Expelling inexperience commanders?
thunderraiden
Join Date: 2007-11-19 Member: 62959Members
<div class="IPBDescription">An America's Army Approach >:)</div>Ok, so I was glancing around a thread posted a while ago about inexperienced commanders always ruining cross RTS/FPS games such as BF2, NS1, Empires, and whatever else game was made for this style. But one thing everyone agrees awful and inexperienced commanders are a headache but how about a "THREE"-pronged system to find the best commander.
Yes, three, let me explain: First you have an online - single player tuturiol that MUST be completed, and not some simple tutorial like an exam type tutorial, that eliminates your 5 to 13 year old commanders and complete noob commanders.
Secondly, you have the exam actually count, that can only be taken once a week. This test will determines your CIQ Score, one of the two scores visible to all other players who play the game when your commander, this will be based off of how good you do when you took your commander exam, sort of simulating a military officer and their "classroom" skills, I'm hoping you can guess what the third one will be, because we all know how faulty classroom experience can be to actual combat experience which brings me to my last step in commander verification; successfulness.
So finally the third prong we have is your CEXP Score. This shouldn't be a cut down the middle score of how many victories you have as commander but rather a ranking type of system similar to quarterback rating in American football. It would be a rating of your teams final K:D ratio to the opposing teams K:D ratio (non-bots), amount of real players (to avoid CEXP farming), and your amount of games played, all other commanders score, and the overall commander score on the map your playing (in case its an imbalanced map). There will be isolated incidents of CEXP farming, but little will they know its just a number for the person with most commander experience, big whoop, so you spent a day with your friends farming CEXP well go jump in the commander seat buddy cuz u just actually farmed what we needed and made yourself into a decent commander.
All efforts should be put into making sure the last two systems don't backlash players for using it but instead just improve gameplay (say, the best commander doesn't want to be commander because he will lose rank points or something silly, so you should also have the option of making your commander session ranked before you take the commanders seat). there should also be penalties for leaving your commander seat after you said you would take the position if you dont come back with say 1 minute. I don't know if thats necessary. But hopefully anyone reading so far has got my drift of how the system should work. The actual server for this info shouldn't really cost that much, just the cheapest rig you can find just make it so it can hold the info of 100,000 steamid's and three stats, one for if you completed the exam with a passing grade, one for the actual grade, and the last one for the final equation of your CEXP score.
This system would take some time to develop and really isn't needed in any beta builds but would be welcome (haha of course), the server to hold the stats shouldn't as i said cost much and probably can even be made on nothing but donations, hell i dont even know if you need a server for what I'm talking about, just wanted to cover all bases.
The worst this system will do in the consumers worst case scenario is block them from becoming commander, and even that isn't necessarily the case because there will obviously be a server variable to change if passing the test is necessary or not to become commander should a clan be in some type of trouble when they go to run a game and their commander can't for some reason connect to the stats server for whatever future problems might arise, of course there should also be a switch for if the server goes down then all the online servers have the variable to disallow approved commanders to become commanders.
In closing, these are all numbers and just a quick 5 minute concept I had. The real developers should look at it completely change it to their liking and use it to their hearts content to make the most enjoyable experience I think, or at least look at it. If they don't do anything but the tutorial requiring you to past the test then I'm happy, hell make it so their isn't a server and just encrypted on your machine, if someone cracks it, its not like noobs are going to find the crack, they would have to realize its to their own benefit they do the process. Anyways, good night everyone and please think about this suggestion. <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />
Yes, three, let me explain: First you have an online - single player tuturiol that MUST be completed, and not some simple tutorial like an exam type tutorial, that eliminates your 5 to 13 year old commanders and complete noob commanders.
Secondly, you have the exam actually count, that can only be taken once a week. This test will determines your CIQ Score, one of the two scores visible to all other players who play the game when your commander, this will be based off of how good you do when you took your commander exam, sort of simulating a military officer and their "classroom" skills, I'm hoping you can guess what the third one will be, because we all know how faulty classroom experience can be to actual combat experience which brings me to my last step in commander verification; successfulness.
So finally the third prong we have is your CEXP Score. This shouldn't be a cut down the middle score of how many victories you have as commander but rather a ranking type of system similar to quarterback rating in American football. It would be a rating of your teams final K:D ratio to the opposing teams K:D ratio (non-bots), amount of real players (to avoid CEXP farming), and your amount of games played, all other commanders score, and the overall commander score on the map your playing (in case its an imbalanced map). There will be isolated incidents of CEXP farming, but little will they know its just a number for the person with most commander experience, big whoop, so you spent a day with your friends farming CEXP well go jump in the commander seat buddy cuz u just actually farmed what we needed and made yourself into a decent commander.
