Marine Sub Commander

CronoRayCronoRay Canada, British Columbia Join Date: 2005-04-13 Member: 48354Members, Reinforced - Shadow
edited December 2007 in Ideas and Suggestions
<div class="IPBDescription">Support Commander</div>The sub commander for the marines would be a commander with limited access to the Commander tech tree, he would have a shortcut key to press to bring up a menu similar to the alien menu or the marine right mouse menu.

He would be able to call in ammo and med packs at will at the cost of res just as much as the comm, but they would drop in around the sub commander for him and marines with him to get. He would also be able to build Observatories wherever he pleases for advanced forward outposts for scanning. He could maybe even make a lone turret of up to a limit of 3 the same as base turrets but without the need of a turret factory, and can only make a total of three at a time anywheres on the map, so he cant make anymore until one is destroyed.

He could also make an armory the same as the primary commander but at double the cost and only one on the map at a time, and it cant be upgraded to advanced armory so it doesn't support the forward outpost with overpowered weapons, the sub commander will also be able to give any marine orders just like the primary commander but with a command menu similar to that of the v shortcut menu's in Unreal Tournament games, but instead when you select an order such as move here a green circle comes up on the ground on the sub commanders screen and you have to press the fire button or a shortcut key to give the order for the marines to move there.

These are features that wouldn't make the sub commander unfair or overpowered and would release the some of stress off the primary commander of having to constantly give med and ammo packs to the marines and worrying about making forward outposts in res rooms or corridors, and take away the constant need of the primary commander giving orders too all of the marines which the sub commander can help with.

To place the buildings with the sub commander you bring up the Sub Commander build menu and select the building, then the ghost of the building comes up and you can place it anywheres you want, then marines can build it like they would with a primary commander placed building.

Comments

  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    edited December 2007
    How would the sub-comm be chosen?
    What resources does the sub-comm use to buy buildings/ammo/meds?

    It's an interesting, but potentially dangerous idea. If the comm and sub-comm don't see eye to eye, it could cause doom to the marines!
  • spawnof2000spawnof2000 Join Date: 2007-09-01 Member: 62111Members
    ahh but the comm could chose sub-comms therefore if the sub-comm started waaaastiiiiiiinnnnng resources and stuff he could just strip him of his power
  • HeskeyHeskey Join Date: 2005-07-31 Member: 57246Members
    <!--quoteo(post=1664385:date=Dec 17 2007, 07:29 AM:name=spawnof2000)--><div class='quotetop'>QUOTE(spawnof2000 @ Dec 17 2007, 07:29 AM) <a href="index.php?act=findpost&pid=1664385"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ahh but the comm could chose sub-comms therefore if the sub-comm started waaaastiiiiiiinnnnng resources and stuff he could just strip him of his power<!--QuoteEnd--></div><!--QuoteEEnd-->

    The problem comes then with moronic commanders that will kick out a sub-comm for 'draining resources', despite doing a worse job himself than the sub com.

    And a mutiny won't fix it; generally, half the people on a team playing NS have no microphone, keyboard, or brain (Not saying they're thick; just saying they don't notice what's going on, other than what THEY 're doing; even if it's a system related thing)
  • Dark RageDark Rage Join Date: 2007-12-05 Member: 63081Members
    I think that having a sub commander is unnecessary. Whatever the new weapon system for marines is going to be hopefully it will allow the comm to focus more on general strategy and coordination. A good to great comm can currently keep up with all the components of being a comm (dropping meds, guns, upgrades, countering, etc.)

    There seems to be general agreement that some aspects of being a comm need to be streamlined to make it easier but at the same time hard to master (Blizzard's philosophy of easy learn hard to master). A sub comm will make it harder for the comm (he would constantly have to monitor him to make sure he is keeping with the com's strategy).

    Maybe instead of constantly dropping meds throughout the map there could be ammo/health caches. Or to make the maps more dynamic, if your team controls a certain point it would give ammo/health to that team. It would encourage marines to hold their resources and free the comm from having to constantly drop meds.
  • CronoRayCronoRay Canada, British Columbia Join Date: 2005-04-13 Member: 48354Members, Reinforced - Shadow
    edited December 2007
    Yea dark rage you seem like the kind of guy who worries alot about the comm and not shooting thew aliens, the biggest % of the time i play an NS game the comm is actually good but the marines are the ones who lose the game, the biggest % of the time a comm will suck is because they just don't know how to comm be it total newb to NS or just don't like to comm but had to jump in since no one else would.

