Haven't Seen This Said

DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
<div class="IPBDescription">not in so many words, anyway</div> I was playin' a random single player game of Age of Empires 2, and since i'm a newb at it, I put 1 computer player on my team while the rest of the computer players were free-for-all. It got me thinking, 2 teammates in an RTS game don't have much of an actual game advantage, ignorning max unit count anyway... they each start with a couple buildings, a couple worker type units, that's it. The real advantage is that 2 brains are better than one. Yeah, it's obvious, and yeah, parts of it have been said before, but I've never really seen it spelled out plainly in these forums... to put it in one sentence: one commander cannot possibly do the thinking of an entire team of aliens. I've read that said before, but playing an RTS really put it in perspective for me. Especially because I suck at most real-time strategy games =P the aliens can have some people on defense, some on offense, and any individual player can look at the minimap to see where he or she is needed, to put up structures, to defend structures, to attack, etc. It would be like teammates in an RTS deciding one person will be on D and the other on O, or one will head north and the other west... much less to think about per person. The marines know, like, nothing individually -- the one com has to manage everything -- keeping on top of D and O at the same time, as well as things an RTS player doesn't have to deal with, like getting his units to listen to him. Feh. This post sounded more original when it was in my head, but I guess there's no harm in sharing what was on my mind.

Comments

  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    The advantage of having an elected field officer shows as explained by your post. Try it some time.
  • StormyStormy Join Date: 2003-08-25 Member: 20196Members
    I've pondered the possibilities of dual or even multi-comms before, however one big problem lies in that whilst you'll gain more strategic effectiveness, you'll lose out on firepower and geneneral efficiency.

    However, it is indeed an interesting and thought provoking proposition... maybe one for the playtesters to experiment with in a future release? I certainly would like to see it at least attempted, if nothing more than to hear, "Ok, we tried it, and it doesn't work". It may turn out to be a worthwhile idea.
  • ZarparchiorZarparchior Join Date: 2002-11-09 Member: 7929Members
    I've thought about dual comm'ing as well... and even though it would open up great possiblities (acutally using different squad numbers for a good portion of the game, effectively making two fronts the aliens have to put down for example) it would also provide a chance for a lamer or someone who thinks they already lost to recycle everything since the Primary Comm wouldn't listen to his squeemish cries.

    If there was to be dual or multi-comm'ing, I suggest that it would only be permitted if the Primary Comm gave "permission" to a certain player to have the option to hop in any extra CCs out there. Not sure how codeable that is though... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    Implementing code to assist the creation of field officers is a better solution. You don't lose firepower and you gain effeciency.
  • GolathGolath Join Date: 2003-05-20 Member: 16532Members
    Although it is a very big and hard job to control the marines, He gets much greater control over his marines than the aliens do. So instead of making the marines lose one gunner, why not just make the commanders job easier? Thats what 2.0 job started doing, which hotkeying and an easier interface and what not. Also besides more coms mean alot of arguments, unless their in the same clan or just mature (unlikely). Theres even arguments with com v marine, imagine com v com. It would just resault in alot of recycled bases, confused rines, and no res.

    Remember the little phrase 'Too many chiefs, not enough indians.'
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    If you could have two comms people would probably only use it to drop shottys and such for themselves...
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    Hm... nobody is listening to me. I offer a better solution and it's on and on about how two commanders is a bad thing. *sigh*
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    edited August 2003
    <!--QuoteBegin--PseudoKnight+Aug 29 2003, 04:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Aug 29 2003, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Implementing code to assist the creation of field officers is a better solution. You don't lose firepower and you gain effeciency. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    bingo, I have been thinking this for a while, but haven't said anything. I think the implementation of a sergeant position would be great. We all know at least a little about the military. Usually the officers are sitting back and directing, but the sergeants are leading through the thick of it. Before anyone says "you don't need to implement code to do this, you can just tell people to follow you," I'd like to point out that it could might be a little more interesting than that. I don't know how you'd implement it, but it would be useful to be able to have 1 guy besides the comm pull up his macromap and give waypoints and drop health and ammo.

    edit: Hmmm, as I'm thinking, maybe I don't agree, though I think some sort of implementation of a field segreant position could have it's uses, especially on larger pub games.
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    You also have to keep in mind that fighting the aliens is further a drain on the commander because he has to destroy and secure THREE objectives. The aliens have just ONE objective. If the aliens had just one hive, and it was 'upgraded' you'd see a lot of marine wins. But since they have 3 different objectives to cover, it becomes infinately harder. Marines need 33% more poeple then the aliens do to be fair.
  • WinterWinter Join Date: 2003-08-21 Member: 20042Members
    I can swear that I have heard something in the past that it was considered to have two comms, and the second one would be in charge of ammo / meds, etc while the other concentrated on building / upgrading.

    I think it's a good idea.

