The Commander Experience

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Comments

  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    edited March 2008
    <!--quoteo(post=1673793:date=Mar 20 2008, 09:45 PM:name=Smithyace)--><div class='quotetop'>QUOTE(Smithyace @ Mar 20 2008, 09:45 PM) <a href="index.php?act=findpost&pid=1673793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow, I clearly remember J! stating he wanted input from players.. not jerk offs who have nothing better to do than waste time of the devs posting bull###### posts saying how bad someones IDEA is.

    you are completely wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->
    A) I never mentioned anything about how bad your idea is
    B) This child ^^^ needs help.

    BUTT HURT.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What if a game consists of people who dont all have ventrillo and dont all want to sign in and waste time setting it up went hey join a server and just want to join a squad quickly. Get a clue. Not everyone is friends..<!--QuoteEnd--></div><!--QuoteEEnd-->
    Then you use in-game voice to talk to your team? What would you need to talk only to your squad for if you don't know them at all? The servers are going to be 32 player max as far as I know. No 30 man teams like in BF2.
  • SmithyaceSmithyace Join Date: 2008-03-20 Member: 63911Members
    Again very helpful infomation for devs.
    Obviously you dont want NS2 to be released.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited March 2008
    Wow, someone tell this child that it has to deal with other people turning down/not liking his ideas on a public forum.
    Domining can be an ass, but he is right here.

    There is already a good way to pull off a fast beacon as commander. Extra keys for things you can already do by pressing an intuitive combo of keys just take space and make it more difficult for new players to learn the controls as commander.

    There is no need for communication only between players. It would just end up in players muting other mates and comms being ignored even more on voice-comm.

    The idea to make beacon work for relocations is appealing, but that's just one downside of relocating you have to deal with and which is necessary to avoid relocations from happening in every single game.
  • SmithyaceSmithyace Join Date: 2008-03-20 Member: 63911Members
    edited March 2008
    *Not appropriate* --Comprox
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    edited April 2008
    Once the comm interface is smooth as a gorges bottom, here's an idea to think about for raising the skill ceiling:

    An offense/defense/build bonus toggle that affects the entire team giving everyone an extra 2% damage, or 2% armor, or 5% build speed, (or whatever %) which costs nothing, does not have to be researched, and is instant. Only one could be active at a time. As the game progresses the comm can switch to any of the bonuses depending on what's happening. So it would be something that expert comms can worry about for a little extra advantage.

    Setting up a difficult siege with HA? As you move in, have damage on, then as you set up change to build speed, then an onos comes in switch back to damage, then change to armor to defend. Not that the comm doesn't already have enough to do. But if sc2 fails then maybe some koreans want to play ns2?
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    edited April 2008
    Dont know if these have been mentioned:

    - Commander can cut off other peoples microphone chat when he activates his; Sometimes theres is just an idiot in the game that spams the mic ALL game destroying the commander being able to comunicate down the microphone

    - Commander is able to make quick annotations to his "full screen drop down map" so that whenever a marine actives his "full screen drop down map" he can also see the commanders changes to it. This allows the commander to give general permanant waypoints to people that do not constantly flash up on thier screen and do not get overridden by new waypoints (This would be useful when the commander has LOTS of squads and does not want to go through them all giving waypoints.) This should preferably have specific drag and drop icons for example:

    "eventual relocation" point -<blockquote> this could be dropped in 1 of the hives so the team knows they will be building a base there as soon as they clear the hive room.</blockquote>
    "important corridor" -<blockquote>This one is quite obviose, could be used to highlight a corridor which is the only route joining two areas. For Example the only route in and out of hive 2.</blockquote>
    "Alien hive" -<blockquote>Another obviouse one, this could be used to mark the sight of the 1st alien hive as soon as it is discovered where the 1st alien hive is and then go on to mark all the sights of the alien hives that are active.</blockquote>

    Also smaller icons could be available for example ones for alien RT's that could have been discovered and also large build ups of alien chambers. These would be very useful so if a marine discoveres SC's or OC's in an area but is not able to kill them the commander can place an icon on the map where they are so that other marines know when they may be snook up on by cloakers or not to walk round a couner into 10000 OC's.

