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Old 2004.07.16   #1
Hayoo
 
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This thread will showcase enhanced abilities, communications features for unit leaders, as well as descriptions of the relationships between them and the various other concepts like OHQ, Command Squads, emplacements, and new vehicles.

Command Squads and Task Forces:
  • Commanders of any rank will be able to form infinately large groups of squads, platoons, companies, and individuals. A new channel will be available for all unit leaders to speak with one another within the Task Force. The TF Commander can have a staff of up to 4 other players to help with invites, chat permissions, commanding subdivisions, and other duties.
  • CR will still govern added abilities, communications bonuses, etc.
  • A Task List is available to post missions that the commander and his subordinates deem of importance. Currently XP is not being rewarded for such tasks (still working on squashing exploits).



Outfit Headquarters (OHQ):
  • Commanders can use their OHQs as spawn points, command centers, or upgraded defensive positions.
  • OHQs provide some added command abilities such as Reveal Outfit members on maps, Outfit waypoint, etc.



Facility Command Centers:
  • A new command room to be added off one of base the corrdiors.
  • IFF locks on the door.
  • Several command stations inside that leaders can sit at and gain increased map and communications abilities, such as Real-time Reveal Friendlies, faster updates on SOI Enemy positions, etc.


Sitrept/Task List Feature:
Work-in-Progress article




Command Post Emplacement:
  • The Command Post enhances the broadcast range and communications abilities of unit leaders and Comtechs across SOI's and Urban Outpost territories.
  • Given the Proposed restriction of no (or delayed) command chat broadcastable within enemy 'territory', the Command Post (or towed communications tower) restores the flow of communication in that area.
  • It also allows limited eavesdropping on enemy broadcasts.
  • When seated inside, commanders and comtechs are provided enhanced map functions.
  • Access to the Command post is restricted to the aforementioned roles.



Command Vehicles
  • Provides Commanders and Comtechs with a mobile Command Post with comparible (but shorter range) abilities for the overhead map, communications, radar coverage, recon drones, etc.
  • Sunderer Variant

Source: Common Pool

Type: Command Troop Transport Sunderer Variant
Role: Unit Command, Recon, Armored Transport
Primary Weapon: 12mm rotary chainguns x2
Sacondary Feature: Recon Drone launcher
Occupants: 9 (Driver, 2 Gunners, 6 Passengers)
Handling: Poor
Armor: Heavy
Certifications Needed: Ground Transport


Commander-occupied Vehicles
  • Provides Commanders with a mobile CUD (and a selection of its abilities), such as overhead map abilities, squad recalls, etc.
  • Antenna will sprout from the vehicle as a symbol to nearby troops that a commander is in the area.





Risks of Command
  • Killing Command Ranked players, or unit commanders such as Squad, Platoon, or Outfit Leaders will now yield a small XP bonus to the killer and their squad. (merit rules apply for bonus: must be alive for time, same player can't consecutively gain XP for killing same person within time frame)
  • Accumulated kills will reward an Assassination Merit to the killer.
  • Upon death, a Commander's CUD becomes a Commander Memory Core, that can be stolen and taken back to a friendly Main Terminal. If the CMC is installed, the unit's Squd Center waypoint at time of death will reveal on the Squad Leader's map.
Various Command Abilities by Catagory:
  • To be sorted and detailed at a later date...

    Communications Tools:
  • Broadcasts should not be tied to CR, but to size of unit (squad, platoon, company, etc.)
  • Global Broadcasts for unit leaders only. Solo players will have to join under a non-structured meta-group, like a Task Force/Combat Team, to hear what's going on.
  • Broadcast to all unit leaders at once in a specific area (region, base, command center)
  • Talk to all players of a type at once or in specific area (air, armor, medical, intel, logistics)
  • Talk to all players in a specific area
  • Custom chat channels through Shift+Click interface (have name list of those attached with remove and invite)
  • Outfit officer chat
  • Alliance chat and Alliance officer chat
  • Allow eavesdropping on enemy communications
  • Viable /sitrep system that alerts proper authority: squad leader, response type, overall commander, local grunts, mission creator - See Work in Progress article

