How are UWE going to make it fun having three commanders?

-Klaus--Klaus- Join Date: 2008-11-14 Member: 65447Members
After reinstalling NS this week and playing many hours on the [VH2] servers I'm curious how exactly UWE will balance three commanders on each side?

Being an avid RTS fan I've also been reading about the new C&C 4 gameplay changes. They're planning on implementing 3 unique flavours of each side (Nod and GDI) being offence, defence and support. With the aim that each three sub-factions would work together for victory. I think this kind of gameplay could work well if implemented with the NS2 commanders, each tech point and command chair having a slight bias to each of the three.

UWE have implied that each command point will unlock new tech and this could be tied to that comm chair, for example the siege cannon is tied to offence, catalyst packs to support, armour upgrades to defence... Each of these commanders could have a slight nudge to the tactics they implement too by tweaking the res cost of items and research, for example support may get cheaper med and ammo drops, defence cheaper turrets and offence could have heaper weapons. This would encourage the commanders to avoid overlapping each other and focusing their efforts more.

Something similar could be implemented with the Kharaa, maybe in line with the upgrade chambers (movement, sensory and defence).

Personally I think when a player enters a comm chair he should be able to choose his playstyle as long as it isn't taken. This would become fixed to that tech point, although pre-pinning each style to a different tech point could give maps interesting variations and tactics. For example a map could initially start with a defence commander and you work towards the offence tech point to enable a push against the enemy.

I'm not at all sure what UWE are thinking in this current time and they may scrap multiple commanders after playtesting has begun but I think this would add a very interesting layer to the strategy of the game.
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Comments

  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    I really like the idea of biasing each commander to a seperate role, certainly a good way of doing multiple commanders.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Actually this implementation, at least on the marine side, fits like what they said about commanders filling 'roles'. Each comm would take care of their own related upgrades.

    Offense - controls sieges, weapon upgrades.
    Defense - controls turrets, and other defensive upgrades (armor?)
    Support - Builder bots, medding/ammo, pinging etc...

    If only one comm, he controls everything. If two comms, one of them picks who will play the other role in addition to their own.

    It sounds like it would be difficult to coordinate all 3 commanders actions together, but if they are able to pull it off and streamline it, it sounds like a lot of fun.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    Where did the Devs mention having three commanders for each side? Or even more than one for each side?
  • -Klaus--Klaus- Join Date: 2008-11-14 Member: 65447Members
    edited August 2009
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Each team can have multiple Commanders if they want! This is one of the biggest changes from NS1 and I think it's going to improve the game a lot."<!--QuoteEnd--></div><!--QuoteEEnd-->

    Straight from the interview with Flayra at NSPlayer.net its not too old.

    <a href="http://nsplayer.net/ns2interview.php" target="_blank">http://nsplayer.net/ns2interview.php</a>
  • MortosMortos Join Date: 2006-11-28 Member: 58763Members
    Agreed, this option would definitely bring sanity to the potential chaos that would be multiple commanders (or even single commanders, I feel I might even be able to command if I just had one aspect of the game to focus on, instead of the whole thing)
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Imo having multiple commanders is one way how UWE is trying to make the game more accesible for those huge public servers with 12 and more players on each side.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    40v40 games!

    3 commanders would be necessary at that point.
  • NarcilNarcil Join Date: 2005-02-16 Member: 41426Members
    lol comp play with 3 coms will be funny. assuming the teams are 6-10 players (hard to organise more than 8 players to turn up for games) then your looking at 1/2 to 1/3 of your team in a chair.

    Each marine with their own personal med spamming com would be nice tho
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    edited August 2009
    Not to sound cocky or egotistical but I really have to wonder how many people who support multiple commanders play RTS games, and if they do, how good they are at them. I can't help to have the feeling that most people who support multiple commanders have very basic skills in an RTS or just play the games in passing, never really honing or improving their skills.