    I as a commander would find these very useful because a commander should be able to exploit every way he can give orders to his troops and this would enhance the microphone ability of a comander and also give a new way of adding comunication. Aswell as this the mini Icons would give 'each' individual marine a continually updating map telling them how they are fairing against the aliens.
    If this is intergrated I think that it should not be automatic and the commander should have to update it manualy and delete icons that are no longer relevent manually meaning that a idle commander meant people where trying to kill a hive that is already dead or faulse infomation from a marine means that people are looking for Sensory Chambers that dont exist.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I'm just jumping in here and I figured I would answer these questions on the first page...

    <b>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?</b>
    I've only been commander a few times...I liked the first time I stepped into the command chair because the kharaa team agreed to go easy on the marines because I was commanding <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> How nice of them!

    <b>What do you love and/or hate about commanding?</b>
    I love commanding because I can have the ability to build what I want. But I hate commanding because I'm not all that great at it...

    <b>Maybe you <i>avoid </i>commanding and if so, why?</b>
    I just try to avoid commanding because I'm not quick with commands...sometimes I stall and take my time or my teammates won't listen to me or sometimes I just don't know what to do.

    <b>Why types of features would you like to see added or removed?</b>
    I really like the key layout for the commander. It's nice and simple. I'm still getting used to it though...
    I would like there to be more quick keys. I mean when you hotkey like an armory or a group of members. The current limit is 5(?) and I think there should be maybe 6 or 7. But this wouldn't bother me at all...it just makes it easier for me to upgrade things faster.
    I also think there should be a quick beacon key, like the marine button at the top of the screen. Maybe even a key bound to it? Like B for beacon!
  • La ChupacabraLa Chupacabra Join Date: 2008-02-25 Member: 63729Members
    <!--quoteo(post=1675134:date=Apr 6 2008, 03:24 PM:name=PsympleJester)--><div class='quotetop'>QUOTE(PsympleJester @ Apr 6 2008, 03:24 PM) <a href="index.php?act=findpost&pid=1675134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dont know if these have been mentioned:

    - Commander can cut off other peoples microphone chat when he activates his; Sometimes theres is just an idiot in the game that spams the mic ALL game destroying the commander being able to comunicate down the microphone<!--QuoteEnd--></div><!--QuoteEEnd-->

    You can mute players by yourself: press your score button and click on the name of the spamming guy with your mouse, he will then become muted (you won't hear his mic). You can do it in every mod on HL.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=1675507:date=Apr 10 2008, 09:41 AM:name=La Chupacabra)--><div class='quotetop'>QUOTE(La Chupacabra @ Apr 10 2008, 09:41 AM) <a href="index.php?act=findpost&pid=1675507"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can mute players by yourself: press your score button and click on the name of the spamming guy with your mouse, he will then become muted (you won't hear his mic). You can do it in every mod on HL.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes well done for pointing out the obveous, i mean Universal muting of all other players on your team talking while the commander talks, not just annoying people.

    The spamming idiot was an example, and even so if you mute him, what if the rest of the team hasnt? Makes commander useless. Sometimes too many people try to talk at once, thats the problem and having the commander overrule all other microphone traffic would be very useful and also realistic, in an active situation radios would only accept one speaker at a time, to do this they would have to rank peoples important and surly the commander is the most important in a team?
  • La ChupacabraLa Chupacabra Join Date: 2008-02-25 Member: 63729Members
    <!--quoteo(post=1675525:date=Apr 10 2008, 02:54 PM:name=PsympleJester)--><div class='quotetop'>QUOTE(PsympleJester @ Apr 10 2008, 02:54 PM) <a href="index.php?act=findpost&pid=1675525"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes well done for pointing out the obveous, i mean Universal muting of all other players on your team talking while the commander talks, not just annoying people.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The way you have described it gave me an impression that it is not that obvious for everyone after all. Thus, I wanted to be helpful - no reason to be sarcastic.

    Apart from some <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /> playing their music in-game I don't remember such situations as you describe, but I believe that it has a potential to disrupt the in-game communication. Thus, the idea gets *thumbs up* from me.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I think it's a bad idea.
    If the commander can mute whoever he wants so that his whole team can't hear that person then it probably wouldn't turn out very well. I mean I can see how it would be good sometimes, but if a noob got in the chair he could just mute everyone for no reason.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=1675582:date=Apr 11 2008, 02:36 AM:name=slayer20)--><div class='quotetop'>QUOTE(slayer20 @ Apr 11 2008, 02:36 AM) <a href="index.php?act=findpost&pid=1675582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it's a bad idea.
    If the commander can mute whoever he wants so that his whole team can't hear that person then it probably wouldn't turn out very well. I mean I can see how it would be good sometimes, but if a noob got in the chair he could just mute everyone for no reason.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You have the wrong end of the stick, Its not the ability to mute.