    A sub commander wouldn't necessarily hurt the team if the comm could strip the player of his sub comm rank or the team could vote him out of that spot, and there will always be players that don't listen Heskey thats how it will always be, and hell some players don't even have sound so cant hear the comm talking on the mic. Dark Rage if you read my post properly you would've seen that i said the sub comm cannot drop or buy weapons for marines leaving that up to the comm so it doesn't matter what kind of new weapon system they put in the game the comm wouldn't cause any problems with it, if the sub comm doesn't listen to the comm and doesn't stick with his strategy then he gets booted from that position for a more respectful marine player to take over, It's just that easy.

    Now i think to be honest your idea of cache's of med and ammo packs on the map just wouldn't be fair to the aliens man, think about it, the marines may use med and ammo packs, but the aliens don't use ammo and they HAVE to have gorges to heal fast unless they have good regen and hide or go run to a dc chamber, so the idea of med and ammo cache's would unbalance the game unless the aliens had some biological health pack called a Bio Sack or something like that, that an alien commander could drop if they implement the alien commander.

    And your idea of Dynamic Maps where you hold a point to get med and ammo packs just wouldn't really work as i said before unless the aliens got some form of med pack to counter the marines med pack, so i don't think that would work well either. All i gotta say is if you would stop worrying and complaining about how and players can be and who doesn't have a mic or keyboard or whatever you like to say and just play the game it would be much more fun. It would be nice to see people be more open to ideas instead of shooting them down right away.
  • CronoRayCronoRay Canada, British Columbia Join Date: 2005-04-13 Member: 48354Members, Reinforced - Shadow
    To add on to the idea the best i can the Sub Commander will draw from the same resources that the primary comm uses. the sub comm can buy med/ammo packs, three base turrets max that don't need a factory to operate , an observatory which i think should be limited to three instead of unlimited, and an armory which cant be upgraded. everything will cost the same as when the primary comm buys them except the sub comm's armory which will cost approx 25 to 40 res more and cant be upgraded.

    The thing possible issue that afratnikov brought up could be a bit of a problem where the comm and sub comm don't see eye to eye, but that isn't anything new since a comm generally has 2 or more players on his marine team that JUST DON'T LISTEN <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. So if the sub comm doesn't listen just strip him of his power and give it to a player that does listen, and if the sub comm tries to waste to much res you gotta remember all he can make is 3 building types, which he also also limited to a certain amount of each.

    1 armory at any given time which ain't upgradeable to cut down on res usage and not make the game unbalanced for the aliens, an observatory which 3 of them can be made at any given time on the map, and base turrets limited to 3 on the map at any time, which don't need a turret factory to build, and may be a new model or type of turret not as strong or cheaper to make then a normal base turret.

    And the sub comm can also buy med and ammo packs which drop in a radius around him for him and his marines to pick up they cost the same as the comm's med and ammo packs but i think they should have a delay of 1.50 seconds to buy each one, that way it stops spamming of med and ammo packs in large numbers and cuts down the resource cost if a sub comm tries to spam them. Besides if they did try to spam med/ammo packs the comm could boot the sub comm and give it to someone else.
  • Dark RageDark Rage Join Date: 2007-12-05 Member: 63081Members
    The reason I place such an emphasis on the commander is because generally he is the one to make or break the marine team. A good commander is a person who can rally a group of marines that individually would not be able to accomplish their goal (and that is the beauty of a rts/fps combo). I would argue that if a bunch of marines are losing it is probably the commanders fault. Now don't get me wrong sometimes even a great commander can't win with marines that can't aim.

    I personally like to command and have gotten very good at it. On the other hand I also love getting out in the field and hunting down aliens (or going fade and ripping through marines). There should only be one commander...he is the go-to guy and the person who should determine the strategy and coordinate the rest of the team. Having a sub-commander will only complicate the chain of command.

    Having a sub-commander does not help. All the things you mentioned he could do the commander already does! I mentioned the streamlined weapon system because the commander will be more focused on the front lines and orchestrating his marines...a role that should stay solely with the commander.

    And please read my post I said "if your team controls a certain point it would give ammo/health to that team." There are many ways that could be implemented and to further differentiate the two teams. If you are a marine and you control a point you would have access to meds and ammo. If you are an alien and you control a point you would have DI spreading which could heal you and/or give you increased adrenaline.

    I am all for people having fun but to take away the role of a commander and split up his abilities just dilutes the role of the commander and creates more problems than it solves. The reason we have this ideas and suggestions forum is to brainstorm. Every idea is not a good idea and every good idea will not necessarily be implemented.
  • BCSephBCSeph Join Date: 2005-02-24 Member: 42384Members, Constellation
    Yeah have you guys ever played the commander in BF2? There's practically nothing to do! They took off of the abilities and gave them to squad leaders so the commander isnt needed. Don't make the NS2 commander boring like it is in BF2.
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