    With the limited knowledge we have of NS2 I cannot see how a second commander is justified when playing a game under a 14v14, assuming the first commander has 'average' RTS skill. NS1 played almost nothing like an actual RTS game and the commander's role was so <i>basic</i> compared to a real RTS. The reasons why I say that can be found <a href="http://www.unknownworlds.com/forums/index.php?showtopic=102260&st=240&start=240" target="_blank">here (3rd down from top)</a>. I've linked to this thread before, mainly because the RTS side of NS2 has come under frequently discussion recently, and I hope the people calling for multiple commanders read and reply to my concerns. If the post is too long and you don't feel like reading it, I basically say because NS is a FPS/RTS hybrid the core of what makes an RTS game an RTS game is not present in NS. Unless there is a bombshell that UWE has yet to release about commanding I cannot see how multiple commanders are justified short of servers hosting a flat-out stupid amount of players.

    I love the title of this thread, specially the "How is UWE going to make commanding fun." I'd like to expand that by asking how is UWE going to have the commanders making dynamic strategic decisions based off events that unfold in the game and how are commanders going to avoid the role of baby sitter for the team?
  • kflikfli Join Date: 2005-02-22 Member: 42078Members
    unless they are planning on making maps very large... and giving aliens 10 hives... there isn't really a need for 3 commanders
  • Dead-InsideDead-Inside Join Date: 2004-09-22 Member: 31862Members
    Up to 10 players 1 commander is more than enough for doing everything. Above 10 players medding can become quite hard and stressful at times, making you either neglect sometimes important medrequests or something else (that PG that needs placing, that upgrade you meant to get but never did, etc).

    I still see no need at all for multiple commanders, however, I'll keep my mind open about it and I have nothing against it as such. If it doesn't work out it's not exactly hard to "fix".
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    commanders have a buffing role too. this would fit well with the offense, defense and support.

    Support has tac scans, meds and ammo

    offense has abilties like flame tipped rounds equipping the targeted marine with them to burn infestation etc

    defense has laser halls and such and such.

    alot of these things will mkae the game a lot more dynamic
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    How are they going to make it fun having three commanders? Do you think that if it weren't fun, they would do it? Do you really think they plan on screwing up this game? Honestly why should you worry about this? You voice your concern for the well-being of this game as if it's your child and the development team are your child's teachers. This is their game, not yours, and they will make it how they please. And guess what. It's gonna rock your socks. With three commanders.
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    Bigger Servers then =)
  • -Klaus--Klaus- Join Date: 2008-11-14 Member: 65447Members
    My only personal worry was that if each commander had the same remit they would end up stepping on each others toes and then whinging at each other for spending res on stupid things, I think if each command had a slightly different remit this would avoid any of this. I am personally all for multiple commanders, but I think you have to very clever in its implementation for it to work well. Just looking at NS I know they, if anyone, will be the guys who can do this.
  • daidalosdaidalos Join Date: 2004-05-23 Member: 28854Members, Constellation
    Well, I cannot say that I like the idea of multiple commanders but if every marine has to buy his own weapon then there will be no need to get into the command chair just for that. I wonder how it will work out having buildings in mind.
    Personally I dislike that everyone has to buy his own weapon, though I don't remember the details anymore.
    What about the res pool? Does every marine has his own res pool now? Are buildings built by failry dividing the cost between all marines?

    Well, I wonder how UWE worked that out. It'll be interesting to see.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1722143:date=Aug 11 2009, 09:31 PM:name=SentrySteve)--><div class='quotetop'>QUOTE (SentrySteve @ Aug 11 2009, 09:31 PM) <a href="index.php?act=findpost&pid=1722143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not to sound cocky or egotistical but I really have to wonder how many people who support multiple commanders play RTS games, and if they do, how good they are at them. I can't help to have the feeling that most people who support multiple commanders have very basic skills in an RTS or just play the games in passing, never really honing or improving their skills.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe they're assuming that most of the commanders will be FPS players that don't normally play RTS's. If that's the case it sounds like a smart move rather than a fatal flaw. I hope the RTS aspect of NS2 will have depth to it and maybe even allow for a single good commander to avoid babysitting duties. It's hard to say with the amout of "leet medpack" proponents on this forum.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    Alternatively, commanders could be restricted to actions within a certain <b>area</b> of the map.