    Small Unit Tools:
  • Looking for Commander and Looking for Squad Member tags and listing
  • See number of squads on a continent
  • Continent Objectives Lists with ways to decide who wants to do what (choose location, choose mission, choose time-limit). - Tied into Sitrep Feature - See Work in Progress article.
  • Strategic or Unit-based status board: who is doing what?
  • See Squad member certs
  • See player certs through dogtag button on player interact menu
  • Self-designation of roles for individuals
  • Anon toggle for squads (may not join overall commander or unit who is linked to one)
  • Choose second in command (sergeant, deputy, lieutenant) to share in squad responsibilities like invites and leadership but not CEP.
  • Audio notification that player has become squad leader
  • Center screen orders popup by unit leaders
  • Squad bar shows if in vehicle or doing an action

    Large Unit and Outfit Tools:
  • Looking for Commander and Looking for Squad Member tags and listing
  • Sign up under a leader of choice to make groups larger than platoons
  • Command Squads to share large force admin duties
  • More hierarchies, divisions, drag and drop charts (companies, battalions, task forces, combat teams, battlegroups)
  • Allow Outfit Alliances between outfits to allow for better coordination and specialization
  • See number of squads on a continent
  • Continent Objectives Lists with ways to decide who wants to do what (choose location, choose mission, choose time-limit). - Tied into Sitrep Feature - See Work in Progress article.
  • Strategic or Unit-based status board: who is doing what?
  • Show Unit makeup and abilities (continent only?)
  • Self-designation of roles for units
  • Anon toggle for squads (may not join overall commander or unit who is linked to one)
  • Audio notification that player has been promoted
  • Strategic Bulletin for CR5s and unit leaders to vote primary, secondary, mop-up, and suspect (listed on map)
  • Outfit location data (squad leaders can see XP Center Waypoints of other squad leaders that are from the same outfit)
  • Base and Planet Commanders (from Dviddlef, Almost, and others)

    Unit Leader Map Interface:
  • Location of affiliated unit leaders (just same cont…unless part of larger group)
  • See real-time locations of friendly AMSs and ANTs (and capacity) belonging to the unit
  • See Friendlies in real-time (perhaps in just SOI) as dots, not numbers.
  • See Outfit members on map in real-time (just same cont?) as green dots
  • See Enemy minefields (when uncovered by scout vehicles)
  • See Enemy leader locations
  • Share battle plans
  • See Base equipment damage via terminal (spawn tubes 40%, generator 60%, etc.)
  • See orbital strikes on the map as a flashing " + "
  • Lazing an AMS or ANT on secondary mode puts it’s location as a red silhouette on the map of the squad/platoon, etc.
  • Waypoints with icons (attack, defend, hold, etc)

    Incentives:
  • Platoons should share small XP rewards across squads so that squads can alternate roles (e.g. Two platoons on assault, one on guard or support duty)
  • A little tower XP, like 100 per capture, but not CEP. More if it's an OHQ, but with CEP capture reward.
  • Soldier Evaluations (must have been under your direct command in the past 3 days)
  • Commander Evaluations (must have been commanding your squad in the past 3 days)
  • Using CEP to award BEP or merits to troops under direct command
  • Defensive XP (when a battle hits Yellow, Orange, or Red Alert, XP rewards for defenders go up)
  • Outfit merits – based on internal percentages over time
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Last edited by Hayoo : 2005.12.27 at 0132. Reason: Updated Sitrep feature
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Old 2004.07.30   #2
DviddLeff
 
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Just a quick suggestion, dont give commanders any offensive abilities, already too many CR5s who are only there for the daddy OS, we dont need to give troopers more reason to be able to command, there are far too many idiots with CR5 who abuse /comall or /comcont as it is.
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Old 2004.07.30   #3
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I definately agree. Task Force commanders won't ever get extra inventory, special weapons, or offensive weaponry. It's my belief that the Task Force or Squad is the commander's weapon, and commander abilities will be for better direction of that weapon.
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Old 2004.07.31   #4
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Perfect, the ability to command and command well is the only weapon commanders should get, anything else makes them too powerful and too desirable to people who arnt good at leading or coping with the responsabilities leadership involves.
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Old 2004.09.16   #5
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Last month I got permission from ZeusPrime, my collaborator on this, to revamp/simplify/improve parts of our idea. Once I write up all the changes, I'll be passing it off to him for approval, then we'll jointly post it again as Version 2.0.

