The Ultimate Good Team Bad Commander Story

padijunpadijun Join Date: 2002-11-01 Member: 3419Members
edited December 2002 in NS General Discussion
On bast, we overturned the skulk rush and went after the 2 open hives, engine room and refinery. We got setup there, I went past the rotating airlock and asked the commader to put down a RT. He claimed that we didn't need any more resources (apparently 2-3 RTs were enough for him) Later, the engine room was being taken over. I requested that he put down a siege turret or 2 (which he was perfectly capable of doing) in the corner of out base so that we could blast the engine room from the safety of our base. Nope. I requested that we put up a siege turret in the refinery, but he decided that was also a bad idea (even though we had about 100 resources). 5 minutes later, the aliens had towers all over the refinery, and had taken out the T-fac. Long story short, the aliens had 2 hives by the time I quit in disgust.

Comments

  • WingWangManWingWangMan Join Date: 2002-11-03 Member: 5856Members
    It happens... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Sadness...good commanders know to listen to thier troops on the ground and talk to them. Unless there i a good reason not to do something...I tend to get my troops what the want. If I can't or don't agree with them I will let them know and explain why or ask them to wait. The problem I see is there are to many people jumping in the commander spots...who don't know how...and then don't leave soon enough when someone else is willing to command.
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