    This could be done in one of two ways:

    1. Restrict command to the rooms around the command chair. If there is one commander, then the entire map would be available. Once two or more commanders are logged in, the rooms closest to each commander would only allow actions from that commander.

    2. Designate the "first" commander with the authority to delegate the available areas in which the other commanders can perform actions. This would allow the first commander to delegate authority to command as he/she sees fit. Initially, commanders would have full authority.

    Neither solution is perfect; but with a few tweaks, I think either could be effectively implemented.
  • -Klaus--Klaus- Join Date: 2008-11-14 Member: 65447Members
    I think limiting the areas they can interact would work but at the sametime make comming boring, especially if the rines are pushing at another point. Although if games are becoming bigger, maybe squads will be more important, each having unique tasks and spawning in at different tech points. I can't wait for Pax...
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--quoteo(post=1722143:date=Aug 11 2009, 05:31 PM:name=SentrySteve)--><div class='quotetop'>QUOTE (SentrySteve @ Aug 11 2009, 05:31 PM) <a href="index.php?act=findpost&pid=1722143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not to sound cocky or egotistical but I really have to wonder how many people who support multiple commanders play RTS games, and if they do, how good they are at them. I can't help to have the feeling that most people who support multiple commanders have very basic skills in an RTS or just play the games in passing, never really honing or improving their skills.

    With the limited knowledge we have of NS2 I cannot see how a second commander is justified when playing a game under a 14v14, assuming the first commander has 'average' RTS skill. NS1 played almost nothing like an actual RTS game and the commander's role was so <i>basic</i> compared to a real RTS. The reasons why I say that can be found <a href="http://www.unknownworlds.com/forums/index.php?showtopic=102260&st=240&start=240" target="_blank">here (3rd down from top)</a>. I've linked to this thread before, mainly because the RTS side of NS2 has come under frequently discussion recently, and I hope the people calling for multiple commanders read and reply to my concerns. If the post is too long and you don't feel like reading it, I basically say because NS is a FPS/RTS hybrid the core of what makes an RTS game an RTS game is not present in NS. Unless there is a bombshell that UWE has yet to release about commanding I cannot see how multiple commanders are justified short of servers hosting a flat-out stupid amount of players.

    I love the title of this thread, specially the "How is UWE going to make commanding fun." I'd like to expand that by asking how is UWE going to have the commanders making dynamic strategic decisions based off events that unfold in the game and how are commanders going to avoid the role of baby sitter for the team?<!--QuoteEnd--></div><!--QuoteEEnd-->

    The NS resource system is AMAZING compared to most RTS games. I have played my share of RTS games: starcraft, warcraft, every command and conquer, company of heros, and many more. The standard harassment of killing off “workers” that you seem to be talking about is complete ###### compared to the resource struggle associated with towers found in Natural Selection.

    Natural Selection gameplay completely revolves around resource control. Yes, towers are strong, but they still die. It is <b>when</b> they die that creates a dynamic resources struggle. There is really no need to make injured resource towers perform less, in fact, it sounds like a pretty bad idea for game dynamics.


    Second, I wouldn’t go as far as to say there are no counters in NS. Shotguns counter early fades, hmgs counter onos, GLs counter lerks, shotguns counter structures, etc… I do agree that the counters are typically not as sharp as traditional RTS games. In general, a shotgun does a lot more than just counter early fades and HMGs are simply better than LMGs at almost everything. But, it is important that the counters in NS are not as sharp as a typical RTS. Real players don't enjoy being completely at the whim of one teammate. Sharp counters would inherently minimize the significance of marine skill and shift the emphases on the commanders. The role of the teams single commander should not be overwhelmingly more important than any one marine on the field.