Changes involve streamling the chat channels, improving the GUI ideas, adding squad stuff suggested on the forums, and such.
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Old 2004.09.16   #6
Earlydawn
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Oooh, very nice. I wouldn't mind seeing the emplacement stuff get put off a bit to see version 2.0

:D
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Old 2004.09.16   #7
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I'm finally going to try and put in an Objectives/Mission List in with the Commander's List GUI. It won't be reward-based though. That's just too messy a topic, which I'll gladly leave to the Devs to decide on.

There's also some other goodies I want to slip in there, we'll have to see.
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Old 2004.09.18   #8
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That we do :o
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Old 2004.11.06   #9
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Old 2004.11.06   #10
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I realy like that idea of giveing a commander a list of all squads, I think commanders should get something out of the capitol building like a hand held thing that only works inside the base walls or SOI, this thing will allow you to see where all your troops are in moveing green dots (you will still need to use the rev Nmes) it also gives you a panel displaying the infrmation in text, the squads and platoons like in hayoos idea above.
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Old 2004.11.07   #11
FeckinOtter
You mean restricting some of the commanders abilities depending on where he is?

Restricting someones abilities generally isnt a good idea but maybe they could get bonus command abilities if they were in command structures in bases/emplacements. I have even seen ideas for command vehicles floating around somewhere.

Quite what the bonus could/would be i dont know but with such an expansive system i am sure there are many little things that could be added in to make using such a command area worthwhile.
Especially seeing as commanding such a force is probably going to preclude much fighting a safe area from which to command makes sense (also makes a great target for infls :) )
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Old 2004.11.07   #12
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No it would only be bonus's, they coul still use all the normal things but they get a reveal freindlys that updates every secound not every 10min
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Old 2004.11.14   #13
7ruth
 
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Personally, I think all CR 4 and up commanders should have thier "Reveal Friendlies" refresh automaticly every minute. We could also have Task Force members show up in Yellow. That is not to say that "Reveal Enemies" should, because that would be stupid <_<

As for organization in a Task Force, if were going continent wise, think about the population cap on a continent. A full Company would be 90 members, or 3 maxed out platoons.

Say this for the hierarchy:
_____________________
TASK FORCE[xx]

Command Squad[X]
-^-Hayoo

(*)Alpha Company[XX]
-1st Armor Platoon[XX/X]
-^-Lazarus*
-1st Support Platoon[XX/X]
-^-Cass*
-1st Air Cavalry Platoon[XX/X]
-^-EarlyDawn*

(*)Bravo Company[XX]
-1st (Air Born) Infantry Platoon[XX/X]
-V-DviddLeff
-^-1st Hell Jumpers Squad[10]
-^-2nd Hell Jumpers Squad[10]
-2st (Mechanized) Infantry Platoon[XX/X]
-V-RandomLeader
-^-1st Ground Pounders Squad[10]
-^-2nd Ground Pounders Squad[10]
-^-3rd Mechanized/Support Squad[10]

=-=Task Forces Volunteers=-=
-^-1st Spec Ops Squad
-^-Non-Squaded Soldiers
_____________________

I think this system where all Platoons and squads, besides groups that operate in small numbers(Spec Ops - Behind enemy lines), are placed into our second largest unit, a Company. I like it this way because it keeps things simple, Big group proceed there, Spec ops take that gen(I would be more specific though).

I think it would also be important to allow the Task force commander, or those in the command squad to place troops in what squad need them. Them being able to Click and Drag Platoons/Squads/Individuals and place them into any open positions would be invaluable.

Also, all sitreps would be recieved by those in the command squad, and maybe Company/Platoon/Squad leaders! :D Now If we could take the Situation Report idea, and make it similar to the "appeal" System(They would be seperate :D ), I'd be happy to pay for another few months.

