cRPG

cRPG => Suggestions Corner => Topic started by: Beauchamp on April 23, 2012, 02:14:08 pm

Title: captain
Post by: Beauchamp on April 23, 2012, 02:14:08 pm
i'd like to see a commander/captain in battles (it was discussed million times already)

my idea is that anybody could be voted captain by a teampoll
captain would receive other chat color

(so when he says something it would really look different from all other text coming up. like how can now sbdy come up with a strategy if there are 5 different plans from 5 different people in pregame phase and all look the same (color wise)).

Title: Re: captain
Post by: Boerenlater on April 23, 2012, 02:31:46 pm
And ppl gonna do what the captain says???
Title: Re: captain
Post by: Beauchamp on April 23, 2012, 02:34:12 pm
if they vote for him because they believe him and can see what he is saying because its recognizable in a chat than possibly yes (not all of them, but at least a majority will imo).
Title: Re: captain
Post by: Ronin on April 23, 2012, 02:55:48 pm
People hate listening others. In fact they hate the concept of listening. But this will encourage teamplay and a bit of a roleplay no matter what. So a big +1 from me.
Title: Re: captain
Post by: Gnjus on April 23, 2012, 02:57:35 pm
http://en.wikipedia.org/wiki/Utopia
Title: Re: captain
Post by: Beauchamp on April 23, 2012, 03:14:23 pm
the very simple minds will gladly follow sbdy with a "rank". and there are games where people actually listen to those in charge (of course they are not 60v60, but still). the first problem with this game is, it doesn't even have this feature.
Title: Re: captain
Post by: Christo on April 23, 2012, 04:20:56 pm
http://en.wikipedia.org/wiki/Utopia

My thoughts exactly.

Would be good though.
Title: Re: captain
Post by: Beauchamp on April 23, 2012, 04:41:14 pm
aye u can write utopia everywhere and simply give up...
Title: Re: captain
Post by: Tomas_of_Miles on April 23, 2012, 04:50:40 pm
Battalions are implemented. I don't know what more we need except people to switch their heads on. Maybe cRPG could do with hints and tips in the loading screen. Making every nuance of the mod an opportunity for 50  Alt + F4 jokes is less effective than spoon feeding information to the new players and less informed who cba to trawl the forums. The battalion feature should suffice imo, we just need more people to know about it.
Title: Re: captain
Post by: Cup1d on April 23, 2012, 05:09:31 pm
IMHO this can work if:

1. We'll have permanent teams for full map. No rebalance after end of every round.
2. If you follow orders you receive bonus exp (gold), if you do not follow - you have exp penalty.
3. Commander must plane tactics for next round (so first round is standart mob versus mob, commander do not take part in first round but have some time to write orders, and point objectives)
4. Access to the map with simple enough order system for commander, where you can divide your team into parts (flangs, reserve, main part), and give orders to infantry\ranged\cavalry separately (as player you must clearly understand what part you belong and what your objective is) - so we need access to the map with commander's orders in battle.

It's hard to implement I know, but this can be a second breath for Battle\Strategus part of cRPG
Title: Re: captain
Post by: Tomas_of_Miles on April 23, 2012, 05:13:22 pm
More stable teams would be very conducive to teamwork.
Title: Re: captain
Post by: Cosmos_Shielder on April 23, 2012, 05:13:44 pm
+1
Title: Re: captain
Post by: Beauchamp on April 23, 2012, 05:27:41 pm
some rebalance is a must so that you can keep chances for teams equal. what could however work is that the teams would stay the same when map changes - like there is no reason why the teams should completely shuffle for every new map.

batalions don't work, because there are no commanders. and the only commanders that might work are those that will come from voting and whose text will be visible. if you vote for sbdy you will more likely listen to him.

i'm not sure if commanders should receive some bonus, there is an option like 1hp/10sec regen within their aura or something, but i don't necessarily feel anything like this is a must.
Title: Re: captain
Post by: Tomas_of_Miles on April 23, 2012, 05:35:44 pm
The hp gain sounds too fantasy. Maybe an athletics gain would be more appropriate.
Title: Re: captain
Post by: Cup1d on April 23, 2012, 05:36:44 pm
i'm not sure if commanders should receive some bonus, there is an option like 1hp/10sec regen within their aura or something, but i don't necessarily feel anything like this is a must.

