Commander mode should have never been developed.

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  • vbl

    #1

    Commander mode should have never been developed.

    I originally wrote this a few weeks ago but thought better about posting it. Then I read this thread and figured it might be worth a discussion. Read on.

    It occurred to me while playing tonight - my first night in almost a month - that the commander position is pretty ridiculous. Aside from vending supply crates, I don't think the commander brings much to the fun, immersion, or teamwork aspects of the game. Here are a few notes:

    1) Commanders can't be effective at giving orders. Why? They have no idea what people are good at, and they mostly ignore the squad-specific situations and statuses.

    I spent much of tonight, as usual, defending. Of course, my commander kept ordering me to attack flags, despite the fact that other players were already doing it (on their own initiative) and I was busy holding a position. The commander didn't know - couldn't know - that I am good at defending and had been doing so for most of the game. No one person is going to bother assessing the movements and skill of one player, or even a few players. It's just not relevant enough for the commander to bother looking into, especially for a 20 minute game.

    He also didn't know when I was tied up with a firefight, or that the lack of vehicles around me made it a pointless venture to try and travel halfway across the map.

    How can a commander who has no clue about the strengths of, and the circumstances surrounding, his troops, command? He can't. It's not his fault - it's just a stupid job.

    1.5) Commanders also can't be effective at giving orders because the game's reward system focuses on personal excellence, not team excellence (or even squad excellence). There is very little incentive for players to follow commander orders, especially if those orders lead players to areas where there is less potential for points. Thusly, players aren't very likely to listen - unless they're of the rare breed that considers a team win more important than an admirable personal score.

    2) The game would be better off without the UAV. You can thank the UAV and the Sat Scan for the total lack of stealth in this game. What good is being sneaky if you're visible to everyone on the other team with so much as a right-click-left-click from the enemy commander?

    3) Artillery. Ugh. There's nothing fun about it. It's just annoying enough to frustrate me every once in a while, but just random and slow enough to not make much of a difference overall. The only thing is does well is ruin the fun of a good firefight or standoff. Oh, and it reduces everyone's score potential (even the Commander's).

    -----------

    There are good commanders who make the very best of the position - my hat goes off to them. But honestly, I would've rather seen the DICE developers spend more time beefing up other aspects of the game instead of working to code in the commander, which I feel is pretty shallow.

    So what might've made more sense? Richer squad-level functionality.

    Squads are more manageable - many are made up of friends, clanmates, etc. so there's a far more cohesive understanding of who does what. Squad leaders are more likely to know the strengths and kit makeup of the squad, and he can also request that squad members fill certain roles - something the commander never does. Plus, you can control the membership of your squad (weeding out non-team players) with a simple kick, whereas commanders can't remove non-complying squads or squad leaders.

    Squad leaders can recognize opportunities and threats as well as any commander, and it's far more efficient for the squad leader to tackle objectives because he has the context to know when and how to move his men.

    Squad leaders would have to coordinate, but that's not too hard to handle. The minimap displays the SLs in big numbers, so it takes a half second to see that squad 1 is handling a flag assault.

    But what about supply crates you say? Give each squad leader the ability to request supplies, with a longer timer. Or just ditch the magical supply crates altogether and make the players themselves participate in hands-on repairs, resupply, etc.

    As far as additional squad-level functionality, here are a few ideas. I am sure that there are more, and I'm also sure that these are my 5-minute concepts and aren't necessarily balanced without some tweaking.

    1) Benefits for squads that stick together - longer sprint, better accuracy, faster healing, more shared points, radial abilities for medics and support (like in a vehicle), a mini-radar that surrounds the squad (to account for the collective awareness when all members are near each other), and a variety of formations are just a few ideas.

    2) Better intra-squad communication, especially between SLs and from SLs to squad. Additional radio messages, and the ability to VoIP to different audiences independently. SL to SL, SL to SM, etc.

    Just my thoughts on Commander. I have about 1,000 points in that role, and I never intend to raise it.

    These days it's hard to find someone who wants to command anyway, so the spirit of this post shouldn't be too far afield.

    Check your flames at the door.
  • puglous

    #2
    Re: Commander mode should have never been developed.

