It would be a lot of work to create a restrictive 3D camera for the comm - why not give him a simple top-down view as the default, and allow him to "spawn" as a hologram "avatar" within line-of-sight proximity of one or more squad members? <!--QuoteEnd--></div><!--QuoteEEnd-->
This sounds pretty cool. Top down view that can be changed to first person with the click of a button. Would solve alot of problems, However, I have never liked the 2 COM Idea unless its as one person spectating to learn. It has to much potiental to end up in a push-me-pull-you situlation. The hologram should only be able to "see" what the marine can see. Also the aliens should not be able to see the hologram, its a projection within the marines helmet.
<!--quoteo(post=1644239:date=Aug 16 2007, 10:56 PM:name=Misere)--><div class='quotetop'>QUOTE(Misere @ Aug 16 2007, 10:56 PM) [snapback]1644239[/snapback]</div><div class='quotemain'><!--quotec--> This sounds pretty cool. Top down view that can be changed to first person with the click of a button. Would solve alot of problems, However, I have never liked the 2 COM Idea unless its as one person spectating to learn. It has to much potiental to end up in a push-me-pull-you situlation. The hologram should only be able to "see" what the marine can see. Also the aliens should not be able to see the hologram, its a projection within the marines helmet. <!--QuoteEnd--></div><!--QuoteEEnd-->
I think we're on the same page, but I have to disagree with you on a couple things. The multiple commanders would create a deeper sense of community (it's relatively straightforward to work out who does what, on the development side).
As to projecting only inside the helmet, it's a thought, but I think it would be more interesting on the gameplay level to project it from the weapon (say only certain weapons could act as projectors) and all the marines could see it, regardless of their gear - you have to consider how it looks to a new alien loading up the game, and seeing a bunch of marines huddled around a blank spot on the ground would likely look very disorienting. This could be considered a feature, but I'd call it a bug.
The grouping suggestions remind me of the fact that hotkey grouping marines isn't all that useful all the time. While comming public it might be nice to have the possibility to bind marines together via common objectives instead of just hotkey grouping them. For example giving 3 marines the same waypoint would create a group somewhat similar to hotkeying atm. If one of the 3 dies, he is no longer a member of the group. This way the grouping would be a bit more dynamic and the groups would remain up to date. No more out-of-date groups spread out by separate deaths and respawning.
hrmm, too many waypoint style things will be bad imo, it promotes 'silent comming' where they just sit there only giving waypoints/drop buildings. Using chat or voice to command is a lot more dynamic, interesting, fun, social.
<!--quoteo(post=1644401:date=Aug 18 2007, 06:26 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Aug 18 2007, 06:26 AM) [snapback]1644401[/snapback]</div><div class='quotemain'><!--quotec--> hrmm, too many waypoint style things will be bad imo, it promotes 'silent comming' where they just sit there only giving waypoints/drop buildings. Using chat or voice to command is a lot more dynamic, interesting, fun, social. <!--QuoteEnd--></div><!--QuoteEEnd--> I've never been that 'social' as a pubcomm, but I'd still say its better to have the basic stuff done via game mechanics and then some specific details added via other means of communication. Especially if the game has enough depht, there will surely be some fine tuning to do with text and voice. At the moment the basic stuff is taking a lot of time and there is no time to try to focus on explaining advanced stuff even if I wanted to.
1. <!--quoteo(post=1643299:date=Aug 11 2007, 04:23 PM:name=aeroripper)--><div class='quotetop'>QUOTE(aeroripper @ Aug 11 2007, 04:23 PM) [snapback]1643299[/snapback]</div><div class='quotemain'><!--quotec-->Agreed. You could make the commander's voicecomm bar have a special symbol on it, and maybe a green color to distinct it from your marines comms. This coupled with the 'commander presence' bar on every marine hud would further entrench that the comm is talking specifically to you or the marines in your area. I'd imagine players would get the idea that they need to follow his order if his hud bar turns blue, then bright green as the commander locks on his view to give him a direct order. <!--QuoteEnd--></div><!--QuoteEEnd-->
In addition to this, if there was a hotkey that would cause the commander's voice to only be transmitted to those who the commander is either hovering over (group) or viewing specifically (individual).
So you have your normal +voicerecord and some other bind (or 2 binds, one group and one individual). Or perhaps make the extra voice binds toggleable like toggleduck.
2. Health/Ammo to be placed at some specific height above the floor (and subsequently falling) in maps rather than from the sky to avoid it being caught on things in the ceiling.
3. Ammo guage like health guage around marines. The LMG can hold 10 ammo packs, so the green gauge should have 10 sections to it and so on for each weapon so you can easily see how many the marine has in reserve.
4. Ability to research the same thing on 2 structures. If I start research on weapons 1 on 2 different arms labs I would expect the research to go faster (and cost twice the reS). This allows for more strategical elements as well. Like extreme rushing research by sacrificing medpacks or something like that.
5. Slight change to hotkeys. More than 5 hotkeys would be nice. Perhaps have marine hotkeys trigger the voicecomm like I mentioned without requiring a seperate bind. Don't put structures automatically in hotkeys. I for example always want obs as 1, so if I don't build obs first I don't want something else being 1. Or if I go with 2 obs or 2 arms labs or whatever I still want to organize it in a specific way.
6. Important structures should have tiny icons for each of them (generated automatically when dropped) in the upper right of the screen along with a tiny research progress bar. This way you can see the research progress at anytime. Similarly a structure that is actively being researched should have a color glow (blue?) around it where an item that is not actively being researched should have a different color (green as in it's ready to go). If you wanted to take it a step further, have a color for things that can't be researched due to not enough res (red).
