass at the helm personally but I dont blame the guys who just build. Your only gonna get less than half the squads to listen to you anyway so why bother? Most people dont experience real strategy because they are not willing to give obedience because they want to have fun even though the real fun is when you have total team coordination. PR Tourney FTW NATO owns
but left us for nato 2 ^^ littel basterd xD
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Old 06-26-2008, 07:35 PM   #66
Razick

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Default Re: [Gameplay] Deployable Assets

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Originally Posted by jordy View Post
but left us for nato 2 ^^ littel basterd xD
God damn it! Your everywhere
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Old 06-27-2008, 03:08 AM   #67
kilroy0097
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Default Re: [Gameplay] Deployable Assets

A commander who does nothing except approve build orders is a waste of a position. Giving squads the ability to place assets down without commander approval helps since no one seems to want to be commander. However when a team does have a commander and does relay comm between squads and plans ordered attacks there is a noticeable difference between a team with and a team without. A team who cares about team play and team work will have a commander. Those that do not will not. This does not eliminate the importances of a commander, it simply eliminates the requirement of a commander. Keep in mind that Commander Assets (Command Post and JDAM strikes) will not be available without a commander.


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Old 06-27-2008, 11:31 AM   #68
clueless_noob

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Default Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by kilroy0097 View Post
Keep in mind that Commander Assets (Command Post and JDAM strikes) will not be available without a commander.
Dunno about JDAMs, but in .8 commander post will be static asset that is placed by mapper. Thus it will be available from the beginning on every round.
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Old 06-27-2008, 12:01 PM   #69
clueless_noob

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Default Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by Razick View Post
Ill rather have construction foreman than a jackass at the helm personally but I dont blame the guys who just build. Your only gonna get less than half the squads to listen to you anyway so why bother? Most people dont experience real strategy because they are not willing to give obedience because they want to have fun even though the real fun is when you have total team coordination. PR Tourney FTW NATO owns
No one wants to be a commander, because CO can't do anything without becoming a fighting commander, and even then he is on his own. CO can't even build assets he deploys. So give that construction foreman more tools and intelligence info than squad leaders, not to mention about regular grunts.

1. Get rid off the live god-eye mini-map on regular soldiers and replace it with real, cartographic map with no information what-so-ever about other squads actions. Only squad leader markers, outposts and gps-like numeric coordinates should be visible.

2. Using the same type of map, give squad leaders rough live estimate about their location on the map, plus delayed static location info of his squad members and other squad leaders.

3. Give commander same information as today, but on real cartographic map, plus delayed static location info of random enemy assets (intelligence reports, similar to insugency maps). Spawn of varius assets and vehicles should also be under commanders control (and without the need to be requested first)
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Old 06-27-2008, 12:46 PM   #70
Valtasar

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Default Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by devnull View Post

1. Get rid off the live god-eye mini-map on regular soldiers and replace it with real, cartographic map with no information what-so-ever about other squads actions. Only squad leader markers, outposts and gps-like numeric coordinates should be visible.
I say leave the map. Coz its sometimes hard to explait where is enemy just by words. Or you just don't have enough to do it. And since we can't point in the game the litlle red dot or ? marker is all we have.

Sorry for my English
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