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.
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.