I would love to see a small screen open up when a marine is selected, this screen shows you the marines view point. Just like the marines in Aliens when they all have there little cameras on their heads and their commander can see from their viewpoint, with their stats on a screen next to their view point. This screen would have to only open up when a marine is selected and should have a bar or something that shows all their stats on it, health, ammo, etc. If it was open all the time it might fill the screen too much, even a small one might be too much to be honest, but I think it would add an interesting element to the game. For example if you had a load of aliens attacking marine start, the commander could see why some of his team are still sitting in base and realise that he should not bother (or bother) beaconing everyone back to base. Or if there is a loan marine hiding out near a hive he could become vital to the commander and the commander could have that marines view point open watching all the aliens walk past and telling the rest of the team what is coming. This is also useful for those people who don't speak English, or their English isn't very good (Not everyone who plays computer games is from an English speaking country <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> Also apparently NS is still big in India... so I'm told.), but are playing on an English speaking server, they could use this to show commanders what they want. Say for example if a marine was standing by an RT or had no ammo or could see a hive was empty, but he was the first to get there. I'm sure there are loads of other things this could be useful for, but mainly it would be good for a commander to get a different view of the game. Dunno, good/bad idea?
Really like the_x5’s link and image. I wonder how well it would work on a multi-levelled map with various corridors and hallways to navigate while going above and below others?? Can’t wait to see something like this in game!
<!--quoteo(post=1643857:date=Aug 15 2007, 08:39 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Aug 15 2007, 08:39 AM) [snapback]1643857[/snapback]</div><div class='quotemain'><!--quotec--> Firstly, i have to say i'm against squads and marine grouping. It's a 6 vs 6 game and the way marines group up is too dynamic. People will try and tell me that it's good for pub play and whatnot though. <!--QuoteEnd--></div><!--QuoteEEnd-->
6 vs 6?? That's crazy! I know in clan matches you get restricted numbers, but to suggest that a game should restrict its size and design just for clans is absurd. Clans come from a game, not the other way around. I think 6 Vs 6 is the minimum you could play with on most public servers, and most would just switch to combat mode. IMO NS gets really good when you have more than 10 Vs 10 and the bullets/skulks are really flying. And I don’t know of many multiplayer FPS coming out now that are really good when played with a small number. Sorry but that’s just my personal opinion.
I think the "squad" issue does need tackling. I (albeit as I've said from someone that doesn't know much!) usually just group all my marines into one "squad" so that I can give them the same waypoint, and then usually give specific waypoints to individuals if I need to.
Am I missing the ability to give everyone the same waypoint without hitting the "select all marines" button?
* Misere's long post was full of good stuff. Very intelligent.
* In Black and White, Lionhead make a semi workable system whereby the user makes a shape with the mouse, and that selects a certain game option. I can imagine that making a circle shape with the mouse could be the equivalent of selecting the Obs for a ping (Still needs a left mouse click to fire the scan off).
Anyway, my main pointL
* I feel that med and ammo spamming take too much of the comm's efforts. There is rarely any time to think about strategy when your main goal is to supply your troops with what they need. Ammo is not so bad, but meds are a problem.
Also consider that any comm who takes longer than 2 seconds to respond to a demand for med is 'Noobcomm Eject Eject!', which is not so good for people learning.
As another point, consider the annoyance felt by marines who don't get spammed, or aliens who dislike medspamming. I know that current policy is in favour of allowing medspam, I suspect it is considered good to give the commander a 'twitch skills' aspect of the game to participate in, but I would not agree.
If I were given the choice, I would make medpacks
a.) Something that requires research, like hand grenades. b.) This gives the marine two medpacks as weapons in slot 5. c.) This can be reloaded at the armoury, or reloaded by asking the comm for ammo, and loading the ammo packs into this 'weapon'.
Sorry to make a game suggestion in a debate that is supposed to focus on the comm, but I think that the main problems of comming come from the requirement to constantly give meds.
I don't know if someone already said this (someone most likely did) but maybe a Commander Vote like BF 2? This would then require the time before the actual game starts made a little longer to give the marines the time it takes to vote for a commander and such.
<!--quoteo(post=1644981:date=Aug 21 2007, 06:26 PM:name=XeZo)--><div class='quotetop'>QUOTE(XeZo @ Aug 21 2007, 06:26 PM) [snapback]1644981[/snapback]</div><div class='quotemain'><!--quotec--> I don't know if someone already said this (someone most likely did) but maybe a Commander Vote like BF 2? This would then require the time before the actual game starts made a little longer to give the marines the time it takes to vote for a commander and such. <!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah that's a good idea that way the team can only really blame themselves if a n008 gets in. However wouldn't this requires a stat system (a big job as far as I know, you have to stop people from stat padding and stuff), so lets hope Unknown Worlds are up to the task of doing that! Or I guess it could just be a vote by the marine team.
Octavian I like your med pack idea!!!! Vote YES!!!!!
it's usually not too tricky to med your team of 5 marines. They'll be in groups together and you can see on the minimap when they're about to approach something dangerous.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1645116:date=Aug 22 2007, 03:30 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Aug 22 2007, 03:30 AM) [snapback]1645116[/snapback]</div><div class='quotemain'><!--quotec--> it's usually not too tricky to med your team of 5 marines. They'll be in groups together and you can see on the minimap when they're about to approach something dangerous. <!--QuoteEnd--></div><!--QuoteEEnd-->
You're assuming that teams will only consist of 6 players each which is not the case currently in the majority of NS games played. I agree with INKEDOUT's comment that clans come from the game. If the game has the capacity to support more people in a clan match then clans will have more people. <!--coloro:#33CC00--><span style="color:#33CC00"><!--/coloro-->I agree with and support Octavian's idea<!--colorc--></span><!--/colorc-->.
<!--quoteo(post=1643281:date=Aug 11 2007, 05:46 AM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ Aug 11 2007, 05:46 AM) <a href="index.php?act=findpost&pid=1643281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi guys. I'm working on the NS2 commander interface at the moment, so I've created this thread to hear your thoughts in general about the NS commander experience so we can improve it as much as possible for NS2.