    Well I have to disagree about the effectiveness of orders. I already posted about 1 of many examples of this I have seen in the "'Why do experts think they have the right to tell n00bs how to play'" thread. Unlike squad leaders commanders know where the team is, where the enemy isn't, and can drop artillery/supplies in accordance with attack/defend orders (for example, a commander might order you to attack one position instead of another because they want to bomb the crap out of it with artillery). Also, there are certain formations I like to see on the battlefield which I won't go into detial about that help me in dropping supplies. I usually don't give orders thinking "I bet this person is good at defending/attacking this base", I usually give them thinking, "I'd really like it if our team could spawn there"

    Comment

    • kamandor

      #3
      Re: Commander mode should have never been developed.

      Wow, well written and I agree with a lot of what you said. I don't have the time to elaborate but I also really wish that the commander mode was improved dramatically or scrapped altogether in favour of more comprehensive squad control. I get so sick of people not working as a team it's ridiculous.

      Comment

      • Moke

        #4
        Re: Commander mode should have never been developed.

        You make some very good points, But I dont think the ineffectiveness (?lol.. that sounds wrong) of the commander position lays solely in the position it self...

        I like being commander, and I try to anticipate what my team and squads are doing.... popping up UAVs when they need them and dropping supplys for the tanks that are about to run itno some enemy tanks..etc, etc, etc.

        But to adress you points directly :

        ad1 : True.. Commanders have a hard time to know what ppl think, see and hear... One solution for your "Im defending you stupid commmander, stop ordering me to a place on the other side" Could be to form a sqaud... and put up a defend icon.... Then the commander can see what you are doing...

        He can then turn oput to be a moron or you can forget to put up the defend icon... in both cases it will result in the 2 of you not being able to know what the other want... neither can be blamed on the commander function itself.

        ad1.5 .. True.... some tuning to the reward system could be needed... if nothing else to give ppl the incentive to carry out orders.

        ad2 : Well.... erhmm I see your point, but this is one of the things that make BF2 stand out.. realism ??.. balance??... who knows.. I dont.. So im just gonna have to disagree even if I cant think of a counterargument

        ad3 : Yea.. nothing fun about Arty... and its not surposed to be... Arty is used to tactically annoy the crap out of the enemy... no one can keep focused on what they where doing when those babys start dropping...

        When that is said, I wouldnt mind some tuning of the function.. ie... it needs to be manned or something... but again it doesnt really apply to the commander function itself imo.

        Comment

        • Jesse

          #5
          Re: Commander mode should have never been developed.

          I whole-heartedly agree, and I think the solution you made in putting the responsibility on the squads is a very good idea. Perhaps allow for 8 people per squad and allow them to be divided up within the squads (simply for the ease of coordinating attacks from different directions with just one squad and other things that would require syncronized actions). I say ditch the supply crates though, and put a few medlockers and ammo crates laying around ala-1942. Have fewer than 1942 since the players can assume these roles as well, but have them there for those emergency situations if you know where they are. Definately true observations, and a great proposal as well.

          Comment

          • WarGimp

            #6
            Re: Commander mode should have never been developed.

