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#1 |
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Retired PR Developer
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Well, I don't have any pictures or videos about this update
With the addition of cmdr assets in v0.6, we gave the Commander a more decisive role in keeping the team focused and advancing by building bunkers, firebases and other smaller assets. The problem we noticed was that the Commander started behaving more like a construction worker instead of a strategist that plans ahead, talk to squads and guide his team. To help in that area we worked on giving the Squad Leaders the ability to place the assets for the Commander, without him being present at the construction site. To keep some control in the hands of the Commander, bunkers and firebases need approval from him, while other assets can be built once one of these assets is constructed in the area. We also simplified the cmdr assets rules to help with that task: - All assets need a support truck close to be deployed. - Bunkers and firebases have the same rules: "you can build one for every 2 CPs your team owns". - Command post and AA guns are deployed in a full health state. - Sandbags, razorwire and AA gun can only be placed near bunkers and firebases. - Trucks are no longer a cmdr deployable, they spawn at the command post (like the jeeps in the bunkers/firebases) and main bases. - Zero ticket costs for building cmdr assets. Squad Leaders with a support truck close-by and an officer kit can request a build order from the Commander, and once that build order is approved and the other rules are met, he can deploy a bunker or firebase within 100m of that order. After the bunker or firebase is deployed, the Squad Leader can place the other smaller assets without approval from the Commander. So we think all these changes combined will improve the Commander role, keeping him in control of the major decisions but giving him freedom to delegate some of the work for his squads. If everything goes bad, he can still go and deploy the assets by himself, but it's good to have that new option. |
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#3 |
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Well Done lad's
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#4 |
![]() Join Date: Nov 2007
Posts: 3,886
Location: Quang Tri Province
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Yeah man, brilliant ideas. It can get quite annoying when your newbie commander likes to spend tickets on assets in the line of fire that just keep getting blown up.
Also, the nuber of times an SL has needed a bunker/FB and the CO didn't have a mic', this should be a great help. Nice one chaps. [out] |
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#5 |
![]() Join Date: Aug 2007
Posts: 309
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Are we going to see this before the New Year or come the .7 full release?
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#6 |
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PR:BF2 Developer
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#8 |
![]() Join Date: Aug 2007
Posts: 309
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#9 |
![]() Join Date: Feb 2007
Posts: 1,073
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You are removing the repair jeep ability, or didn't care to mention it?
Really? They still generate tickets though? I've been sceptical to these suggestions, but it will be exciting to see how this works out... |
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#10 |
![]() Join Date: May 2007
Posts: 154
Location: Netherlands
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are placable tows and/or machineguns be aviable in 0.7 would love that!
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| Tags |
| assets, commander, gameplay |
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