    Lastly, I agree that multiple commanders seems like a bad idea, but simply because the fundamental role of a commander is to dictate the actions of the entire team.
  • Cheezy104Cheezy104 Join Date: 2009-06-11 Member: 67792Members
    edited August 2009
    As long as having one commander is possible, and that having multiple commanders is not allowed in clan wars, I think it might be fine.

    But as an RTS player I still hate the idea of multiple commanders
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    edited August 2009
    <!--quoteo(post=1722973:date=Aug 15 2009, 09:15 AM:name=homicide)--><div class='quotetop'>QUOTE (homicide @ Aug 15 2009, 09:15 AM) <a href="index.php?act=findpost&pid=1722973"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The standard harassment of killing off “workers” that you seem to be talking about is complete ###### compared to the resource struggle associated with towers found in Natural Selection.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I guess we just blatantly disagree. In NS1 the marines are out scouting, they find an RT, and they may or may attack it. The other option is that the commander scans a RT location or sees/hears a gorge go to an RT spot and can safely assume and RT is there so they tell the marines to go kill it . Either way, both scenarios seem really basic compared to successfully micro'ing a battle and simultaneously sneaking in a smaller group of units to attack an expansion or the workers there, which I've found most RTS pub players can't really do.

    Even if you think the structure / gameplay behind the 'resource struggle in NS1' is far above that of standard RTS harassment what the commander actually does is still really basic compared to a standard RTS harassment. In terms of player skill I can't even see a comparison between the two. The first and most common way of killing RT's I listed above doesn't even involve the commander.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->There is really no need to make injured resource towers perform less, in fact, it sounds like a pretty bad idea for game dynamics.<!--QuoteEnd--></div><!--QuoteEEnd-->

    With the addition of weld-bots for the marines, and probably something similar for the alien commander, having damaged RT's resource slower sounds like a way to add skill to the commander's role and it's being done in a way that won't destroy the team if the commander is bad. It won't destroy the team because a concerned marine can just buy a welder and do it themselves. It would also encourage marines to go to places of actual value instead of rambo'ing around the map. I think every opportunity to add skill to the commander's role without increasing their ability to ruin a game should be looked at and the 'damaged RTs' idea does it in a way that does not make the commander 'overwhelmingly more important than any one marine on the field.'

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Second, I wouldn’t go as far as to say there are no counters in NS...I do agree that the counters are typically not as sharp as traditional RTS games...Sharp counters would inherently minimize the significance of marine skill and shift the emphases on the commanders.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well we at least agree there. Soft counter's are the only option for a RTS/FPS.
  • -Klaus--Klaus- Join Date: 2008-11-14 Member: 65447Members
    It would be pretty amazing for the commanders to share a battlefield overlay (toggable) where they could co-ordinate strategy, communication is going to be very important with multiple commanders. Commanders will need to be able to chat amongst themselves only, marines they are commandering only and all. There is so much epicness in this!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2009
    I think history has proved that multiple aspiring captains on one ship always lead to mutiny, wtf...
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    edited August 2009
    <!--quoteo(post=1722985:date=Aug 15 2009, 07:56 AM:name=SentrySteve)--><div class='quotetop'>QUOTE (SentrySteve @ Aug 15 2009, 07:56 AM) <a href="index.php?act=findpost&pid=1722985"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess we just blatantly disagree. In NS1 the marines are out scouting, they find an RT, and they may or may attack it. The other option is that the commander scans a RT location or sees/hears a gorge go to an RT spot and can safely assume and RT is there so they tell the marines to go kill it . Either way, both scenarios seem really basic compared to successfully micro'ing a battle and simultaneously sneaking in a smaller group of units to attack an expansion or the workers there, which I've found most RTS pub players can't really do.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Commanding <b>well</b> is certainly not this simple nor hands off. Marines are not the scouts, the commander is. The commander instantly determines which RTS have been built as they are constructed; ideally, he knows where every chamber and alien is simply by listening to the map and following the flow of the game. Like any game, the initial play is predetermined but once the first marine or alien dies the game becomes dynamic. He must decide the optimal number of marines to send to an area and if that marine should take a weapon.