            Hmm!
            Where ta start...
            Originally posted by ||ass||variable
            It occurred to me while playing tonight - my first night in almost a month - that the commander position is pretty ridiculous. Aside from vending supply crates, I don't think the commander brings much to the fun, immersion, or teamwork aspects of the game.
            Let me just quickly direct you to this thread: http://www.totalbf2.com/forums/showthread.php?t=40815
            I've had hella fun both being commander and having a good commander.
            1) Commanders can't be effective at giving orders. Why? They have no idea what people are good at, and they mostly ignore the squad-specific situations and statuses.
            A really good commander doesn't try to force their orders, but rather uses orders as general directives then focuses on supporting his men. Say I'm commanding and I give you an order to attack flag B. I'm not expecting you to get your tail over there NOW. I'm expecting you to make it a priority and do it as you can. In the meantime, I'll help you to not get dead.
            1.5) Commanders also can't be effective at giving orders because the game's reward system focuses on personal excellence, not team excellence (or even squad excellence). There is very little incentive for players to follow commander orders, especially if those orders lead players to areas where there is less potential for points. Thusly, players aren't very likely to listen - unless they're of the rare breed that considers a team win more important than an admirable personal score.
            This comes down to quality of players. Sadly, that's something that no-one has control over. I've seen more team focused players than people acknowladge around here, tho. Maybe it's the servers I play on.
            Donno.
            2) The game would be better off without the UAV. You can thank the UAV and the Sat Scan for the total lack of stealth in this game. What good is being sneaky if you're visible to everyone on the other team with so much as a right-click-left-click from the enemy commander?
            The intel functions of the commander were intentially designed to speed up game play. In BF2 camping is hard. Sneaking is hard. Neither is impossible (I've sneaked 'n camped quite a bit), but they are not things that can be soley relied on. With this being so, the pacing of the game ramps up. Personally, I enjoy that.
            3) Artillery. Ugh. There's nothing fun about it. It's just annoying enough to frustrate me every once in a while, but just random and slow enough to not make much of a difference overall.
            This goes with the pacing issue and the breaking up of slow play. It also gives the commander a direct interaction with the battlefield and prevents them from being bored.
            It can be both used well and poorly. It doesn't take any skill to use, but it takes brains to know when to use it best.
            There are good commanders who make the very best of the position - my hat goes off to them. But honestly, I would've rather seen the DICE developers spend more time beefing up other aspects of the game instead of working to code in the commander, which I feel is pretty shallow.
            The command role is actually what first raised my eyebrows towards BF2. I've long wanted to see forward steps in C&C for FPSs.
            I would NOT say it's a perfect system. Far from it. I can see a whole lot of improvments that could be done to the concept. However, BF2 has advanced the command role. I think progress is cool.

            Since at this point, you went on a tangent (towards improved squad level elements), I'll likewise indulge.

            I've mentioned it before and I'm sure that most BF players are aware of it, but I'll comment again.

            Dice makes no bones about Tribes being a big source of insperation for them while working on the BF games. A little "commanding" history on that franchise:

            Tribes 1 was the first FPS to intruduce a functional command mode. You could give orders, check "the big picture", and keep an eye on your assets. The game included a radar system and maintaining your sensor net was one way to gain an advantage. Unfortunatly, there simply wasn't enough to do as a commander. It got boring fast and since you had to be physically plugged into a command station in order to give orders, most of those stations were empty.

            Tribes 2 made some forward progress. They got rid of the command stations and you could now access the functions from anywhere on the map. They also improved the interface some and allowed you to give orders to multiple people at the same time. Unfortunatly, there was no distinction between players. Anyone could give anyone else a command. Needless to say, this didn't work so well for public games. However, in clan play, it worked out just fine. You could even form squads by giving players an order to defend other players (thus giving them a constant waypoint to the guy they should be sticking with). Still, the lack of interactive functionality made a full time command role less than exciting.

            Tribes: Vengance was the third game in the series. It was made with a lot of input from it's fan base. It was determined that the command functions were not a primary element because no one was using them. They took it out. It was sorely missed! It didn't take long for people to realize that those command functions had been way more important than they had thought. Outcry begain. Even the action junkies who had screamed that command wasn't needed soon realized that without that element, it had lost most of it's depth. The game tanked and has since been abandoned outright.

            BF2 announced that it would have a fully supported command role.
            Tribes 2 fans spunked all over themselves.

            Comment

            • scarywoody

              #7
              Re: Commander mode should have never been developed.

              I agree to an extent. I do however think it would be cool to add some team points for giving orders that get followed within a certain time frame. If you give a command to capture a point and it gets done you and the peeps that did the capturing could get a couple points. Same for squad leaders/squads.

              Comment

              • MrChris_CJ
                Mudkips
                • Jul 2005
                • 2610

                #8
                Re: Commander mode should have never been developed.

                i agree with u actually..artillery is one of the most ****ing annoying things in the game in my opinion...and constant uavs showing where everybody is...so fkin annoying

                Comment

                • vbl

                  #9
                  Re: Commander mode should have never been developed.

                  Originally posted by Wargimp
                  Tribes: Vengance was the third game in the series. It was made with a lot of input from it's fan base. It was determined that the command functions were not a primary element because no one was using them. They took it out. It was sorely missed! It didn't take long for people to realize that those command functions had been way more important than they had thought. Outcry begain. Even the action junkies who had screamed that command wasn't needed soon realized that without that element, it had lost most of it's depth. The game tanked and has since been abandoned outright.