Ask yourselves questions like:
What are some of your most memorable experiences (good or bad)? For example - what was it like the first time you stepped into the command chair?<!--QuoteEnd--></div><!--QuoteEEnd-->
<u>My most memorable experiences commanding</u>: 1) Relocating a marine base to a vent as a last ditch attempt to survive a few seconds later, later to only win the game. Marines who see opportunities rather than failure are so cool to command. 2) Having an experienced commander and helpful field commanders talk me through the quirks of commanding over the voice communications.
<u>First time commanding</u>: Version 2, I think, and it was still ok to throw up turret factories and turrets then, and I must have just spent 5 minutes just figuring out the controls and experimenting with dropping stuff. Nobody seemed to mind then, but if that happened now, I am pretty sure I would have been ejected in about 5 seconds. I am pretty sure I lost that match, but the Alamo defense at the end left a lasting impression of "This is a blast! We can go out in a bang!" - that was before F4 to Ready Room became so popular, but I could have sworn everyone else was enjoying the Alamo defense too, cheering everytime we took down an Onos that we were all running scared from.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What do you love and/or hate about commanding?<!--QuoteEnd--></div><!--QuoteEEnd-->
<u>Hate</u>: The feeling of having this extremely narrow focus. There I am dropping ammo to one guy, then I have a request of meds over there on the other side of the map, then next thing I know, there is someone ######ing about not having the weapon they want, and then as I get caught up mentally trying to file all the requests and filling them out, they bit by bit fall behind the pace of the action until I am out of resources ... and then, everyone is complaining where the upgrades are, which I completely forgot about back at base since I was so busy trying to fill out the myriad of requests. Not that I have the resources for it after dropping all those requests, oy vey. Micromanagement blows IMHO. The lack of better integrated overall view point of the progress of all the parts is frustrating. It is alot like having to visit all the cities in the first Civilization game, as the game progresses, each turn takes that much longer to play out, yet it is the same task over and over and over... It gets pretty frustrating.
<u>Love</u>: <b>1)</b> Helping other players out. The feeling of getting a request to a player that helps them have fun is just so satisfying. I love being a facilitator, that is probably why the huge amount of micro management and in depth knowledge required into tactics and strategies involved in resource management on top of trying to be there for the marines on the front line is so frustrating. Giving players tips, advice, suggestions, weapons, ammo, health, upgrades ... its like you get to be giving gifts all the time, like you're Santa Claus ... who just happens to want to see stuff blown up too. <b>2)</b> The other awesome part is coming up with some outlandish scheme and having it work because the marines running around are willing to be a part of the mischievousness.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Maybe you <i>avoid </i>commanding and if so, why?<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't avoid it, I just stop playing the game when I can no longer handle having griefers and complainers. I don't particularily seek out the chair because I don't have a mic regularly while playing, as commanding without the speed and ease of Voice communications hugely trumps Way Points, but if no one else is going to, I jump in just so the game doesn't flop right then and there.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Why types of features would you like to see added or removed? Anything goes. Let's hear your thoughts!<!--QuoteEnd--></div><!--QuoteEEnd-->
Anything? I would like the commander to be like five experiences I had playing Strategy games that were a total blast to play, even now long after they came out in some cases: 1) X-COM: UFO Defense 2) Rainbow Six 3 3) Earth 2150 4) Galactic Civilizations 2 5) Supreme Commander
If you had to be influenced heavily by one of these for the commander experiences, go with Supreme Commander, the way it zooms and everything turns into symbols ... love it.
Hi everyone one <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I didn't read all the posts, all this english is quite hard for my little belgian brain >.<
But what I'd like to see in the command station is :
-A greater panel for the binds ( i mean, more hotkeys available to bind, like 0 to 9 at least ) -The ability to bind areas, on numbers or letters ( or symbols ? ), it would be really faster if it was possible to hit a key and be over an aera. I was used to drop a structure in a stealth hook of a room, then I bound it, and i had my bind <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> but it was quite expensive and stupid xD
-The ability for the marines/commander to see what is watching the commander/marines. it's most fun than useful, but it's cool anyway. And why not the ability for any marine to see what is seeing another marine ( one ppl at once, on a little screen big like the marine minimap )
-More orders, like " CTRL+Rightclic = Attack " ( even if there's no enemy entity under the commander's clic ), or " Duck+Rightclic = Go & Wait " ; i won't write all of them, but it's easy to find some good orders that could be combo-given. ( Read 2 times if you don't understand :\ Don't forget i'm not often speaking english :x )
-Multi Orders for the same marines, I mean, giving 3 consecutive waypoints for a marine " Go there, then here, and finally here ". Like the Warcraft's/Starcraft's SHIFT+Leftclic.
I know the waypoints aren't really important when commanding on a pcw, but it's really useful on ffa. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
-The ability to do combo-drops, I mean prebuild drops. There would be 3 or 4 keys only usable for that, and the commander could grab icons from the menu into the prebuilding-drops interface. Like :
G : Welder + Shotgun + Ammopack(x3) H : Heavy Armor + Welder + Hevy Machine Gun J : PhaseGate + Minepack K : Medpack(x2)
And then the commander just have to HotkeyClic instead of dropping everything one by one.
In a global way, I think it should be cool to do combo-clics, it gives more fun and more ways to play ( of course, adding a lot of the previous ideas given in the topic ).
What else ? Hhhm.....
I've got some other " cool " ideas, but they're all out of the commander's context, so I'll write them later in the good topic.
The unique experience of the NS commander is what I love. For instance, you command REAL people, very FAST paced, need to micromanage, high learning curve, etc. Please don't change commander mode to be like a typical RTS. It's own uniqeness is why I love it. There are some areas where you can make it easier to read/see whats going on/what you need to do but don't change the game mechanics so a n00b can jump in and. What keeps me coming back is the idea that I can always improve because of the high learning curve. There can be some kinda traning mode (ns_training mod ftw) that teaches n00bs how to play.