    Almost every marine that is attacked is expected to get a medpack mid bite, which means the commander needs to be on screen with the marines at every battle. He has to pay attention to the movement of every marine and predict his micro movements as he enters combat areas. Although, the commander obviously does not <u>control</u> the micro movement of every marine he is expected to watch and <u>predict</u> the micro movement of every marine. If the marine is obviously dead (out of ammo, heavily outnumbered, positioned badly, etc...) then no meds should be dropped. In contrast, it may be beneficial to drop a huge amount of meds (game changing amounts of res) in a single battle to take a room. This means that the commander inherently performs the same actions he would in a standard RTS in his head without actually dropping waypoints. In fact, the commander does dam near the same thing hovering medpacks over where marines are about to jump.

    Certainly, this is not performed equally well by pub commanders. The main difference is that pub marines run off and do random things, making it much harder for the commander to follow the flow of the game and pay attention to every marine. Nevertheless, all of the same elements are performed by a decent pub commander.

    The role of the commander in NS is obviously more forgiving than a 1v1 classical RTS simply because NS is a team game. However, the macro and micro required to command <b>perfectly</b> is still above anyone that plays the game. Different, but equally challenging in its own right.

    Lastly, I am yet to see the benefit to gameplay by adding multiple commanders (other than slightly reducing the rage of marines on the field in pubs). I also believe that marines purchasing their own weapons takes away a huge part of the commanders macro responsibilities. In NS, dropping weapons, is the equivalent of choosing which units types to build. I would have preferred MORE weapons and per-unit options available to the commander, not less. Hopefully they will be adding in A LOT of per-unit upgrades that only the commander(s) can grant.
  • JAmazonJAmazon Join Date: 2009-02-21 Member: 66503Members
    It actually might work pretty well, mabe itll be kind of independant. Like each commander has 8 soldiers at his disposal and its effectively like having 3 seperate marine teams. Int his way the game would be more like 3 marine squads each with their own intel/support from a commander and then these 3 commanders can synchronize to give marines the best chance to win.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited August 2009
    If it were up to me I'd say forget about multiple commanders, it's more trouble than it's worth. I can't see it being worthwhile for a 12v12 or smaller, and even in bigger games multiple comms are just going to step on eachothers' toes. Weren't NS2 maps going to be smaller? Also for the sake of the other team I think fighting against one invisible force is more than enough. Maybe just try to design the comm's responsibilities so they don't scale too much with bigger teams.
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    Again this discussion? Nobody knows how the new commander will work yet everybody goes out thinking it will be like ns. It WON'T be like ns, it just wouldn't be feasible, it would be like two people controlling a skulk, one does wasd and the other controls the mouse.

    Have patience until we get to know more about the role, then speculate. It's pointless to do it now!
  • marksmarks Join Date: 2008-07-28 Member: 64720Members
    Multiple commanders is honestly the stupidest idea I have heard of in relation to NS2, I am genuinely shocked and appalled that UWE are choosing to go this route (someone link to confirmation?); if this goes into the final game (pretty much regardless of the implementation) I probably will not purchase NS2.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1723616:date=Aug 19 2009, 11:28 AM:name=marks)--><div class='quotetop'>QUOTE (marks @ Aug 19 2009, 11:28 AM) <a href="index.php?act=findpost&pid=1723616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Multiple commanders is honestly the stupidest idea I have heard of in relation to NS2, I am genuinely shocked and appalled that UWE are choosing to go this route (someone link to confirmation?); if this goes into the final game (pretty much regardless of the implementation) I probably will not purchase NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
    At worst it's going to wreck public play and people will block it somehow. If it works, we've got a lot better and smoother comm learning curve. Doesn't seem that bad.

    I just hope they aren't making big tradeoffs to include it in the game.
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