You sure that you can command while you take part in a battle? Commander must play in tactic's map mode and have standart team multiplayer, nothing more. Pawns must have bonus.
Title: Re: captain
Post by: Ronin on April 23, 2012, 05:44:51 pm
Make the voice commands only to the commander. Maybe that might work a bit.
Title: Re: captain
Post by: Tomas_of_Miles on April 23, 2012, 05:46:56 pm
Make the voice commands only to the commander. Maybe that might work a bit.
Good idea. I'm sure people have mentioned HL2 Empires mod in previous threads like this. Commander is voted by the team, and can place orders etc. Maybe have officers too who can also speak.

*edit*
lol ultimate cRPG carrot for following orders, you get xp/gold or both for being near and orders marker xD
Title: Re: captain
Post by: Gnjus on April 23, 2012, 06:14:44 pm
aye u can write utopia everywhere and simply give up...

You of all should know that if there's an utopistic situation existing around here then its right at suggestions like this which are highly dependable of this mods community. Asking them to listen to someone (even if its the guy themselves selected as captain) is the same as asking them not to troll or not to charge like imbeciles the second they spawn and die in less then 15 seconds. It just won't work, no matter how much we want it to, I'm not giving up just being realistic and not wasting time with impossible things.  :wink:

(click to show/hide)
Title: Re: captain
Post by: CrazyCracka420 on April 23, 2012, 06:57:22 pm
Battalions are implemented. I don't know what more we need except people to switch their heads on. Maybe cRPG could do with hints and tips in the loading screen. Making every nuance of the mod an opportunity for 50  Alt + F4 jokes is less effective than spoon feeding information to the new players and less informed who cba to trawl the forums. The battalion feature should suffice imo, we just need more people to know about it.

This x100.  Every time you join the server it should say "Press "P" to join a battalion.  Hold F1 to move your battalion flag".  Maybe a tiny amount of teamwork might get incorporated.   
Title: Re: captain
Post by: Beauchamp on April 24, 2012, 03:08:01 am
You of all should know that if there's an utopistic situation existing around here then its right at suggestions like this which are highly dependable of this mods community. Asking them to listen to someone (even if its the guy themselves selected as captain) is the same as asking them not to troll or not to charge like imbeciles the second they spawn and die in less then 15 seconds. It just won't work, no matter how much we want it to, I'm not giving up just being realistic and not wasting time with impossible things.  :wink:

(click to show/hide)

i dont believe in miracles and that everybody will listen, but it could imo help a bit - especially if players would be the ones that voted who will lead them.

organized events are completely different topic, they work all by themselves depending on who organizes them and how many bashi bazouks are involved.
Title: Re: captain
Post by: Ronin on April 24, 2012, 08:41:58 am
Seems like disorganization is also due to the players who can not speak english well. It is like when someone gives directions, they can not even understand it; so do not even bother to read it. Maybe choosing a captain might actually solve this problem. They will not understand what he says, but will follow him. At least this would do the situation good. It's not all because people do not care about orders, some of them just do not even know there are orders.
Title: Re: captain
Post by: FRANK_THE_TANK on April 24, 2012, 09:16:18 am
The 2 key will break on most peoples keyboard.

VIP system might be interesting randomly select a dude and change his hat to a popes Mitre and give him an AOE heal effect.
Title: Re: captain
Post by: Ronin on April 24, 2012, 10:28:37 am
The 2 key will break on most peoples keyboard.

VIP system might be interesting randomly select a dude and change his hat to a popes Mitre and give him an AOE heal effect.
I think, even bonuses are not needed at all. But if there would be a bonus, I would make it some kind of morale based. No need for fantasy and magic in our most superrealistic cRPG.
Title: Re: captain
Post by: Beauchamp on April 24, 2012, 03:02:51 pm
for the start i'd stick with the most simple part stated in the OP.

poll about captain
different text color for captain

and nothing more
Title: Re: captain
Post by: Aleskander on April 24, 2012, 04:43:24 pm
I will only and always vote for spook as captain