[Edit: Baker should be Bravo :rolleyes: ]
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Old 2004.11.14   #14
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Just wanted to quickly point out that Task Force members would indeed appear in yellow



Task Forces are also a global grouping, so that a TF can have several companies on different continents at once (if they can fit them). There's no limit to the number of units or individuals in a TF. Whether they can fit the desired units into the continent is one of logistics and planning.

Also, should commanders of a multi-contient force wish for a more cohesive command on a single continent, they can group the present units into a Division under one of the Command Squad Members.

As for dragging-and-dropping troops and squads to units where they're needed, yes, that's part of the concept too. But it can only happen if the units in question have toggled the option.
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Old 2004.11.16   #15
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Yes I thought about that, so it was still in mind, I was just running low on time and had to run right after that post. Thanks for the clarification. I like how HQ is in the gate, I hate cloakers but I also hate being one. I'm gonna stop now as to not risk following posts going off topic... about cloakers... Hate... and love...
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Old 2004.12.16   #16
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I'll probably be making mock-up screenshots for the three forum posts by Hedron, LiberationCommand, and Phasey. That should make them happy and drive more visitors to their threads. :lol:

It'll have to wait till after the holidays though.
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Old 2004.12.19   #17
Earlydawn
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Quote:
Originally posted by Hayoo@Sep 15 2004, 09:50 PM
I'm finally going to try and put in an Objectives/Mission List in with the Commander's List GUI. It won't be reward-based though. That's just too messy a topic, which I'll gladly leave to the Devs to decide on.

There's also some other goodies I want to slip in there, we'll have to see.
Whatever happened to the mission tab?
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Old 2004.12.19   #18
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Quote:
Originally Posted by Earlydawn
Quote:
Originally posted by Hayoo@Sep 15 2004, 09:50 PM
I'm finally going to try and put in an Objectives/Mission List in with the Commander's List GUI. It won't be reward-based though. That's just too messy a topic, which I'll gladly leave to the Devs to decide on.

There's also some other goodies I want to slip in there, we'll have to see.
Whatever happened to the mission tab?


Still in the works since it's so interface driven. To explain it properly it needs to be in a Flash demo. I'll post it here when I get something presentable so you guys can look at it first and find where to improve it.
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Last edited by Hayoo : 2005.03.15 at 1335. Reason: formatting
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Old 2005.03.15   #19
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Updated Command Abilities list. More to come. Still working on mockup screens and Flash demos.
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Old 2005.03.16   #20
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Added the rest of the Command Abilities in development.
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Old 2005.03.19   #21
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Image illustrating viewable icons for a Task Force leader when manning a command position (vehicle, post, center). Must zoom in to deployable's magnifiation to see details, otherwise all but the squad leaders will appear as dots.

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Old 2005.03.20   #22
Pyrotechnic
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Looks cool and very useful. What are the dots for over the SLs pic? Can you get ppls names if you hover the mouse over them?
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Old 2005.03.20   #23
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Quote:
Originally Posted by Pyrotechnic
What are the dots for over the SLs pic? Can you get ppls names if you hover the mouse over them?

Thanks Pyro. The dots represent squads under their command. If one dot, they are squad leader only. If two or three dots, they are a platoon leader over two or three squads.

As for hovering names, yes I want that in there on some level (with an anonymous toggle of course). I'm thinking of limiting it to Task Force or Outfit members only, rather than empire-wide.
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Old 2005.03.20   #24
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I'm not sure how strenuous this is going to be on the server and client though. You would have to aquire, send and receive a units position, type and orientation.
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Old 2005.03.20   #25
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Quote:
Originally Posted by Pyrotechnic
I'm not sure how strenuous this is going to be on the server and client though. You would have to aquire, send and receive a units position, type and orientation.

Yeah, that's why it's only bundled with the current Reveal Friendlies/Enemies feature.
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Old 2005.04.01   #26
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Added Sitrep/Task List entry --> basically my version of a mesh of the popular Mission and Reporting ideas that keep popping up.
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Last edited by Hayoo : 2005.04.02 at 2130.
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Old 2005.04.13   #27
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Very nice work guys, very nice indeed.

Apparently Outfit Alliances may be incoming at some point, at least, thats the rumour I heard.