<!--quoteo(post=1645351:date=Aug 25 2007, 11:41 AM:name=BCSeph)--><div class='quotetop'>QUOTE(BCSeph @ Aug 25 2007, 11:41 AM) <a href="index.php?act=findpost&pid=1645351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->don't change the game mechanics so a n00b can jump in<!--QuoteEnd--></div><!--QuoteEEnd-->
I need to full on disagree with that. Without a commander, a game of NS for the marines breaks down and is all but unplayable not even a minute into the round.
The commanding experience, as long as it is one that people avoid or not newbie friendly, is one that needs major overhaul.
If anything, reduce the micromanagement. I would love to see a fellow marine in the field med other marines and give the commander something more active to do, like he needs to "hack" the nanite matrix of the map they are playing on to help take back the place from the Kharaa.
Its funny how I've always felt that comm needs more things to do instead of the assistance for medding. In most rts games you've got massive micro and macromanagement challenges. NS just has meds. Not that I had perfected the art of medding at all, but it doesn't really match the starcraft/warcraft 3 styled micromanagement in creativity and depth. I'd say things like viable catpacks could make the game more interesting without turning the comm chair into a meat grinder for newbies.
NS has got some rts gamers and lots of fps gamers. I'd hate to be the one to balance the game for both.
Edit: Forgot the waypoint/sound scouting. Well, I'd say the marine management could still use some more depth than the meds and ammo spam and an occassional scan. More little, non-crucial stuff to learn is always good for ns.
The commander got a little R/C helicopter with a cam that h can use to fly around the map! =D
*Wheeee....*
*bumps into Onos*
*onos eats Helicopter*
T_T
I ran out of ideas.. Sorry guys =(<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats not a bad idea at all, though.
The comm <i>needs</i> something that he can micro/macro himself like that. The main focus will always be on the marines, but there's too much downtime between upgrading, placing structures, and meds (Surely he can manage other stuff while waiting 1 and a half minutes for that advanced TF to fully upgrade, and medding his marines every once in awhile?)
Or maybe some annoying hovering hollogram-device that always follows every single marine around so you can change cam and see things from their eyes =)
The other marines would then have a little notification when the Commander is observing them.
I would love for it to be more substantial than just a camera view.
I suggested the commander "hacking" the map before, I figure I should explain it further.
Have the commander be an avatar on the an exact copy of the map, only it is the map's matrix. To picture the map in your head, imagine what you would see as the marine in FPS but all the walls have glowing lines of energy, like the commander seeing the power lines, information cables, water pipes, gas pipes and so on.
There are goals in the matrix that must be met by working together with the marines in the real world. For example, the commander follows the same path as the marines and he leads them to the generator. In the real world of the map, the marines need to place a part in the generator and weld its connections in place. In the matrix version of the map, the commander is hacking the command lines of the generator to re-route power to a particular goal: perhaps 1) Powering the computer so that more information can be gained about the map and its intruders. 2) Opening up the locked down processor pipes to access resource nodes. 3) Powering up the servos of an elevator. (These are only some spur of the moment ideas for goals, there could be many, many more objectives and sub-objectives.) Without the help of either, the generator wouldn't power up these other parts of the map. But that's not to say the generator would have to the first goal, maybe it would be breaking into the computer while its still on back up power or getting stubborn resource nodes to start up by way of re-routing the steam pipes and their programing.
But there would be a catch, and it would be a BIG catch. Have Dynamic Infestation effectively shut down the matrix of the rooms in which it infests. Now you have the Kharaa actively hindering the commander from effectively using any of the maps tools for his team where it cuts off or plugs up the matrix connections. Now the marines need to clear the infestation out if they want the commander to access the "home turf", as it were. I imagine in NS1 Commander's were always using a home turf's matrix to drop stuff to his men anyways, what if the Kharaa Dynamic Infestation was a response to deny the marines' their commander's helping hand? Now that would be a seriously cool turf war.
And in no way remove the ability of the commander to place structures or keep the technology upgrades coming, just have that streamlined so its easily taken care of always on the edges of the commander's screen. Reduce the micromanagement, then up the thrills and chills of being the commander. Hack the planet!
PrefixÉirinn go BráchJoin Date: 2006-12-31Member: 59353Members, Constellation
edited August 2007
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I would love for it to be more substantial than just a camera view.
I suggested the commander "hacking" the map before, I figure I should explain it further.
Have the commander be an avatar on the an exact copy of the map, only it is the map's matrix. To picture the map in your head, imagine what you would see as the marine in FPS but all the walls have glowing lines of energy, like the commander seeing the power lines, information cables, water pipes, gas....<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1645632:date=Aug 26 2007, 07:32 PM:name=Prefix)--><div class='quotetop'>QUOTE(Prefix @ Aug 26 2007, 07:32 PM) <a href="index.php?act=findpost&pid=1645632"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->to much like dystopia imo<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry, but what is "dystopia" and why is my idea like it? And even if it is, why is that necisarily a bad thing?
The whole point would be to give more "action" to the commander but retain all the strategy elements, as well as streamline those elements to minimize micromanagement that distracts from the action.
It probably wouldn't work unless their was a tool for marines being medics or engineers, which to some degree already exists in the welder. Also I would think it would go well with being able to automate the weapon drop process but increase the powers of the commander by placing authorizations on the materials for specific players or all players.
With these ideas, I'm just trying to add to the team play elements of being a commander, up the actions available, and remove all the frustration that currently exists. Is that so bad?
Sorry I cant be bothered reading all of this thread, so forgive me if its been said.
In the early day's when newbies called shotie shotie shotie even before the spawn in was finished I discovered the most useful commander function of all. Putting a waypoint on someones head as punishment and removing it once they began to think clearly. Very quickly news of this fabulous technique spread and soon became a standard tool in the coms bag. Then.....things took a turn for the worse, someone (shame on you) thought this was a cruel practice and removed the ability to do it.
Now the point is when this is released on steam there will be so many newbies (fresh meat) doing it again, I'd love to have a little help in controlling the mob mentality.