    Example:

    If you where the commander.
    There are 3 HA, Hmg. Marines in base.
    A fade attacks a Phase gate.
    3 Marines are all using their Microphone.
    When you start talking as the commander it automaticaly cuts them off while your talking, so that your instructions can be heard clearly.

    Then as soon as you stop talking their microphones work again.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    OHHH....

    But still...if they commander could cut off everyone else's voice when he talks, he could just simply keep ahold of the talk button couldnt he?
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1675947:date=Apr 15 2008, 09:50 PM:name=slayer20)--><div class='quotetop'>QUOTE(slayer20 @ Apr 15 2008, 09:50 PM) <a href="index.php?act=findpost&pid=1675947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OHHH....

    But still...if they commander could cut off everyone else's voice when he talks, he could just simply keep ahold of the talk button couldnt he?<!--QuoteEnd--></div><!--QuoteEEnd-->
    That sounds like a commander asking to be ejected. Commanding is a position of power, if the player isn't up to the task or abuses that power he/she will be removed.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=1675966:date=Apr 16 2008, 01:32 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Apr 16 2008, 01:32 PM) <a href="index.php?act=findpost&pid=1675966"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That sounds like a commander asking to be ejected. Commanding is a position of power, if the player isn't up to the task or abuses that power he/she will be removed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly, it would be useful for those who need it and those who abuse can be ejected.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    My only concern with this idea is that cutting people off can be really poor.

    For example, there's some times where a dialogue between the commander and the players needs to happen. Furthermore, due to the time lag, they might think they've managed to get out a vital piece of info, but in reality you didn't hear it. Also, how do we tell players that while the commander is talking, all their voice chat is cut off? Usually people assume voice chat always goes out, so it might be confusing if they keep not being able to relay info to the commander.

    I think that you should have a way to distinguish the commander's voice/chat/commands, the comm chat color plugin has really helped distinguish the commander so you can lock onto their messages better, but as far as a binary muting of other players while the comm speaks is a bad idea in my mind.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    Thats a good point but when you are playing in a 18v18 siege game sometimes it get VERY loud with pointless chat.

    How about maybe everyone elses mic volume is reduced by 20% or something while the commander speaks?
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Make sure to suggest everything from the premise of siege maps. The devs seem to love them.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1676642:date=Apr 23 2008, 10:21 AM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Apr 23 2008, 10:21 AM) <a href="index.php?act=findpost&pid=1676642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make sure to suggest everything from the premise of siege maps. The devs seem to love them.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=1676642:date=Apr 23 2008, 03:21 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Apr 23 2008, 03:21 PM) <a href="index.php?act=findpost&pid=1676642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make sure to suggest everything from the premise of siege maps. The devs seem to love them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ok how about I replace it with Pubs... Same different lots of people all talking about useless stuff alot of the time.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    You're playing on the wrong server then. Either that or it's a round people are just goofing off on. We've had a few of those where both teams decided to just screw around until the map change.
  • DeviatDeviat Join Date: 2008-05-17 Member: 64276Members
    Adding support for multi monitor use would be extremely helpful for the people that have this set up. As you could have a full size map set up on 1 screen while you use the other screen for upgrading etc.... This would help solve some peoples ability to see more on the screen there for increasing their performance as a com also using a system that could let you choose what object you want shown at times with hot keys binded to bring up other menus and select buildings as such.
  • ZukerZuker Join Date: 2008-05-26 Member: 64333Members
    i usually avoid commanding because its too intense, you have to keep up with all the requests and do lots of stuff together.

    the main problem is following the requst for medpecks and such from the marines so i thought why not make a pool of med pecks/ ammo (in exchange for resources) that once a marine requsts one of them he imdietly gets it (if he has hp below a certine maximum or ammo below a certine maximum to prevent the abuse of the mechanisim) like in the CO mode but.

    example:
    commander buys 10 med's and 10 ammo's for the pool, now he is free to build and such while all the requsts are prossesed insantly.
    once in a while he refreshes the pool so it wont run out.

    this can be an addition, so the marines wont have to request and he can drop the usuall way.

    if you dont get what i said, age of empires 2's expansion has something simmiler with the food fields.

    thanks for listening <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1679483:date=May 26 2008, 06:04 AM:name=Zuker)--><div class='quotetop'>QUOTE(Zuker @ May 26 2008, 06:04 AM) <a href="index.php?act=findpost&pid=1679483"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i usually avoid commanding because its too intense, you have to keep up with all the requests and do lots of stuff together.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ok that's worrisome; you do realize you are <i>SUPPOSED TO</i> work as a team and it's going to be intense because is real-time FPS combat, right?!