Should help organisation a great deal :D
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Old 2005.06.07   #28
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Re: Command Abilities

http://psforums.station.sony.com/ps/....id=1192#M1192

Woah. I noticed a spike in web traffic and wondered what the heck was going on.

Guess I need to update the command page tonight. :)
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Old 2005.06.07   #29
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Re: Command Abilities

Like I said in that topic

"Hayoo just creamed himself"
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Old 2005.06.07   #30
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Re: Command Abilities

lol |-D

What with the support systems and command coming up, I definately need to make more time for PS. We've waited 2 years for this, I want to make sure I'm there to witness it: the last pieces of the combined-arms puzzle.
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Old 2005.06.07   #31
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Re: Command Abilities

i'm really psyched about the support love. words can't express.

command abilities also for the win, obviously. and also, i had never seen that outfit facilities flash, that's totally sweet.
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Old 2005.06.07   #32
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Re: Command Abilities

Quote:
Originally Posted by martyr
command abilities also for the win, obviously. and also, i had never seen that outfit facilities flash, that's totally sweet.

Really? I'm happy you like it. :) I wish I had the time to complete it quickly, but it's a huge set of features. Much easier to type out than to make graphics for.
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Old 2005.07.10   #33
thephenyxrising
Re: Command Abilities

Just a curiousity, Hayoo, but have you thought of putting anything together for future operations control measures? Control measures being the pretty graphics that tell you where each unit is, where each 'minefield'/etc. is, etc. And future ops being.. future ops. What commanders plan to tell their troops to do later. Could even create overlays and classify them so that certain people can't see them until it's time to execute them (for sensitive attack plans.) And, on top of that, you could design it so that the ones that work well can be 'saved' and loaded again next time you are on the continent.

As just a lowly support/AMS person it'd be handy to be able to draw up my own control measures and save 'em.. that way I could indicate to myself all the nice places to set up AMSes, etc. :)
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Old 2005.07.10   #34
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Re: Command Abilities

Quote:
Originally Posted by thephenyxrising
Just a curiousity, Hayoo, but have you thought of putting anything together for future operations control measures?

Oh Heck Yes! Being able to create our own battleplans, place icons and such, then save/share them with others is high on my wishlist for command abilitlies. :)

Visualizing everything that would go into a concept like that takes a lot of time though :(
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Old 2005.07.11   #35
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Re: Command Abilities

I guess I could do that (depending on how much time I had). I've built a small game in VB6 that can store changes and this would be basically the same... just no scoreboard on whether it works or not!

I would also, however, build it partly in Vue 5 Infinite; as what would a good battleplan be like if you didn't rebuild the continent-map in the software, to help with co-ordinating the offensive?
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Old 2005.07.11   #36
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Re: Command Abilities

Looks great so far!
ETA to giving this idea to the devs for a command revamp?
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Old 2005.07.13   #37
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Re: Command Abilities

Thanks :)

I think they've already seen this thread. But as far as a completely finished and cleanly illustrated article on it, I don't know when. I want to finish the Emplacements article first since (after Empire Tech Levels) it's the oldest concept back to 2003.

Tile, if you mean a working prototype that would be cool to see. :)
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Old 2005.07.25   #38
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Re: Command Abilities

Yeah, well y'see, the amount of reverence that Vue5 has these days it's a wonder why more people don't use it
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Old 2005.08.03   #39
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Re: Command Abilities

Quote:
Originally Posted by Hayoo
Oh Heck Yes! Being able to create our own battleplans, place icons and such, then save/share them with others is high on my wishlist for command abilitlies. :)

Visualizing everything that would go into a concept like that takes a lot of time though :(

Let me know if you need any help. I worked w/ a lot of Future Ops stuff in the Army.
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Old 2005.08.03   #40
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Re: Command Abilities

Quote:
Originally Posted by thephenyxrising
Let me know if you need any help. I worked w/ a lot of Future Ops stuff in the Army.

