imortal
Member
+240|7113|Austin, TX
Welcome to a fifth and final  in what I thought was a pretty good series of connected posts proposing improvements and changes to what bf2 could be.  I call it BF2 squared, or just BF4.  Feel free to repost anywhere you like, just please give me and BF2S some credit.  I hope you are not all getting bored yet.

This is the fifth post in a series.  I am talking about ideas from the first four posts in here as well, so I hope it does not confuse you.  You can find the other posts here:
First post: (kits) http://forums.bf2s.com/viewtopic.php?id=34806
Second post: (unlocks) http://forums.bf2s.com/viewtopic.php?id=34809
Third post: (maps) http://forums.bf2s.com/viewtopic.php?id=35011
Fourth post: (vehicles) http://forums.bf2s.com/viewtopic.php?id=35071

Now, for this last (everybody cheer) post on my BF4 concept, I am going to discuss commanders assets.  Since I am also pushing for a 128 player map, I felt that asking one commander to control 63 other players to be a bit much.  So I am creating a subcommander, or a platoon leader position.  There will be three platoon leaders.  Each platoon leader will basically have a lot of the old commanders functions.  The platoon leader will have a UAV, supply box, and vehicle drop.  However, accuracy on the supply box and vehicle drop is going to be pretty terrible, so don't count on any prescision drops or cartillery.  Each platoon leader will have command of up to 6 squads of 6 players.  On the map your platoon leader shows up as a green cirlcle with a gold star.  Your platoon leader can be used as a spawn point, just as your squad leader can.

Well, that makes things pretty easy for the commander now?  All he has is scan and artillery?  Well, he has scan.  The cannon artillery will become vehicles to be crewed and fired buy other players.  However, the commander is far from powerless.  Here are some of his abilites:

SCAN:  okay, just like the current Scan.
UAV: the commander has his own, in addition to the 3 platoon leaders.
SUPPLY: the commander has his own, in addition to the 3 platoon leaders.
VEHICLE DROP: the commander has his own, in addition to the 3 platoon leaders.

PREDITOR 1: the first preditor.  It is a drone that circles like a UAV.  IT does not, however, show enemy troops.  Instead, it carries two LGMs, to be used by a scout to destroy targets he paints.  When the PREDITOR button is pressed, every live scout on the map lights up, with the scout that requested the preditor pulsing.  The commander clicks on a scouts icon to assign the Preditor to that scout.
PREDITOR 2: same as the first preditor.  Each button takes time to recharge, so the commander can choose all at once or a steady dribble of assets.
PREDITOR 3: same as preditor 2.

TRANSPORT CRAFT: This is a C-130 type aircraft, automated.  When the commander chooses an area, the transoprt plane flies there, cirlces, then returns off the map.  15 second flight each way, with 30 seconds over target.  What the craft is really is a mobile SPAWN point.  Any player can spawn on the transport planes spawn point as long as it is on the map.  But be aware you are spawning in midair, like in some SF maps.  Be ready to hit your chutes.  This plane can be shot down but it is a very tough cookie, and is faster that a chopper, so hard to spawn kill.

CRUISE MISSILE 1: The cruise missile is used to replace the artillery strike.  Instead of a series of up to 12 explosions, the cruise missile releases a carpet of bomblets at the target area.
CRUISE MISSILE 2: like with the preditors, the commander can fire both at once, or he can stagger them so as to not go a long period without support.

Ship Movement.  Oh, yes.  The Aircraft carrier, as well as support ships, if they are given for a  map,  can be moved.  This is to make things a bit more difficult for long range shooting, although the carrier's choices are limited at best.  The water will be ranked, and the commander can only send the ships to areas deep enough to take it.  The support ships will be able to make it closer in to provide support, but still cannot hug the coast.

Now, what is to keep the commander from doing his job instead of fighting?  Easy.  The commander does not spawn.  He is out of reach and unable to affect any outcome except as a commander.
HCSkorpio
Hind Secks
+8|6985|California
I think the Commander thing should be completely revised.  I dont like how they do it in BF2.

What they should do is kind of do a GUI like Command & Conquer.

The commander gives orders by selecting units using a mouse and tell them to attack flags or defend.

The commander tools I think should not be in the BF2 game except supply & vehicle drop.
Snorkelfarsan
Soup Boy
+32|7054|Stockholm, Sweden
Great ideas! Myself, I have also been thinking about a transport plane, that can circle around and drop down troops. Kind of like the one on El alamein in bf1942 if you ever played it.

What plane do you have in mind? The Hercules maybe, or is it too big?
travisb05
bullseye (+)
+58|7147|U.S
the only thing i dont like is the preditor there is no point to have 3 that do the same thing so keep it at one
Mouse315
Bash.org Junkie
+105|6968

travisb05 wrote:

the only thing i dont like is the preditor there is no point to have 3 that do the same thing so keep it at one
They would have different timers.
imortal
Member
+240|7113|Austin, TX

Snorkelfarsan wrote:

Great ideas! Myself, I have also been thinking about a transport plane, that can circle around and drop down troops. Kind of like the one on El alamein in bf1942 if you ever played it.

What plane do you have in mind? The Hercules maybe, or is it too big?
I actually did have a C-130 in mind.  Granted, it will just be pretty graphics, since when you spawn, it will be just like you jumped out, so you are immediately airborne, so hit your chute.  The major reason for this is to allow penetration of enemy area, not to mention having a uncampable spawn point.
imortal
Member
+240|7113|Austin, TX

Mouse315 wrote:

travisb05 wrote:

the only thing i dont like is the preditor there is no point to have 3 that do the same thing so keep it at one
They would have different timers.
Correct.  Not only would they have different timers, but you could assign them to 3 different scouts. the commander can assign them all at once to three different scouts for maximum punch all at once, dole them out one after the other to the same scout in a really killer spot, or just use them randomly.

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