Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Yossarian on August 27, 2009, 09:32:29 PM

Title: Commander
Post by: Yossarian on August 27, 2009, 09:32:29 PM
People sulk about all the NOE raids/senseless usage of CVs that we see in this game.  Here's a possible solution: have a commander system.

Perhaps by having several commanders per team (i.e. Rooks would have 5 commanders, Knights 5 and Bish 5), one would be able to get some more large-scale strategy (and therefore, immersion, activity [esp. at peak times] and fun) into the game.

So, if this were implemented, the commander could tell his 'team': "Destroy FH #1 at Base 53, then proceed to CAP Base 53, and ensure troops arrive safely".  Then, if the game detected that that group of people destroyed the FH, and prevented any enemies upping at base 53 from leaving a certain area around the Base, those players would get a significant (maybe 1.5 or 2x ?) perk point multiplier for their actions.  The commander would probably want to be in the area, and would receive points depending on the success of his 'team'.

I won't go into the complexities of what you'd have to do to become a commander (maybe a sort of rank/election system?), but with an effective commander and a team who at least partially obeyed them, you'd suddenly see a lot of strategy and immersion coming into the game.
Title: Re: Commander
Post by: Rino on August 27, 2009, 10:00:25 PM
     I am my own commander, suits me fine, but then I'm not into landgrab "immersion"
Title: Re: Commander
Post by: Ack-Ack on August 27, 2009, 10:03:23 PM
People sulk about all the NOE raids/senseless usage of CVs that we see in this game.  Here's a possible solution: have a commander system.

Perhaps by having several commanders per team (i.e. Rooks would have 5 commanders, Knights 5 and Bish 5), one would be able to get some more large-scale strategy (and therefore, immersion, activity [esp. at peak times] and fun) into the game.

So, if this were implemented, the commander could tell his 'team': "Destroy FH #1 at Base 53, then proceed to CAP Base 53, and ensure troops arrive safely".  Then, if the game detected that that group of people destroyed the FH, and prevented any enemies upping at base 53 from leaving a certain area around the Base, those players would get a significant (maybe 1.5 or 2x ?) perk point multiplier for their actions.  The commander would probably want to be in the area, and would receive points depending on the success of his 'team'.

I won't go into the complexities of what you'd have to do to become a commander (maybe a sort of rank/election system?), but with an effective commander and a team who at least partially obeyed them, you'd suddenly see a lot of strategy and immersion coming into the game.

We already have a plethora of arm chair generals that polute this game and this would not inject 'a lot of strategy or immersion coming into the game.'   


ack-ack
Title: Re: Commander
Post by: Nemisis on August 27, 2009, 10:52:13 PM
We already have a plethora of arm chair generals that polute this game and this would not inject 'a lot of strategy or immersion coming into the game.'   


ack-ack

Agreed. They are kinda annoying.
Title: Re: Commander
Post by: Yossarian on August 28, 2009, 11:56:17 AM
Well let's scrap the 'arm-chair' bit of that - with this we'd have a commander with a slight amount of power.  I now know you three don't care about strategy, but perhaps others do.
Title: Re: Commander
Post by: Shifty on August 28, 2009, 12:07:40 PM
Well let's scrap the 'arm-chair' bit of that - with this we'd have a commander with a slight amount of power.  I now know you three don't care about strategy, but perhaps others do.

How would he have power? How long do you think paying cutomers would continue to pay to be lorded over by some cyber Napolean?
It's bad enough now having to squelch the little Generals everytime you log on now. No thanks, there's more than enough people who think they're in charge of game play as it is.
Title: Re: Commander
Post by: APDrone on August 28, 2009, 12:08:45 PM
The idea of having rank and priveleges for 'common' players ( ie, not game developers, trainers, CMs.. etc ) that is obtained by some sort of goal system will not go over well.  

If you want to have a commander for your side, make an open invite to your countrymen to be part of a larger organization. Maintain a roster and membership outside the game and communicate via e-mail as to particulars and details.  Best bet is to start with a few large squads.. direct a joint operations night or two.. then when people see what's going on, you'll find other squads wanting to join in.

Pretty soon you'll have 30 or 40 squads available to conduct operations.  Rotate the command duty amongst those that want it and have fun.

Research 'Rook Joint Operations' .. from 2001 - 2003 on the boards and you'll get an idea of what went on before.

Good luck.
Title: Re: Commander
Post by: moot on August 28, 2009, 12:20:13 PM
Yossarian, that's more likely to work bottom-up, not top-down.
Title: Re: Commander
Post by: Ack-Ack on August 28, 2009, 12:32:55 PM
I now know you three don't care about strategy, but perhaps others do.