A lot of people want marines to get their own guns, meds etc..., but with the marines being player-controlled, the commander would really be reduced to upgading structures if marines had more control over res.
So just a few ideas here about commanding in general.
<b> Commander Rating </b> Basically, youll have a CR linked to your Steam ID.
At the end of every game, every player (Including aliens maybe) will vote on the performance of the commander. If there is a high majority towards good or bad, they get some experiance/points towards their CR.
Then perhaps when a game starts, players can volunteer to command, then the team can look at their CR's and pick who they want to command (no ejecting)
A very scripted single player (but online) command simulator should exist too, to allow you to get your CR up to 3 or so, with an amount of time and victories in the simulator. In this way you could even get your CR from -10 to 3. But it would take a while, and in the process youd learn a lot, and gain practice.
This would solve sucky commanders. Hopping in the chair and not knowing what theyre doing.
<b>HUD View </b> Basically allow the user to customize the size and layout of their HUD. Much like in Guild Wars. Just rectangles with titles for each section, that you can position/delete/add/resize - Building - Selection Progress (Shows Upgrades/Mana etc) - Map - Hotkeys - Money and so on...
<b>Voting Abilities</b> If a player is being disruptive or reckless, the commander can start a vote to kick them off the team. It would requite a high win ratio though.
Thats all for now.
unless you can think of a way to make marines follow orders <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I like the idea of " Matrix scdary map ", really. And when the commander is dealing with the matrix map, he cannnot give meds or something, and when leaving the matrixmode, he can see the map from top again. He will be at the same place that he left when he'll go back to the matrix world.
Really cool idea.
But I do not like the vote. It's too... " Hi-I-am-Pro-Let-Me-Comm ". And all players will become boring. Of course it's not obvious, and maybe it won't happen. But stats always change players (even the good ones) to statplayers. Just look at CounterStrike, DayofDefeat, and whatever you want.
I just don't like it, but maybe all people won't care, I don't know. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Trying it could be cool, and removing it if necessary.
What I would really like to see in the NS2 Commander is a selection of waypoint commands. As the very first reply touched on, it would be really nice to see other options other than, "Go here." Of course there's the weld spots you click on accident now and then, but not exactly what I'm getting at. For example, say if a command selects all his soldiers and left clicks, it gives the normal "Go here" communication, but if he right clicks, it could bring up something similar to the Marines pop up menu, from which he can select choices such as:
Weld here. Defend here. Wait here. Move from here to here. (Second location specified by a following left click."
Just a small thing like that would make being the comm a lot easier, and a lot more immersing.
Comments
It would be a lot of work to create a restrictive 3D camera for the comm - why not give him a simple top-down view as the default, and allow him to "spawn" as a hologram "avatar" within line-of-sight proximity of one or more squad members?
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This sounds pretty cool. Top down view that can be changed to first person with the click of a button. Would solve alot of problems, However, I have never liked the 2 COM Idea unless its as one person spectating to learn. It has to much potiental to end up in a push-me-pull-you situlation. The hologram should only be able to "see" what the marine can see. Also the aliens should not be able to see the hologram, its a projection within the marines helmet.
This sounds pretty cool. Top down view that can be changed to first person with the click of a button. Would solve alot of problems, However, I have never liked the 2 COM Idea unless its as one person spectating to learn. It has to much potiental to end up in a push-me-pull-you situlation. The hologram should only be able to "see" what the marine can see. Also the aliens should not be able to see the hologram, its a projection within the marines helmet.
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I think we're on the same page, but I have to disagree with you on a couple things. The multiple commanders would create a deeper sense of community (it's relatively straightforward to work out who does what, on the development side).
As to projecting only inside the helmet, it's a thought, but I think it would be more interesting on the gameplay level to project it from the weapon (say only certain weapons could act as projectors) and all the marines could see it, regardless of their gear - you have to consider how it looks to a new alien loading up the game, and seeing a bunch of marines huddled around a blank spot on the ground would likely look very disorienting. This could be considered a feature, but I'd call it a bug.
hrmm, too many waypoint style things will be bad imo, it promotes 'silent comming' where they just sit there only giving waypoints/drop buildings. Using chat or voice to command is a lot more dynamic, interesting, fun, social.
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I've never been that 'social' as a pubcomm, but I'd still say its better to have the basic stuff done via game mechanics and then some specific details added via other means of communication. Especially if the game has enough depht, there will surely be some fine tuning to do with text and voice. At the moment the basic stuff is taking a lot of time and there is no time to try to focus on explaining advanced stuff even if I wanted to.
1.
<!--quoteo(post=1643299:date=Aug 11 2007, 04:23 PM:name=aeroripper)--><div class='quotetop'>QUOTE(aeroripper @ Aug 11 2007, 04:23 PM) [snapback]1643299[/snapback]</div><div class='quotemain'><!--quotec-->Agreed. You could make the commander's voicecomm bar have a special symbol on it, and maybe a green color to distinct it from your marines comms. This coupled with the 'commander presence' bar on every marine hud would further entrench that the comm is talking specifically to you or the marines in your area. I'd imagine players would get the idea that they need to follow his order if his hud bar turns blue, then bright green as the commander locks on his view to give him a direct order.
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In addition to this, if there was a hotkey that would cause the commander's voice to only be transmitted to those who the commander is either hovering over (group) or viewing specifically (individual).
So you have your normal +voicerecord and some other bind (or 2 binds, one group and one individual). Or perhaps make the extra voice binds toggleable like toggleduck.
2. Health/Ammo to be placed at some specific height above the floor (and subsequently falling) in maps rather than from the sky to avoid it being caught on things in the ceiling.
3.
Ammo guage like health guage around marines. The LMG can hold 10 ammo packs, so the green gauge should have 10 sections to it and so on for each weapon so you can easily see how many the marine has in reserve.
4.
Ability to research the same thing on 2 structures. If I start research on weapons 1 on 2 different arms labs I would expect the research to go faster (and cost twice the reS). This allows for more strategical elements as well. Like extreme rushing research by sacrificing medpacks or something like that.