                  BF2 announced that it would have a fully supported command role.
                  Tribes 2 fans spunked all over themselves.
                  The lack of commander functionality is the least offensive bit of what's wrong with T:V.

                  At any rate, I don't have much in the way of a response for your other points. I played BF1942, BFV, and DC and I never recall pacing issues, personally or publicly. The only problem that the UAV really fixes is the "2 enemies left with no spawn points" issue, but there are other ways to solve that and prevent the game from dragging on forever.

                  How about a 5 minute timer that starts when there are less than 3 players left on a team and that team owns no spawn points? If the remaining players have not captured a spawn point when the timer expires, the team loses.

                  And we didn't have to sacrifice other aspects of the gameplay to get there. Amazing!

                  Comment

                  • WarGimp

                    #10
                    Re: Commander mode should have never been developed.

                    Well, Var... since I started playing BF2 some of my friends that didn't go for the other BF games have fallen into it.
                    Just the other day, one of them made the comment "Something I really like is how you can't just hide someplace. You have to keep moving or you'll end up getting picked off." I found that to be very interesting as a layman's observation.

                    BTW, on the T:V thing, I agree. I was only talking about it in terms of command functions since that's the subject matter here.

                    Comment

                    • vbl

                      #11
                      Re: Commander mode should have never been developed.

                      Originally posted by Wargimp
                      Well, Var... since I started playing BF2 some of my friends that didn't go for the other BF games have fallen into it.
                      Just the other day, one of them made the comment "Something I really like is how you can't just hide someplace. You have to keep moving or you'll end up getting picked off." I found that to be very interesting as a layman's observation.

                      BTW, on the T:V thing, I agree. I was only talking about it in terms of command functions since that's the subject matter here.
                      Don't forget that BF2 has made it MUCH easier for individual players to spot targets for the team, using the "Spotted" point-and-click interface. Aside from being a brilliant interface advancement over other BF games, it also makes it a lot harder to stay hidden.

                      The Commander's abilities are overkill, and detract from other aspects.

                      Comment

                      • WarGimp

                        #12
                        Re: Commander mode should have never been developed.

                        Can't really disagree.
                        I don't find it to be a major problem either tho.
                        As I say, I like the pacing and I like the commander/grunt interaction.

                        There's definatly room for improvment, but compaired to everything else on the market, it's leaps and bounds ahead... so why complain?
                        (Er, that's me saying why would I complain. Others are free to complain as much as they like. :p )

                        Comment

                        • gungho

                          #13
                          Re: Commander mode should have never been developed.

                          I would agree with you on mostly everything, except -

                          Originally posted by ||ass||variable
                          1) Commanders can't be effective at giving orders. Why? They have no idea what people are good at
                          - True if your playing with a bunch of strangers. Clans are a different matter entirely, they know each others playing style & strengths. Commander mode works better for established teams.

                          Comment

                          • Brucewillis2

                            #14
                            Re: Commander mode should have never been developed.

                            Originally posted by gungho
                            I would agree with you on mostly everything, except -



                            - True if your playing with a bunch of strangers. Clans are a different matter entirely, they know each others playing style & strengths. Commander mode works better for established teams.
                            I've noticed that within the first 5mins of a game you quickly come to know what strenghts weaknesses a squad/player has. This comes from communicating via the comm. When you get feedback from a squad understanding your orders and attempting to accomplish them you will soon get an understanding of what they are capable of as a squad/player.

                            Simple commands like "someone is messing with my arty on the island (wake) I need a squad to spawn there and take them out and repair arty" you usually get feedback in the way of "we'll do it" then I tell the other squads that "Alright guys alpha squad is taking out the guys around the arty", I need you others to move in to the airfield, UAV coming up"

                            Hey, I enjoy it... A nice addition to the game when you can't be bothered with doing grunt work.

                            Comment

                            • Sgt. York

                              #15
                              Re: Commander mode should have never been developed.

                              Having logged over 50 hrs as a commander, I must say that I agree with you, Variable, on each point.
                              I only fill the position now when it seems no one wants it...which seems to be quite often really...

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