    <!--quoteo(post=1679483:date=May 26 2008, 06:04 AM:name=Zuker)--><div class='quotetop'>QUOTE(Zuker @ May 26 2008, 06:04 AM) <a href="index.php?act=findpost&pid=1679483"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the main problem is following the requst for medpecks and such from the marines so i thought why not make a pool of med pecks/ ammo (in exchange for resources) that once a marine requsts one of them he imdietly gets it (if he has hp below a certine maximum or ammo below a certine maximum to prevent the abuse of the mechanisim) like in the CO mode but.

    example:
    commander buys 10 med's and 10 ammo's for the pool, now he is free to build and such while all the requsts are prossesed insantly.
    once in a while he refreshes the pool so it wont run out.

    this can be an addition, so the marines wont have to request and he can drop the usuall way.

    if you dont get what i said, age of empires 2's expansion has something simmiler with the food fields.

    thanks for listening <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    It already exists as a plugin called PhaseEQ if I'm not mistaken. What's wrong with using your jump key to go to the alert instantly? (well besides the fact you can't choose what kind of alert to go to)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited June 2008
    No x5, his problem is not that it's too intense because it's an FPS, his problem is that commanding is actually better called EXTREME BABYSITTING.

    I actually do like the auto-fill-request idea. Makes things a lot easier for those situations where someone just needs a 'quick fix'. Won't help in a situation where you *have to* medspam though.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    I don't like the auto-med/ammo system. Too much stockpiling and can give an unfair advantage. I believe there was also another thread about this and how to put in a time lag so that better commanders could med and ammo before the request went through.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    On the off-chance that this hasn't been mentioned in this post yet, there's a good article at the following link about commanding - I'm suggesting it here so that, again, on the off chance that none of the developers have read it, they might get a couple things out of it - I know I did:

    <a href="http://ns.desidius.net/comguide/?page=1" target="_blank">http://ns.desidius.net/comguide/?page=1</a>
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Oh man I love that guide. A bit dated, still talks about Fade blocking, but awesome nonetheless. I've actually downloaded it and archived it in case it ever goes offline.

    Also, ENSL has a few good pointers and so does NSLearn.

    <a href="http://ensl.zanith.nl/index.php?view=articles/advanced_commander" target="_blank">http://ensl.zanith.nl/index.php?view=artic...anced_commander</a>
    <a href="http://nslearn.readyroom.org/?doc=TheoryCommanding.php" target="_blank">http://nslearn.readyroom.org/?doc=TheoryCommanding.php</a>
  • t0x1kw4st3t0x1kw4st3 Join Date: 2008-04-27 Member: 64167Members
    edited September 2008
    I'd like to see the Reward-Waypoint system. This system promotes following the commander's orders by giving benefits to the marines who do. This can be improved upon by creating a "combo-waypoint" system, where if marines follow orders directly the benefits of following one order sticks into the next waypoint (if they accomplish it in a given amount of time). So, the commander would have to plan his waypoints carefully and decisively and boldly. This creates "momentum".

    Here is an example of combo-waypoints.
    <img src="http://i188.photobucket.com/albums/z178/iruyun/comboexample.png" border="0" class="linked-image" />

    The effects from completing the Move Order sticks with the player as long as they jump on their orders like hotcakes. (7s denotes 7seconds before the combo is broken.)

    The "Buckle Down" order is basically a hold position order / defend this area order. If a marine exits the Buckle Down area after entering, the entire squad would lose all their bonuses (or the individual marine). It would promote the Commander Planning his moves in advance, and therefore illuminate his "strategy". The commander could put four strategic moves in front of his marines from the get-go, or put them in their way gradually (before the first marine completes the first goal). If he cancels his strategy while the marines are on route, all bonuses are lost. The mechanics are there.