5.
Slight change to hotkeys. More than 5 hotkeys would be nice. Perhaps have marine hotkeys trigger the voicecomm like I mentioned without requiring a seperate bind. Don't put structures automatically in hotkeys. I for example always want obs as 1, so if I don't build obs first I don't want something else being 1. Or if I go with 2 obs or 2 arms labs or whatever I still want to organize it in a specific way.
6. Important structures should have tiny icons for each of them (generated automatically when dropped) in the upper right of the screen along with a tiny research progress bar. This way you can see the research progress at anytime. Similarly a structure that is actively being researched should have a color glow (blue?) around it where an item that is not actively being researched should have a different color (green as in it's ready to go). If you wanted to take it a step further, have a color for things that can't be researched due to not enough res (red).
This screen would have to only open up when a marine is selected and should have a bar or something that shows all their stats on it, health, ammo, etc. If it was open all the time it might fill the screen too much, even a small one might be too much to be honest, but I think it would add an interesting element to the game. For example if you had a load of aliens attacking marine start, the commander could see why some of his team are still sitting in base and realise that he should not bother (or bother) beaconing everyone back to base. Or if there is a loan marine hiding out near a hive he could become vital to the commander and the commander could have that marines view point open watching all the aliens walk past and telling the rest of the team what is coming. This is also useful for those people who don't speak English, or their English isn't very good (Not everyone who plays computer games is from an English speaking country <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> Also apparently NS is still big in India... so I'm told.), but are playing on an English speaking server, they could use this to show commanders what they want. Say for example if a marine was standing by an RT or had no ammo or could see a hive was empty, but he was the first to get there.
I'm sure there are loads of other things this could be useful for, but mainly it would be good for a commander to get a different view of the game. Dunno, good/bad idea?
Really like the_x5’s link and image. I wonder how well it would work on a multi-levelled map with various corridors and hallways to navigate while going above and below others?? Can’t wait to see something like this in game!
<!--quoteo(post=1643857:date=Aug 15 2007, 08:39 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Aug 15 2007, 08:39 AM) [snapback]1643857[/snapback]</div><div class='quotemain'><!--quotec-->
Firstly, i have to say i'm against squads and marine grouping. It's a 6 vs 6 game and the way marines group up is too dynamic. People will try and tell me that it's good for pub play and whatnot though.
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6 vs 6?? That's crazy! I know in clan matches you get restricted numbers, but to suggest that a game should restrict its size and design just for clans is absurd. Clans come from a game, not the other way around. I think 6 Vs 6 is the minimum you could play with on most public servers, and most would just switch to combat mode. IMO NS gets really good when you have more than 10 Vs 10 and the bullets/skulks are really flying. And I don’t know of many multiplayer FPS coming out now that are really good when played with a small number.
Sorry but that’s just my personal opinion.
<b>Love everyone’s ideas!</b>
Am I missing the ability to give everyone the same waypoint without hitting the "select all marines" button?
* In Black and White, Lionhead make a semi workable system whereby the user makes a shape with the mouse, and that selects a certain game option. I can imagine that making a circle shape with the mouse could be the equivalent of selecting the Obs for a ping (Still needs a left mouse click to fire the scan off).
Anyway, my main pointL
* I feel that med and ammo spamming take too much of the comm's efforts. There is rarely any time to think about strategy when your main goal is to supply your troops with what they need. Ammo is not so bad, but meds are a problem.
Also consider that any comm who takes longer than 2 seconds to respond to a demand for med is 'Noobcomm Eject Eject!', which is not so good for people learning.
As another point, consider the annoyance felt by marines who don't get spammed, or aliens who dislike medspamming. I know that current policy is in favour of allowing medspam, I suspect it is considered good to give the commander a 'twitch skills' aspect of the game to participate in, but I would not agree.
If I were given the choice, I would make medpacks
a.) Something that requires research, like hand grenades.
b.) This gives the marine two medpacks as weapons in slot 5.
c.) This can be reloaded at the armoury, or reloaded by asking the comm for ammo, and loading the ammo packs into this 'weapon'.
Sorry to make a game suggestion in a debate that is supposed to focus on the comm, but I think that the main problems of comming come from the requirement to constantly give meds.
I don't know if someone already said this (someone most likely did) but maybe a Commander Vote like BF 2? This would then require the time before the actual game starts made a little longer to give the marines the time it takes to vote for a commander and such.
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Yeah that's a good idea that way the team can only really blame themselves if a n008 gets in. However wouldn't this requires a stat system (a big job as far as I know, you have to stop people from stat padding and stuff), so lets hope Unknown Worlds are up to the task of doing that! Or I guess it could just be a vote by the marine team.
Octavian I like your med pack idea!!!! Vote YES!!!!!
it's usually not too tricky to med your team of 5 marines. They'll be in groups together and you can see on the minimap when they're about to approach something dangerous.
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You're assuming that teams will only consist of 6 players each which is not the case currently in the majority of NS games played. I agree with INKEDOUT's comment that clans come from the game. If the game has the capacity to support more people in a clan match then clans will have more people. <!--coloro:#33CC00--><span style="color:#33CC00"><!--/coloro-->I agree with and support Octavian's idea<!--colorc--></span><!--/colorc-->.
Ask yourselves questions like:
What are some of your most memorable experiences (good or bad)? For example - what was it like the first time you stepped into the command chair?<!--QuoteEnd--></div><!--QuoteEEnd-->
<u>My most memorable experiences commanding</u>: 1) Relocating a marine base to a vent as a last ditch attempt to survive a few seconds later, later to only win the game. Marines who see opportunities rather than failure are so cool to command. 2) Having an experienced commander and helpful field commanders talk me through the quirks of commanding over the voice communications.
