2 commanders?
Bulletcatcher
Join Date: 2005-01-08 Member: 33823Members
<div class="IPBDescription">seperate the powers!</div>I've been reading in these forums for a while now and noticed that most of theses ideas has to do with the commander somehow. In NS1 the commander already has too much stuff to worry about such as ordering his team around and supplying them, his base and structures, protecting his base, attacking the aliens and keeping them from doing too much damage, upgrading all these armor and weapons and stuff.
I think there should be able to be 2 commanders. I was talking about this in another thread. Sense the commander in NS1 already has a crap load to deal with and you have to concentrate and do all this stuff really fast in order to win and all that.
All these new ideas that sound really awesome, but this would most likely overwhelm the commander and make it a less interesting and enjoyable position. Maybe if UW really wants to implement them into the game. They should try to set boundaries so the commander doesn't have ot deal with them too much. Like the mines, just drop them and let the marines deal with them. So if there where 2 commanders, say you have to build another CC. That would separate it. To consume the power and not let idiots start recycling everything, make the 2nd commander have less power. He will only be able to build certain things and help out with ordering the teams around or whatever.
I don't now I've been rambling on about this on other threads and thought this might be a good idea to have 2 chairs or maybe a CC and an upgrade CC for only upgrading stuff and dropping stuff?
-Bullet-
<img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
I think there should be able to be 2 commanders. I was talking about this in another thread. Sense the commander in NS1 already has a crap load to deal with and you have to concentrate and do all this stuff really fast in order to win and all that.
All these new ideas that sound really awesome, but this would most likely overwhelm the commander and make it a less interesting and enjoyable position. Maybe if UW really wants to implement them into the game. They should try to set boundaries so the commander doesn't have ot deal with them too much. Like the mines, just drop them and let the marines deal with them. So if there where 2 commanders, say you have to build another CC. That would separate it. To consume the power and not let idiots start recycling everything, make the 2nd commander have less power. He will only be able to build certain things and help out with ordering the teams around or whatever.
I don't now I've been rambling on about this on other threads and thought this might be a good idea to have 2 chairs or maybe a CC and an upgrade CC for only upgrading stuff and dropping stuff?
-Bullet-
<img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
Comments
My first thought was that this was possibly the craziest idea ever.
After some thought, I'm warming up to it. As you said, it could help alleviate beginner comms and allow more abilities to be implemented. It also adds a wonderful layer of strategy as to when you setup the support comm's buildings, taking yet another Marines out of the field. Also, if the main comm is good enough, they won't have to rely on a support comm, adding in a wonderfully deep skill ceiling, while the addition of a support comm brings down the learning curve, and the additional strategy decisions as I mentioned above as well as freeing up the devs to implement more ideas.
How so? The change would mean that pub games could be balanced with less thought in the variance of comm skill. Even with one comm a semi decent comm can keep track of almost everything he needs and med the most important groups. The only major difference would be a little more meds if two good commanders end up in the chair. I think it wouldn't be that bad if it can be done in some relatively inuitive and smart way. Obiviously it might once again make a little division between the beginners and above average players, but the comm's role needs smoothening up somehow.
Strategically, losing the extra player, especially in smaller games, would be a huge disadvantage.
*helping people learn to com?
*needs res and lose a man (that's strategic depth right there)
[edit] I like the idea if being able to play in public server from the top down view and not have the whole weight of the game on my shoulder. After I'd get used to playing like that the I could take on the main commader role. In NS1 I know what needs to be done and how to com but only in theory, I'm afraid to jump on the chair and mess up the game for being to slow, messing up the tech tree, or forgetting the upgrades, etc. ]
Although I don't see it working very well with NS's current gameplay. Meaning NS2 would have to add some other things to have this work.
I like that the support commander would have more limited abilities from the main com. but this should mean a different chair. Should be field orientated and have something extra to do besides dropping med and ammo. Maybe have control of the weldbot (if they make it). I mean like giving it orders not direct control. And he should only be able to drop rts as buildings and low-tech weapons. [edit] main strategy should only be in the hands of one com].
<3 max
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Not sure he was saying it would change, just that a limitation to doing it no longer exists. Key word in his post that I am seeing is the word possible.
I think it would just be nice for training coms. then have lets say you have a commander training Public server where one person on the marine side can execute some command that disables all their weapons. Doing this will decrease the player limit on the alien side so lets say it can be 12 marines on 10 aliens instead of the limited +1 on the other team.
Is that the fourth of the four pillars of NS2? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> (i.e.: Lua IDE)
Uniques Sides (Marines versus aliens, keep them as asymmetric but balanced as possible)
RTS in our FPS
Dynamic Maps (DI, blow things up, build things up)
Code your own modifications
So yeah, definitely 4th pillar.
Having one commander crying for all the power of the marine team is bad enough.
Having to listen to two commanders yelling, screaming and vying for power will be enough to switch all the CS freaks to the alien team.
This actually made me think of an interesting idea.
What if something like this was coded up by the dev team, but not included as part of the "vanilla" pack of code? Kinda like either a demo of how to add something like this, as I imagine it's complicated, or as a more stable modification that they support.
Probably the former would be the most beneficial. Giving people examples of how to tweak instead of just giving them the code and having them prod it themselves is always a nice bonus for learning programmers.
I came up with this idea when playing NS, y not have commander specific buildings,
to understand, if this CC made these buildings, only that CC can recycle them, this could be a great idea for larger maps and servers, like mega servers basicly, 2 commanders. That navigator commander idea can be for smaller maps and servers. Either idea is good, i just liked thje making 2nd commander, so a nub cant go in the 2nd CC and recycle all the 1st CC's stuff, u can even make a diffrent type of CC if u want, a navigator 1, and a 2nd comm 1 >.> just comming up with some ideas for yall to argue off of.
a 1+ for this idea
Please from now on place specific ideas in this thread.
Are you implying I didn't relieve the main commander enough with my support commander ideals? I clearly see that I did relieve some pain on the Main Commander's back by adding these ideals, I agree with your other post, I think was in the missile thread, and I will continue my support of the 2nd commander only in this thread, and won't give long detailed 'references' to my support commander idea. But you still have me confused on half your post, mostly the "specific" at the end, are you talking about the 'Idea Map' I went to that link and was confused, If you can help me on that, thank you. Maybe giving the support commander more capabilities would help some, maybe giving more powers similar to the main commander, some research abilities at the arms lab maybe? Mostly the 2nd commander, which I dubbed 'Support' for a reason was to support the main commander, mostly by giving him more attention to major matters than the bots, while the support commander can drive the Bots into battle. I'd love to hear a more organized version of what you think the 2nd commander should be able to do and command, unless you disagree with the idea a second commander is requires to have a easier command capability.
Did i read your post right <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
If you want a 2nd commander but you're worried about him doing something he shouldn't, DON'T BUILD A 2ND COMMAND CHAIR. I don't think there ought to be any constraints with one minor exception. The first commander should be able to kick out the 2nd. After having been kicked out, you cannot re-enter any command chair for 5 minutes or so.
Other than that, constraints are self-inflicted. If the first commander wants him to only worry about weapons, the moment the 2nd starts doing other things is the moment the first commander kicks him. Simple as that. You have to follow the rules of the commander, and if the commander doesn't know what he's doing, well you fall under the same problem of any other game.
Why would you need a 2nd commander? Answer: To assist the first commander.
Therefore it stands to reason that you'd want a 2nd commander to do the things to be able to assist the first commander. By limiting his ability, you limit his usefulness.
He needs some limited powers compared to the main commander!