Commander questions
Daeyeth
Join Date: 2002-10-16 Member: 1506Members
<div class="IPBDescription">Probably a noob q cuz i am 1</div>I'm completely new to this game and it looks EXTREMLY COOL!I was wondering, if you're the commander in a casual mode server, and you select a marine and give him a waypoint telling him to go there, what makes him go? Is there something that actually forces the other play to go to that waypoint? Or something that gives incentive like bonus points or whatever? Or is it to just trust the player to follow your orders? What if no one cares about the commander? I'm asking because public servers in general can be pretty chaotic, whatever the game is, which can ruin some of the fun :\
Is the commander mode only to command marines? and the gorge is the equivalent builder for the aliens?
Is the commander mode only to command marines? and the gorge is the equivalent builder for the aliens?
Comments
Without a commander, the marines couldn't fight squat. The commander has to place the locations of buildings for marines to build them, he coordinates attacks, drops supplies for the marines, and in some cases can see things the marines can't. The marines can't win without following the commander's orders (well it's highly unlikely). And if you don't follow orders, no heavy machine gun for you. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Those are the incentives.
As for the aliens, they have hivesight, which allows them to see where teammates and/or marines are, depending on their upgrade level. They have no need for a commander, and tend to do well by themselves.
A: I'm not sure, I think it shows up on the map layout on their HUD.
B: Yes, commander mode is only for marines.
C: Nope, both teams are extreamly different.
A. "The marines can't win without following the commander's orders (well it's highly unlikely). And if you don't follow orders, no heavy machine gun for you. Those are the incentives."
B. "They have no need for a commander, and tend to do well by themselves."
C. Guess I didn't answer that.
LVL 1 Skulk:
Fast With high damage on melee atack, can walclimb and leap like a pro long jumper.
(Viva la B[]B! It changes all other forms of B[]B to skulk <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> )
LVL 2 Gorge:
Slow with weak attacks, is the only level that can build things.
LVL 3 Lerk:
Makes all areas accessible with the ability of flight, can also make Umbras (like dark swarm in SC) and shoot spikes.
LVL 4 Blinky:
Can teleport, with a slash strong enuf to kill a un-upgraded marine in 1 hit, can also shoot acid rockets and creat choking spore clouds.
LVL 5 Onos:
The tank of the game, tramples marines into pancakes, can also paralize, has no damaging long ranged attack though.
Hope it was helpful.
A: I'm not sure, I think it shows up on the map layout on their HUD.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I don't think he was asking how a marine sees or knows where the waypoint is, I think he was asking how does one ensure that the marine in question follows orders and actually GOES to that waypoint. I thought his answers were very relevant.
Any marine, at any time, can disobey his commander. If you're used to RTS games, then you are used to ordering your troops to a certain death at times, and they will go smiling, knowing that it is for the good of the group. You have no such luxury here. Hopefully, your marines are willing to die for you, but they can always mutiny. But it's a feature, not a bug.
If they mutiny, you don't give them any weapons.
I can hardly wait to see how well it works out on public servers.
-Ryan!
The first duty of a revolutionary is to get away with it.
-- Abbie Hoffman