<u>First time commanding</u>: Version 2, I think, and it was still ok to throw up turret factories and turrets then, and I must have just spent 5 minutes just figuring out the controls and experimenting with dropping stuff. Nobody seemed to mind then, but if that happened now, I am pretty sure I would have been ejected in about 5 seconds. I am pretty sure I lost that match, but the Alamo defense at the end left a lasting impression of "This is a blast! We can go out in a bang!" - that was before F4 to Ready Room became so popular, but I could have sworn everyone else was enjoying the Alamo defense too, cheering everytime we took down an Onos that we were all running scared from.
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<u>Hate</u>: The feeling of having this extremely narrow focus. There I am dropping ammo to one guy, then I have a request of meds over there on the other side of the map, then next thing I know, there is someone ######ing about not having the weapon they want, and then as I get caught up mentally trying to file all the requests and filling them out, they bit by bit fall behind the pace of the action until I am out of resources ... and then, everyone is complaining where the upgrades are, which I completely forgot about back at base since I was so busy trying to fill out the myriad of requests. Not that I have the resources for it after dropping all those requests, oy vey. Micromanagement blows IMHO. The lack of better integrated overall view point of the progress of all the parts is frustrating. It is alot like having to visit all the cities in the first Civilization game, as the game progresses, each turn takes that much longer to play out, yet it is the same task over and over and over... It gets pretty frustrating.
<u>Love</u>: <b>1)</b> Helping other players out. The feeling of getting a request to a player that helps them have fun is just so satisfying. I love being a facilitator, that is probably why the huge amount of micro management and in depth knowledge required into tactics and strategies involved in resource management on top of trying to be there for the marines on the front line is so frustrating. Giving players tips, advice, suggestions, weapons, ammo, health, upgrades ... its like you get to be giving gifts all the time, like you're Santa Claus ... who just happens to want to see stuff blown up too. <b>2)</b> The other awesome part is coming up with some outlandish scheme and having it work because the marines running around are willing to be a part of the mischievousness.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Maybe you <i>avoid </i>commanding and if so, why?<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't avoid it, I just stop playing the game when I can no longer handle having griefers and complainers. I don't particularily seek out the chair because I don't have a mic regularly while playing, as commanding without the speed and ease of Voice communications hugely trumps Way Points, but if no one else is going to, I jump in just so the game doesn't flop right then and there.
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Anything goes. Let's hear your thoughts!<!--QuoteEnd--></div><!--QuoteEEnd-->
Anything? I would like the commander to be like five experiences I had playing Strategy games that were a total blast to play, even now long after they came out in some cases:
1) X-COM: UFO Defense
2) Rainbow Six 3
3) Earth 2150
4) Galactic Civilizations 2
5) Supreme Commander
If you had to be influenced heavily by one of these for the commander experiences, go with Supreme Commander, the way it zooms and everything turns into symbols ... love it.
I didn't read all the posts, all this english is quite hard for my little belgian brain >.<
But what I'd like to see in the command station is :
-A greater panel for the binds ( i mean, more hotkeys available to bind, like 0 to 9 at least )
-The ability to bind areas, on numbers or letters ( or symbols ? ), it would be really faster if it was possible to hit a key and be over an aera. I was used to drop a structure in a stealth hook of a room, then I bound it, and i had my bind <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> but it was quite expensive and stupid xD
-The ability for the marines/commander to see what is watching the commander/marines. it's most fun than useful, but it's cool anyway. And why not the ability for any marine to see what is seeing another marine ( one ppl at once, on a little screen big like the marine minimap )
-More orders, like " CTRL+Rightclic = Attack " ( even if there's no enemy entity under the commander's clic ), or " Duck+Rightclic = Go & Wait " ; i won't write all of them, but it's easy to find some good orders that could be combo-given. ( Read 2 times if you don't understand :\ Don't forget i'm not often speaking english :x )
-Multi Orders for the same marines, I mean, giving 3 consecutive waypoints for a marine " Go there, then here, and finally here ". Like the Warcraft's/Starcraft's SHIFT+Leftclic.
I know the waypoints aren't really important when commanding on a pcw, but it's really useful on ffa. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
-The ability to do combo-drops, I mean prebuild drops. There would be 3 or 4 keys only usable for that, and the commander could grab icons from the menu into the prebuilding-drops interface. Like :
G : Welder + Shotgun + Ammopack(x3)
H : Heavy Armor + Welder + Hevy Machine Gun
J : PhaseGate + Minepack
K : Medpack(x2)
And then the commander just have to HotkeyClic instead of dropping everything one by one.
In a global way, I think it should be cool to do combo-clics, it gives more fun and more ways to play ( of course, adding a lot of the previous ideas given in the topic ).
What else ? Hhhm.....
I've got some other " cool " ideas, but they're all out of the commander's context, so I'll write them later in the good topic.
Thank you for reading me !
Sincerly yours,
Zil.
I need to full on disagree with that. Without a commander, a game of NS for the marines breaks down and is all but unplayable not even a minute into the round.
The commanding experience, as long as it is one that people avoid or not newbie friendly, is one that needs major overhaul.
If anything, reduce the micromanagement. I would love to see a fellow marine in the field med other marines and give the commander something more active to do, like he needs to "hack" the nanite matrix of the map they are playing on to help take back the place from the Kharaa.
NS has got some rts gamers and lots of fps gamers. I'd hate to be the one to balance the game for both.
Edit: Forgot the waypoint/sound scouting. Well, I'd say the marine management could still use some more depth than the meds and ammo spam and an occassional scan. More little, non-crucial stuff to learn is always good for ns.
The commander got a little R/C helicopter with a cam that h can use to fly around the map! =D
*Wheeee....*
*bumps into Onos*
*onos eats Helicopter*
T_T
I ran out of ideas.. Sorry guys =(
The commander got a little R/C helicopter with a cam that h can use to fly around the map! =D
*Wheeee....*
*bumps into Onos*
*onos eats Helicopter*
T_T
I ran out of ideas.. Sorry guys =(<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats not a bad idea at all, though.