All efforts should be put into making sure the last two systems don't backlash players for using it but instead just improve gameplay (say, the best commander doesn't want to be commander because he will lose rank points or something silly, so you should also have the option of making your commander session ranked before you take the commanders seat). there should also be penalties for leaving your commander seat after you said you would take the position if you dont come back with say 1 minute. I don't know if thats necessary. But hopefully anyone reading so far has got my drift of how the system should work. The actual server for this info shouldn't really cost that much, just the cheapest rig you can find just make it so it can hold the info of 100,000 steamid's and three stats, one for if you completed the exam with a passing grade, one for the actual grade, and the last one for the final equation of your CEXP score.
This system would take some time to develop and really isn't needed in any beta builds but would be welcome (haha of course), the server to hold the stats shouldn't as i said cost much and probably can even be made on nothing but donations, hell i dont even know if you need a server for what I'm talking about, just wanted to cover all bases.
The worst this system will do in the consumers worst case scenario is block them from becoming commander, and even that isn't necessarily the case because there will obviously be a server variable to change if passing the test is necessary or not to become commander should a clan be in some type of trouble when they go to run a game and their commander can't for some reason connect to the stats server for whatever future problems might arise, of course there should also be a switch for if the server goes down then all the online servers have the variable to disallow approved commanders to become commanders.
In closing, these are all numbers and just a quick 5 minute concept I had. The real developers should look at it completely change it to their liking and use it to their hearts content to make the most enjoyable experience I think, or at least look at it. If they don't do anything but the tutorial requiring you to past the test then I'm happy, hell make it so their isn't a server and just encrypted on your machine, if someone cracks it, its not like noobs are going to find the crack, they would have to realize its to their own benefit they do the process. Anyways, good night everyone and please think about this suggestion. <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />
Comments
firstly if comms are going to get a ranking it needs to be based on a more composite score than K:D ratio. This is because if its purly based on this comms may target their strategys purly towards K:D ratio, which may sound like a good thing, but it may cause them to take fewer risks, and most importantly it will cause em to jump the chair when things turn bad. - at the end of most ns1 games theres a spawn killing spree - this is primarily y im against any thing involveing death numbers, for player or comm stats, cos everyone will leave a server when it turns bad.
However K:D ratio is certainly a factor in measuring a good comm, W:L ratio is also one, and the time they last maybe another good one. A bad comm will loose a map very quickly, an ok/ fairly good comm can carry a game for 30mins before loosing even if his team suck. Maybe on lost maps the time a comm lasted should be figured in to his stats, this would hopefully deter chair jumping if it was weighted properly
Having a test with scores seems a bit elitist to me possibly even fascist. Maybe there should be a compulsory tutorial u have to complete, but it shouldnt be seen as a test, more as a course, and u shudnt be ranked on it. if there is a test you have to pass, and get a good score on, normal rines may feel separted from the comm and thus wont listen to him. And finally a test cannot simulate the game, because a large portion of being a good comm is people skills that u cannot eaisly test on a game.
i think a ranking system maybe good if its balanced so it doesnt damagingly effect the way comms operate or exclude comms with differing playing styles
I can tell you've put a lot of thought into this, but when I see this I think "Is this fun?". Sure, everyone wants a competent commander, but if it's too hard to become a commander, very few people will want to do it. The goal shouldn't be to restrict commanding so much as make it more accessible and/or make having a bad commander hurt the marine team less.
+1
you don't want to exclude anyone because of lack of skill
Besides, a team's performance isn't exactly influenced by the commander as much as you'd think. If a newbie can go 1-10 in the first 5 minutes of a game, there isn't much a commander can do to change that.
Well the commander does not have to be perfect but able to "COMMAND"...
"medpack!" *phew turretfactory dropped* "-.- ffs!"
But if you ask for medpack and you get it 2 seconds later then from a pro commander... who cares?
There also noobs on the alien team... farming 90res and then go cloak onos with silence.. well and die and then quit...
For marines there should be only a commander tutorial (which will explain what buildings can do)
so being marine is nothing new to most players!
But there as to be a good alien tutorial!
and we should never let them forget how important RESOURCES and RESOURCETOWERS are!
i would love a marine tutorial with female voice explaining everything ^^