Really? Man i'm impressed.
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Old 2005.08.04   #41
thephenyxrising
Re: Command Abilities

Well, I didn't do any of the planning, really... just made the overlays after the generals and such made the plans. ;)
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Old 2005.08.05   #42
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Re: Command Abilities

Quote:
Originally Posted by thephenyxrising
Well, I didn't do any of the planning, really... just made the overlays after the generals and such made the plans. ;)

Still quite impressive ;)
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Old 2005.10.25   #43
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Re: Command Abilities

Quote:
Command Vehicles
  • Provides Commanders and Comtechs with a mobile Command Post with comparible (but shorter range) abilities for the overhead map, communications, radar coverage, recon drones, etc.


Gonna use a Sundy Variant for this, as it's a popular request and it makes a lot of sense in several areas. Plus we need to get more use out of the model.

1 Driver
2 Gunners
6 Passengers
No MAXs
2x 20mm cannons
1 Recon Drone launcher (similar to a slow Phoenix)
1 radar mast
Map features
Communications benefits
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Old 2005.10.25   #44
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Re: Command Abilities

What Id rather see for commanders is an AMS style vehicle, or maybe a deliverer, I think the Sunderer is too big for this task, and I dont think there should be any troop transport capabilities, the Command Vehicle would cost 1-2 points.

Once deployed, the commander can then use their CUD while inside the vehicle. They could also have access to the recon drones (Id like to see them able to use these when out of the vehicle too, or at least, squad leaders coul have them).

My main idea for this Commander Vehicle is to tie in with my lengthy Command Rank/Squad/Platoon Lead revamp, so that if the Commander Vehicle deploys in an enemy SOI, the commander can then lead the base assault, earning CEP from the base capture process as the BD, Lobby, Spawns, Gen and CC are taken.

Base Defenders also have a commander, who sits in a tactics room (the rooms with the holotables and maps), and has similar abilities to the COmmand Vehicle, all within the safety of the base.

Until the first base on the continent is taken, the Command Vehicle can be used to lead the Continent Assault while not in the SOI of an enemy base.

In my ideal Command system, 1 commander would lead base assaults, 1 for each continent and then 1-2 people lead the global tactics from sanc.

Anywho, ill explain this all later.
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Old 2005.10.25   #45
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Re: Command Abilities

Quote:
Originally Posted by DviddLeff
What Id rather see for commanders is an AMS style vehicle, or maybe a deliverer, I think the Sunderer is too big for this task, and I dont think there should be any troop transport capabilities, the Command Vehicle would cost 1-2 points.

Mine has multiple seats so several commanders and comtechs can use one vehicle like they do today.

Quote:
Once deployed, the commander can then use their CUD while inside the vehicle.

If there were only one vehicle with command features in the game I would sign for this, but the Command Sunderer would be in addition to my Commander-occupied vehicles (which is the CUD thing), which is why I didn't mention that feature here. :)

The Command Sundy I envision would be meant to stay back from the main assault, managing the strategic side, flying drones over the battlefield for real-time awareness, but armored and armed enough to fend off scouts till it could get away or help arrived. Commander-occupied vehicles such as Vanguards, BFRs, and Deliverers would roam ahead of the Sundy alongside the frontline troops, leading the tactical side. But the entire command system would work only through the groups that have signed on to one another, such as a Platoon or Task Force.

Quote:

My main idea for this Commander Vehicle is to tie in with my lengthy Command Rank/Squad/Platoon Lead revamp, so that if the Commander Vehicle deploys in an enemy SOI, the commander can then lead the base assault, earning CEP from the base capture process as the BD, Lobby, Spawns, Gen and CC are taken.


I might have seen that once but I'd have to refresh my memory. Is it here or on the OF?

Quote:
In my ideal Command system, 1 commander would lead base assaults, 1 for each continent and then 1-2 people lead the global tactics from sanc.

That brings up some interesting questions: How does one become commander? Is this absolute leadership? How is it kept fair? Is there voting? Can anyone grief the position? If I don't like the commander, am I screwed until he leaves? Does the effort required to attain leadership equal the effort required to remove them?
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Old 2005.10.25   #46
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Re: Command Abilities

Ive posted my thoughts in the Wishlist forum (theyve pretty much only been in my head until now), Ive done little ideas here and there, but my fulll (ish) ideas are over there, taken me a while to type :p.