    THink about America's Army (a kick **** game). Both sides have the overall commander, and there are two squads and each has its own leader. Having two comms could mean two individual squads each with different objectives, like for example, one squad for securing RT's, the other for destroying the enemies. Sure this can be done now if only for cooperation, but we all know it wouldn't happen. Bah.
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    I'm all in favour of delegating (yes, I learned a word from Business studies!) the commander's tasks to marines, particularly the more time consuming ones, so that he can concentrate on doing his job without getting stressed!

    The commander should ALWAYS be in charge of building, research, dropping equipment and giving waypoints. These are basic commander functions. If this was all the commander had to concentrate on, I would comm a lot more <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    As it is, the commander also has to concentrate on supplying his squads (medpacks and ammo), doing scanner sweeps, and watching over outposts that are under attack; these are all time consuming and, (dare i say it) annoying.

    Imo, the marines should have some way of performing at least one of these tasks themselves; either they get a different coloured waypoint to buildings under attack automatically (yes, I can see problems already), they get some way to auto-heal/ammo themselves (perhaps a commander tickbox which automatically gives ammo or health to those who request it [useful for clan mode where the comm can trust the team not to abuse it]).

    That or a marine-mounted scanner sweep. I'm in favour of this one, as it wouldn't remove the usefulness of commander scanner sweeps. A marine-portable scanner (maybe used as a "weapon" that can recharge itself over time) would only really be useful for finding cloaked aliens, which is EXACTLY when you don't have time to ask the commander to scan for you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Methinks a 5 res "Scanner gun" could work out, but alas, methinks tis too radical of a change to be considered <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    I don't know where I was going with this [/ramble]
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited August 2003
    Before this gets any further along the slight slide toward a <b>suggestion</b> or <b>idea</b> about having two commanders, or any new weapons/tools for the Marines, I'd urge people to firstly wander into the Suggestions and Ideas forum, read the FAQ (including the part about not having two commanders). Then search the past posts, as all of the thoughts along those lines have had a thread (or a bunch of them) discussing the concept.. such as field officers, sergeants, hand-held motion trackers/observatories, and so on.
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    well, I've posted in a thread about how the games the marines do the best in are the ones with an 'unofficial' field officer who gives advice and suggestions over voice com, without undermining the com's authority... I bet having an implemented field officer, with his own skin/model so people actually followed him, would help the 'rines a lot... if this is too much like a suggestion/idea post, feel free to phase it over...
  • RatRat Join Date: 2002-12-24 Member: 11486Members
    <!--QuoteBegin--fo sheezy my neezy+Aug 30 2003, 01:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (fo sheezy my neezy @ Aug 30 2003, 01:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Usually the officers are sitting back and directing, but the sergeants are leading through the thick of it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wrong and wrong.

    O-1 through O-3 officers (2nd LT, 1st LT, Captain in Marines) are in what are deemed <i>leadership</i> positions where they are out <i>leading</i> the men. Every so often you'll find O-4 out there, but usually Majors are the entry-level <i>Command</i> position, and it then goes to Lt. Col, Col, Brig. Gen, Maj. Gen, Lt. Gen, and General. There are exceptions to these generalizations, mostly found in the flight MOSs, as you'll have an O-4, -5, or -6 in the lead of a squadron or air group that will fly with his men (and knowing aviators, every chance he gets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) more than most mid-range command officers go in the field with theirs.

    Sergeants are there to help smooth the communication and interaction between commissioned officers and enlisted men. Sergeants are usually closer to "career" marines than other enlisted men, but there are five distinct sergeant ranks (including sergeants major) with distinct duties when it comes to squad, platoon, company, regiment, brigade, battalion and corps specifics, so just lumping them together is inaccurate in itself.

    Sorry bout the level of detail, but there's always a level of accuracy that should be maintained.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited August 2003
    "POT, real life Ersatz" , NS server of the cstrike.de forum.

    There you can see marines with switching comms most times, the team comunicates, everybody knows were everyone else is, discusses what to do, you hear sentenses like "someone go comm to build here", "should we build here or go there?" instead of complaints, you drop yourself a welder or whatever, rarely someone comms longer than 25 minutes because its one person less fighting, when marines have less than 15 resources you most times see the command chair empty.
  • ZarparchiorZarparchior Join Date: 2002-11-09 Member: 7929Members
    Uh... that's rare Ollj. Very very very rare on pubs. If you have no commander for periods of longer than 20 seconds, it usually means game over for the marine team...

    I'm not saying that it wouldn't work, but you'd almost need a clan-type environment to pull it off.
  • RatRat Join Date: 2002-12-24 Member: 11486Members
    the effectiveness of a marine team is reduced drastically without a commander because at that point, the team as a whole is lacking in information. Lacking hivesight and audio reports concerning building/teammate status, the marines NEED someone that has the eye-in-the-sky view of the battlefield. By removing this element, you are removing your own effectiveness. The only time I've played a game where commanders were routinely hopping out was in a 2 v 2 on a server where me and a close bud were marines. We knew what to expect from each other, so we farmed our base with turrets, busted out two IPs, armory, arms lab and observatory, dropped two shotties and welders, then proceeded to hold out until the game was 6 v 6 then proceeded to rapidly expand, eliminating the alien's nodes and winning the round.
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