cRPG

cRPG => Suggestions Corner => Topic started by: San on June 30, 2014, 03:44:09 am

Title: Commander overhaul
Post by: San on June 30, 2014, 03:44:09 am
Let's face it, commander is going to be underutilized without tangible benefits. The passive effects are nice, but turned out not to work out so well in practice. I think these additions would help:

-Mandatory flag spawns above commander of the team flag. Visible by both teams.
-1 buff in the vicinity of the commander
-The commander himself does not receive this buff and killing him removes it.
-An extra tick of 1.5x XP and gold if the commander wins, 0.75x XP and gold if he loses
-When a poll starts, show the commander's W/L ratio only for rounds where he was the commander
-If the commander loses the poll, he cannot  raise another for 1 map (maybe 2-3 would be better).

Extra:
-Make round 1 a quick intermission for 10-30 seconds to choose the commander + warm up + horse around, allow the autobalance to function for the first actual round, and help late map loading spawners.
-Handle commander during teamswitch / round 1->2 scenarios. Never let 2 commanders be on 1 team.
-Option to relinquish leadership during the first minute. Only allow commander polls during the first minute of a round.

Why?
Incentive to use the commander system and sticking close to him with appropriate risks to applying for it.

I would like a choice of these buffs:
-Might: +1 PS
-Swiftness: +1 ATH
-Defense: +5 head, body, and leg armor
-Cavalry: +20% charge. Area of effect for buff x5
-Ranged: +15 bow+xbow+throwing wpf

I feel that this would work better than a more general buff.

There will be class wars, but choosing who gets commander will be a strategy by itself. Think of the buff as both a morale boost + the commander leading the troops more effectively to see a rise in a certain area. The other team may be disadvantaged by having no commander, but it won't really matter if the commander is inept.

Of course, I doubt many of these will be added, but I hope it gives devs any neat ideas or even add 1 or 2 things up there.
Title: Re: Commander overhaul
Post by: Palurgee on June 30, 2014, 04:23:18 am
+1

Improves teamwork, organization, balance, and makes the battle more interesting. The commander system has a lot of potential and this suggestion is definitely realizing it. Full Support!
Title: Re: Commander overhaul
Post by: WITCHCRAFT on June 30, 2014, 04:43:42 am
This would be really cool, and having some basic visual stuff like a commander flag means that people who don't want to or can't read what the commander says can still follow and contribute to teamwork.
Title: Re: Commander overhaul
Post by: GOBBLINKINGREATLEADER on June 30, 2014, 04:48:23 am
I'm all for improving the role of the commander, but I don't want two things to happen:

1. Please don't include any gimmicky buffs that make me feel like I'm raiding with a party in fucking World of cRPGcraft

2. Don't make the commander role absolutely necessary for a team.
Title: Re: Commander overhaul
Post by: San on June 30, 2014, 05:26:56 am
Don't really play MMOs, although you have a point.

I was thinking more in the vein of how shield wall helps.
Title: Re: Commander overhaul
Post by: WITCHCRAFT on June 30, 2014, 06:41:35 am
What if the commander got a list of voice commands that would change the active buff? Would need a long cooldown between switches.