Commander Highlighting
Xerond
Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
<div class="IPBDescription">A smarter way to waypoint attacks on your opponents</div>Any good marine will get incredibly annoyed with a commander that leaves waypoints in your marine field of view. It sucks. But leaving guides or modes of communication are key to a good relationship between an RTS commander over an FPS team. Normally the best option is through voice, but you can't say everything. Vision is an incredibly big part of how we understand or receive ideas or information, especially in communication.
So how do we describe and create an easier or more intuitive game mechanic that is helpful and creates value?
When a commander has physical eye-sight on an alien (only through a marine's FOV) you can select that alien to see the object's health. This is valuable information. We could allow the commander to direct attention to an alien that is important by highlighting it. This could be a quick use ability that has some type of cooldown and likely requires a cost of some sort (upgrade cost, or per use cost) . It lasts for say, 3 seconds, when you use this ability on an alien it will highlight them a certain color on the marine hud. Basically a (shoot me, shoot me) sign to any of your marines who have direct sight on this alien. This adds value as an ability for a commander. Not only is it something that has value to the FPS team when done, its use is dependent on choice making skills. Making this an ability that has skill depth. You're not seeing health bars, but you're getting an interpretation of what is important.
These simple yet important "mini-games" (like health spamming) ask for involvement. I think they are what help make the RTS commander experience more interactive. Direct, quick, important actions required upon me made me on my toes. Even in 1 v 1 situations being able to highlight an alien would be advantage in fps tracking. And in team battle situations, 3 v 3, 3 v 4, selective use of the ability could be very helpful.
Any thoughts?
So how do we describe and create an easier or more intuitive game mechanic that is helpful and creates value?
When a commander has physical eye-sight on an alien (only through a marine's FOV) you can select that alien to see the object's health. This is valuable information. We could allow the commander to direct attention to an alien that is important by highlighting it. This could be a quick use ability that has some type of cooldown and likely requires a cost of some sort (upgrade cost, or per use cost) . It lasts for say, 3 seconds, when you use this ability on an alien it will highlight them a certain color on the marine hud. Basically a (shoot me, shoot me) sign to any of your marines who have direct sight on this alien. This adds value as an ability for a commander. Not only is it something that has value to the FPS team when done, its use is dependent on choice making skills. Making this an ability that has skill depth. You're not seeing health bars, but you're getting an interpretation of what is important.
These simple yet important "mini-games" (like health spamming) ask for involvement. I think they are what help make the RTS commander experience more interactive. Direct, quick, important actions required upon me made me on my toes. Even in 1 v 1 situations being able to highlight an alien would be advantage in fps tracking. And in team battle situations, 3 v 3, 3 v 4, selective use of the ability could be very helpful.
Any thoughts?
Comments
Then have all identified aliens show up in the center of the room the comm is floating over as floating clickable icons with lines attaching them to their respective players. Just click on those and they light up with HUD display should they whizz right past the marines, out of sight.
Note: Only once an alien is seen by a marine or the comm somehow otherwise sees it, so cloaked etc don't pop up prematurely. And once they go out of LoS, they leave a ghost for a few seconds before losing contact.
I have a suggestion: what if this role is played by the <b>squad leader</b>? I mean, in the midst of battle the squad leader can easily "mark" a common target for his squad by pressing a buttom while aiming at it. This would be a minor disruption of his individual FPS skill since he is already aiming at the alien while shooting at it.
This "mark" could easily be detached by pressing the same buttom while aiming at another alien (switching targets) and aiming at no alien (disabling the so called "mark").
Pros:
- This would avoid situations such as the alien is in the FOV of a marine, but didn´t notice because it is lurking in the shadows;
- Enhance the pratical purpose of a squad, in the tactical field;
- Demand from the squad leader... <b>leadership</b>, and make him position himself better.
Cons:
- Minor disruption of the squad leader´s FPS effectiveness (most likely to be compensated by the use of "mark");
- Dependent on the squad leader to be an effective tactic (which could be interpreted as a Pro).
Any thoughts?
Anyone know how squad leaders are assigned, when you automatically buddy up with the nearest four or so teammates?
Also, I know they're trying to de-couple the comm and marines, but I think allowing marines to issue independant orders just makes the commander more of a armchair bound technician than a strategist.
Also, I know they're trying to de-couple the comm and marines, but I think allowing marines to issue independant orders just makes the commander more of a armchair bound technician than a strategist.<!--QuoteEnd--></div><!--QuoteEEnd-->
Regarding your question: I don´t know, don´t even know if there is a squad leader in fact... (anyone?)
Now regarding your argument, I think delegating at least this kind of feature from the commander to the squads makes completely sense since more than one conflict may happen at the same time, at different locations and the comm wouldn´t manage this kind of situation very well solo. Plus, these combats may occur very fast, preventing the comm to position himself properly; and the marines on the battlefield are more likely to know which target is best for them to shoot at.
Besides, marking and focusing fire is more tactical than strategic, therefore this aspect should rest on the squads shoulders... the commander should have his own other important and fun roles.
We know there are "multiple commanders", but we don't know what that means. It could be a "squad leader" of some type.
Sure. Teams now need to create multiple Command Stations or Hives in special rooms around the map in order to make big advances in technology. Along with these advances, each new Command Station or Hive will house another team Commander. Commanders can affect the team through team resources but also have their own units and abilities that are all theirs."
From the recent interview posted to the twitter: <a href="http://shfts.com/?p=1287" target="_blank">http://shfts.com/?p=1287</a>
Sure. Teams now need to create multiple Command Stations or Hives in special rooms around the map in order to make big advances in technology. Along with these advances, each new Command Station or Hive will house another team Commander. Commanders can affect the team through team resources but also have their own units and abilities that are all theirs."
From the recent interview posted to the twitter: <a href="http://shfts.com/?p=1287" target="_blank">http://shfts.com/?p=1287</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, tnx locally and Xerond. Unfortunately nothing regarding squad leaders, but this statement makes it more plausible to implement this idea based on the commander(s) method, although I think squad leaders are still a better choice.