    A possible pool of strategic movements and their benefits include:
    move (+speed)
    buckle down (+ temporary armor)
    attack (+ damage, or, fire rate)

    so, the commander could do a move order that turns into an attack order. The effects of the move order (+speed, 10 second duration) would stick with the marine if they accomplished the attack order in good time. This would also promote placing more orders close to the original order (because of the duration of the effect). So, 10 second speed increase means the attack order has to be close to the movement order. Inside the "attack order" radius, all marines who fire their weapons gain damage or accuracy, while also moving at a 10% speed increase. Then, once they leave the attack order radius, the ticker for the next waypoint begins (and if they don't get there in time, the previous effects cancel, and the combo starts fresh.)

    So, a good marine will usually be comboed out the entire game, following orders to the tee. He would have +speed,damage,rate of fire, and other bonuses. So, the effects will be applied on a per-marine basis. But, to gain maximum effect, the marines have to work as a team.

    <img src="http://i188.photobucket.com/albums/z178/iruyun/example2.png" border="0" class="linked-image" />
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    Custom UI: (Every little aspect of the UI for the Commander and for the Aliens and the Marines has to be totally customizable)

    - Custom colour of your UI
    - Custom size of your UI
    - Custom position of your UI
    - Custom hotkeys: (i.e. Warcraft III / Starcraft)
    q w e r
    a s d f
    y/z x c v

    -Toggling on/off everything, if you want to.



    Features:

    - Add a "Supreme Commander" Minimap <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    - Add the "Supreme Commander" zoom via Mousewheel

    - Shift between different levels of the map via Shift+Mousewheel so you are able to design maps with more than one level.

    - The Commander might be able to take over the control of Sentries and Siege Cannons, and uses them, similar to "Dungeon Keeper" (if the commanding experience is getting too boring ?! )

    - Displaying a Route for the Marines like a GPS which auto interrupts and alarms the Commander if nearby aliens are spotted by the Marine or Scanners, so the Commander knows that the Marines won't arrive in time to their Waypoints.

    - The common Stuff (everything you need nowadays in a strategy game) like "Guarding", "Attack Move", "Patrol", "Hold Ground", Chaining Commands, Jump to Events via Hotkey (i.e. A marine needs HP, the Commander uses the Hotkey and auto drops a HP at the marine location), Minimaps, Zooming, Switching to PoV (of turrets, marines etc.), Beacons on the Minimap to add notes for the marines, Range Indicators for Turrets and Radar, Radar Cloaking, Fog of War, with easy and intelligent clicking or keybinds.

    - Fog of War, updating the map whenever a marine goes by, so once he spots an alien RT and dies, the Commander is able to see it on its map (with fog of war over it) and if the marine comes along a second time and spots some attack chambers added to the RT, the Commanders Map gets updated again. [the common stuff <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ]

    - Chaining Events together, 'Click' on Marine => 'Shift Click' Move here, Move there, Build structure after you arrived. (Spawns a Structure automatically, after the Marine arrived at his last Waypoint, also needs to "alarm" the commander, if the Marine didn't make it, or is under attack).

    - If you form squads, there should be a small "Marine" (or Armslab, or Sensory, ...) added to your UI, with multiple health bars, reflecting the health of the whole squad.
    - If you get teamed up by the Commander, the Interface of the Marine should display the Other Teammates just like a Group System in any MMORPG. One person of the Squad automatically becomes the Squad Leader, a Squad Leader might get some HP or Armor boost, and the Aliens and the Marines should be able to recognize a Squad Leader (in favor of killing / protecting him), one Squad Leader is allowed per X Number of Marines, so you can't boost all your Marines ...

    - the Alien Counterpart to this could be something like bonus damage, movement, ... if you stick together, depending on your "Alien-Squad" (Morale Immunity to Masses of Orks in Dawn of War or like firepower bonus for the Red Guard in C&C - Generals)

    - Squad respawn problem, can be solved in two ways: The dead Marines spawn near the location of the Squad Leader (Dawn of War ... Reinforcment) this shouldn't be enabled in the early game, but can be enabled by teching. The other way of solving the Squad Problem is that the Squad has to die completly and respawns together ...


    Sorry for the strange writing and formatting (couldn't stop pressing random shift (I'm from Germany ... -.-)

    Just take a look at all those strategy games around, new ones and old ones and try to compare them with one another and you get a feeling of what is good or useless for your game (if you have the time ofcourse <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> )

    Basically I would combine the UI from Warcraft III with the UI of Supreme Commander, and add some MMORPG Interface for the marines and aliens to recognize their teammates status easily. Also add in some special ideas from various games, like the respawning to the squad leader, probably for both alien and marine.
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