Oh please, you don't know how I play or what elements of the game I like.  You haven't been playing as long as I have so you really don't have any clue to make that judgement.  Sheesh, little kiddies think they know everything.


ack-ack
Title: Re: Commander
Post by: Nemisis on August 28, 2009, 04:03:30 PM
Well let's scrap the 'arm-chair' bit of that - with this we'd have a commander with a slight amount of power.  I now know you three don't care about strategy, but perhaps others do.

I care about strategy, I just don't want to have 5 armchair generals all talking at the same time. If they each get their own channle then OK, I can see this working, but if not, it will get annoyng.
Title: Re: Commander
Post by: stodd on August 28, 2009, 04:56:48 PM
Umm I thought that 1DOGFIGHT was the commander?  :uhoh
Title: Re: Commander
Post by: texastc316 on August 28, 2009, 05:32:41 PM
-1. In theory, yes, maybe. But I don't see it working, too many know it alls that wouldn't be in command trying to command. Like in a mission, you have the leader of the mission, and 15 others barking orders and ideas and poof. Chaos disorder and general good times.
Title: Re: Commander
Post by: E25280 on August 28, 2009, 05:53:56 PM
Ghi is already such a commander on the Bish side . . . without any "programming" to make it happen.

Which is the only way it should happen, IMO.
Title: Re: Commander
Post by: Captain Virgil Hilts on August 28, 2009, 06:05:27 PM
Uh,,,, NO
Title: Re: Commander
Post by: StokesAk on August 28, 2009, 09:58:59 PM
kan me B teh c0mm4nd3r?  :lol
Title: Re: Commander
Post by: Enker on August 29, 2009, 12:04:41 AM
So it would work sort of like in Allegiance?

Rooks already have Midevil2, DrDeath, and LYNX, though LYNX is nice and asks politely. We are all set.
Title: Re: Commander
Post by: phatzo on August 29, 2009, 02:51:06 AM
So it would work sort of like in Allegiance?

Rooks already have Midevil2, DrDeath, and LYNX, though LYNX is nice and asks politely. We are all set.
sorry but LYNX isnt in the same catagory
Title: Re: Commander
Post by: mbailey on August 29, 2009, 10:32:41 AM
sorry but LYNX isnt in the same catagory

+1
Title: Re: Commander
Post by: waystin2 on August 29, 2009, 11:41:12 AM
Nope.
Title: Re: Commander
Post by: SuBWaYCH on August 29, 2009, 09:33:17 PM
This idea could use an overhaul in a lot of respects, but the concept wouldn't be bad for those who WANT to play this way. The game is what you make of it, anyway  :)

Say during peaktimes (nights) a "pop-up" would come onto your screen, asking whether or not you would be interested in playing an immersive strategic "war". Simply click yes or no, and if you click no, you simply do not participate. If you click yes, you will be brought into a channel automaticaly and a vote will be held between all the players on who would be commander for that evening. Once the commander has been voted, he would then select a task and those players would accomplish this task, whether it be defending there own bases or attacking the other teams, ot both.

To make this system work, it would be an alternating system for the 3 countries. Say on Monday night, the Rooks and Bishops would have a strategic war, while on Tuesday night, the Rooks and Knights would have a strategic war, and on Wenseday, the Bishops and Knights would have their strategic war. I, personally, would be apart of these types of events, as I enjoy stragetic play, as well as many other players. An area would be alotted to the commanders where they would have free rain over its uses. Maybe on the pop-up, when you clck no, put up a "restricted zone" for all those not participating so no conflicts occur between peoples fun. All those flying in that area would allow to continue to fly there until there death/ditch/landing. The area for the war would be picked in a quieter area of the map so it does not conflict with others.

This makes the strategy junkies happy and allows a "flowing" player base, where players could choose to participate on some nights and not on others, and keeps those who do not want to participate flying the way they want to fly.

All ideas for the thinkers, not the ignorant (not that anyone has been already, but for those that might be)  :aok
Title: Re: Commander
Post by: moot on August 29, 2009, 09:47:29 PM
I can't see that work in the MAs, honestly - barely anyone wants to be told what to do.  If you don't think so... Wait till you get some tactical/strategic savvy and some guy with none, or with totally different tac/strat POV, gives you his orders.
It might've worked out in CT... And you can do this in FSO already, by getting your squad into CiC duty.