Should The Commander Be A Normal Player?

ShawnDShawnD Join Date: 2002-11-09 Member: 7827Members
edited November 2002 in NS General Discussion
<div class="IPBDescription">not a suggestion, it's a discussion</div> with the current commander there is always 2 problems
-the humans bich about "this is retarded, you guys have 8, we have 7 but one of us is commander so it's really 8-6"
-the commander doesn't have as much of an idea what is REALLY going on

what if the commander was an actual moving/fighting soldier but he could set markers for stuff to do and maybe with 1 command he could go into the overhead view like that of the comm chair? the aliens have the HUGE advantage of being able to have 3 gorgs, each working on 3 separate projects, each of them constructing the stuff completely under their own power instead of being like the human comm and yelling "you stupid ****s make that **** at the waypoints!!! #@I&$Y!!!!!!"

what do you guys think of the current situation?

Comments

  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the aliens have the HUGE advantage of being able to have 3 gorgs, each working on 3 separate projects, each of them constructing the stuff completely under their own power instead of being like the human comm and yelling "you stupid ****s make that **** at the waypoints!!! #@I&$Y!!!!!!"
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    If thats the way you percieve the difficulties/ease with which each team can build things, then i can see where you are coming from. In my experience however, its the marines that have a much easier time building things as they can get a fully functional expansion up and running in under 2 minutes (with maybe 4-5 marines), and be able to fend off any aliens that may want to interfere with this process. The aliens, on the other hand, can only build one building at a time (one gorge at one location), and must wait while that gorge gets more resources. If a marine finds the gorge while hes beginning a base, the base and gorge are dead.
  • roXetroXet Join Date: 2002-11-14 Member: 8564Members
    A commander *should* have a very good idea of what is going on, because the other marines should be following his orders..... =)
  • DarkseedDarkseed Join Date: 2002-07-02 Member: 870Members
    Having 3 gorges is actually a disadvantage most of the time. Since a gorge gets resources faster than the others, having more gorges means they will all get resources alot slower.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    I don't really see any problems with the currect system, it works just fine.

    <!--QuoteBegin--ShawnD+Nov 16 2002, 01:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShawnD @ Nov 16 2002, 01:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-the humans bich about "this is retarded, you guys have 8, we have 7 but one of us is commander so it's really 8-6"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You've seen that too? I hate it. Here what you do about it, just tell them "Fine, tell your comm to get out of the CC and fight with you, then with things be more even?" the answer is, of course, no. Having the Comm is a major advantage to the marines. He easily does 4 times his worth as a marine. I would go so far as to say that if they aliens had a comm, with similar abilites as a marine comm, the aliens would almost always win.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    The commander mode is the one thing you'll <i>never</i> see severely changed in NS.

    I can't agree with your suggestion of making the commander a mobile player - he's a sitting duck, that's supposed to be a) a disadvantage for the marines (if the aliens get the CC, the marines literally lose their head) and b) he's the focus point around which the base is built.

    Changing this would quite possibly destroy NS' gameplay.
  • JasperJasper Join Date: 2002-04-08 Member: 390Members
    I have won games as commander with 4 troops vs 8 two hive aliens. not that hard
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Why would you want to ever change how the commander is set up? There is no logical reason for that. I know I have seen stuff on sub commanders and LTs or sargents but. Your suggestion would seriously screw up the game in my opinion. I am very happy with the system now. Sure sometimes people whine about evening the teams when it's something like 10 on 9 but it's really 9 on 9 since one marine is the commander. pretty even then. Just...people are to used to CS or DOD when it matters.
  • Endust88Endust88 Join Date: 2002-11-16 Member: 8918Members
    actually the way i think it should be is that the more CCs u build, the more commanders you can have.

    like if you have 3 CCs then you have 3 commanders all working simaltaniously to keep the troops working.

    and i also think the NS team should work on a way to implement the marine style fighting to the kharaa, cuz this FFA thing the aliens have going is just plain wrong <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • BlackWolfBlackWolf Join Date: 2002-11-12 Member: 8258Members
    Remember the saying "Too many Chefs in the kitchen spoils the broth"? "Too many commanders will spoil the army" is our own version. If you have two or even three commanders giving out orders, building things, or just plain anything, you can be guaranteed there will be conflicts. One will use up too many resources. Another will have one group go one way. A third'll sit there trying to get that same group to go the other way. And they'll all complain to each other. Too many commanders would be trouble, indeed.
  • RunniN-GunniNRunniN-GunniN Join Date: 2002-11-16 Member: 8934Members
    I agree with the saying leave the commander alone and let the players learn how to play. With a competent and good commander it is hard to lose. Usually with this type of commander all the troops have to do is follow waypoints and follow instructions.
  • Endust88Endust88 Join Date: 2002-11-16 Member: 8918Members
    ok ok, lol it was worth a try <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    but still the kharaa really need to be more team oriented insterad of this FFA that they have going.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--ShawnD+Nov 16 2002, 02:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShawnD @ Nov 16 2002, 02:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->with the current commander there is always 2 problems
    -the humans bich about "this is retarded, you guys have 8, we have 7 but one of us is commander so it's really 8-6"
    -the commander doesn't have as much of an idea what is REALLY going on

    what if the commander was an actual moving/fighting soldier but he could set markers for stuff to do and maybe with 1 command he could go into the overhead view like that of the comm chair?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No.
  • Shadowdragon1Shadowdragon1 Join Date: 2002-11-16 Member: 8919Members
    If the commander was a moving/fighting marine , he would be open to attack when giving commands and choosing building locations . This is why the command center building is so impervious to most attacks .
  • ShawnDShawnD Join Date: 2002-11-09 Member: 7827Members
    i find that those spawn portals are the main target of attacks. it takes a long time to kill the comm chair but the spawn portals die in just a few hits.
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