The comm <i>needs</i> something that he can micro/macro himself like that. The main focus will always be on the marines, but there's too much downtime between upgrading, placing structures, and meds (Surely he can manage other stuff while waiting 1 and a half minutes for that advanced TF to fully upgrade, and medding his marines every once in awhile?)
The other marines would then have a little notification when the Commander is observing them.
I suggested the commander "hacking" the map before, I figure I should explain it further.
Have the commander be an avatar on the an exact copy of the map, only it is the map's matrix. To picture the map in your head, imagine what you would see as the marine in FPS but all the walls have glowing lines of energy, like the commander seeing the power lines, information cables, water pipes, gas pipes and so on.
There are goals in the matrix that must be met by working together with the marines in the real world. For example, the commander follows the same path as the marines and he leads them to the generator. In the real world of the map, the marines need to place a part in the generator and weld its connections in place. In the matrix version of the map, the commander is hacking the command lines of the generator to re-route power to a particular goal: perhaps 1) Powering the computer so that more information can be gained about the map and its intruders. 2) Opening up the locked down processor pipes to access resource nodes. 3) Powering up the servos of an elevator. (These are only some spur of the moment ideas for goals, there could be many, many more objectives and sub-objectives.) Without the help of either, the generator wouldn't power up these other parts of the map. But that's not to say the generator would have to the first goal, maybe it would be breaking into the computer while its still on back up power or getting stubborn resource nodes to start up by way of re-routing the steam pipes and their programing.
But there would be a catch, and it would be a BIG catch. Have Dynamic Infestation effectively shut down the matrix of the rooms in which it infests. Now you have the Kharaa actively hindering the commander from effectively using any of the maps tools for his team where it cuts off or plugs up the matrix connections. Now the marines need to clear the infestation out if they want the commander to access the "home turf", as it were. I imagine in NS1 Commander's were always using a home turf's matrix to drop stuff to his men anyways, what if the Kharaa Dynamic Infestation was a response to deny the marines' their commander's helping hand? Now that would be a seriously cool turf war.
And in no way remove the ability of the commander to place structures or keep the technology upgrades coming, just have that streamlined so its easily taken care of always on the edges of the commander's screen. Reduce the micromanagement, then up the thrills and chills of being the commander. Hack the planet!
<img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I suggested the commander "hacking" the map before, I figure I should explain it further.
Have the commander be an avatar on the an exact copy of the map, only it is the map's matrix. To picture the map in your head, imagine what you would see as the marine in FPS but all the walls have glowing lines of energy, like the commander seeing the power lines, information cables, water pipes, gas....<!--QuoteEnd--></div><!--QuoteEEnd-->
to much like dystopia imo
Sorry, but what is "dystopia" and why is my idea like it? And even if it is, why is that necisarily a bad thing?
The whole point would be to give more "action" to the commander but retain all the strategy elements, as well as streamline those elements to minimize micromanagement that distracts from the action.
It probably wouldn't work unless their was a tool for marines being medics or engineers, which to some degree already exists in the welder. Also I would think it would go well with being able to automate the weapon drop process but increase the powers of the commander by placing authorizations on the materials for specific players or all players.
With these ideas, I'm just trying to add to the team play elements of being a commander, up the actions available, and remove all the frustration that currently exists. Is that so bad?
In the early day's when newbies called shotie shotie shotie even before the spawn in was finished I discovered the most useful commander function of all. Putting a waypoint on someones head as punishment and removing it once they began to think clearly. Very quickly news of this fabulous technique spread and soon became a standard tool in the coms bag. Then.....things took a turn for the worse, someone (shame on you) thought this was a cruel practice and removed the ability to do it.
Now the point is when this is released on steam there will be so many newbies (fresh meat) doing it again, I'd love to have a little help in controlling the mob mentality.
Ar the memories
A lot of people want marines to get their own guns, meds etc..., but with the marines being player-controlled, the commander would really be reduced to upgading structures if marines had more control over res.
So just a few ideas here about commanding in general.
<b>
Commander Rating </b>
Basically, youll have a CR linked to your Steam ID.
At the end of every game, every player (Including aliens maybe) will vote on the performance of the commander. If there is a high majority towards good or bad, they get some experiance/points towards their CR.
Then perhaps when a game starts, players can volunteer to command, then the team can look at their CR's and pick who they want to command (no ejecting)
A very scripted single player (but online) command simulator should exist too, to allow you to get your CR up to 3 or so, with an amount of time and victories in the simulator. In this way you could even get your CR from -10 to 3. But it would take a while, and in the process youd learn a lot, and gain practice.
This would solve sucky commanders. Hopping in the chair and not knowing what theyre doing.
<b>HUD View </b>
Basically allow the user to customize the size and layout of their HUD.
Much like in Guild Wars.
Just rectangles with titles for each section, that you can position/delete/add/resize
- Building
- Selection Progress (Shows Upgrades/Mana etc)
- Map
- Hotkeys
- Money
and so on...
<b>Voting Abilities</b>
If a player is being disruptive or reckless, the commander can start a vote to kick them off the team. It would requite a high win ratio though.
Thats all for now.
unless you can think of a way to make marines follow orders <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I like the idea of " Matrix scdary map ", really. And when the commander is dealing with the matrix map, he cannnot give meds or something, and when leaving the matrixmode, he can see the map from top again. He will be at the same place that he left when he'll go back to the matrix world.
Really cool idea.
But I do not like the vote. It's too... " Hi-I-am-Pro-Let-Me-Comm ". And all players will become boring. Of course it's not obvious, and maybe it won't happen. But stats always change players (even the good ones) to statplayers. Just look at CounterStrike, DayofDefeat, and whatever you want.
I just don't like it, but maybe all people won't care, I don't know. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Trying it could be cool, and removing it if necessary.
Weld here.
Defend here.
Wait here.
Move from here to here. (Second location specified by a following left click."
Just a small thing like that would make being the comm a lot easier, and a lot more immersing.