Ive got to go back over them and add/think of methods to avoid griefing, keep fairness, features I forgot about, etc. But Im knackered now and need to hit the sack.

The CUD thing, I mean including the OS, not just reveals.

The way I see it, the Base Commander (which could well be a platoon commander) sits in the CC/Command Vehicle and directs the general flow of battle, giving out missions to the various squads around the base. The squad leaders control the small scale things, like how their squad should move, which squad member does what, what they should fire on, etc.
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Old 2005.10.26   #47
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Re: Command Abilities

I'm not so sure about commanders (especially the ones who only got it for the superweapon) should be able to OS from the comfort and safety of their vehicles. But anyway, I'll take a look at your new post in Wishlist. :)
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Old 2005.10.26   #48
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Re: Command Abilities

Heh, I mean only from the Command Vehicle or the CC of a base, or when just weilding a CUD outdoors.

Not all vehicles, that would just be silly :p
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Old 2006.01.07   #49
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Re: Command Abilities

WIP Update

Figure 1: Map View-tabs at top for quicker clicking (I hate having to toggle through the Battle Island cluster map). A Command Sidebar toggle slides in a command menu on the right, containing an Order of Battle listing (aka Commander's List), a task list, and maybe a chat area (could keep current floating window, but that takes up map space). Clicking on the sidebar's border arrow will expand the pane to Figure 2.




Figure 2: Full-page command window, order of battle tab, showing hierarchies, names, and assets. Click on a unit and some of it's vitals appear on the right: currently owned vehicle, advanced certs, etc. Task List button available to assign objective to that unit. Info-heavy screens kept to Map interface, far away from main HUD.




Figure 3: Diagram showing current amount and types of friendly forces on continent, and a listing for currently known enemy assets (probably only those that appear in detection range or visual contact, or data retrieved by infiltration methods).



Updated Forces listing to include two enemy empires.
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Old 2006.01.07   #50
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Re: Command Abilities

Sweet! Now if only the forum trolls over at the OF would understand all this and accept it.
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Old 2006.01.07   #51
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Re: Command Abilities

Well, understandably those that don't like it don't know the details so they're filling in the blanks with their own impressions, or just looking at the pictures and not reading the descriptions.

Some will assume all this is realtime, even though I already said enemy forces would probably have to be in detection or visual range (kinda like Battlefield 2' "spotted" feature) or require an infiltrator to go in and extract the data, like the datacores concept (which needs to be updated a bit).

The best method for that last one I think is that whenever a CR does a "reveal enemies", just the enemy units within detection radius will appear on the list. This makes scouting and those towers more important for early warning and battlefield awareness.

Different emplacements should also be available to extend and fortifiy detection range such as:





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Old 2006.01.07   #52
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Re: Command Abilities

all these ideas are exellent! vve
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Old 2006.01.07   #53
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Re: Command Abilities

So basicly, there is one group of commanders, who then have a large unit, split up in to groups that have different purposes ?
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Old 2006.01.08   #54
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Re: Command Abilities

Kinda.

This allows for the Battle Commander (Think outfit leader) to Manage and Control Multiple Platoons of troops.

This will be really usefil for GotR. On Thursday nights we usually have 4 Full platoons running. One for each Division, sometimes we even have an Overflow Platoon going becasue there is no room in the other 4.
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Old 2006.01.08   #55
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Re: Command Abilities

Exactly, Drizz. :) It allows for the seemless meshing of Outfits and pickup units to work together as one, where all squad leaders can see the other squad leaders on the map and know who has been assigned to support them or not.

Such a system would allow hot swapping of units between commanders to better fit an objective, almost as easily as swapping out inventory (SL/PL/OL has to OK the swap). Imagine how easy it is to swap a windows file from one folder to another. Same thing here, but each "file" can talk to all the others, coordinate tasks, issue relavant warnings and sitreps that get to the people who need them.

You could easly create organic self-sufficient platoons of Infantry, Armor, and Air. Or create Platoons of nothing but one kind, delegated to cover an area or a specific operation or specific unit. Squad leaders, or one of his squad members, could call down an artillery or air strike to a specific area for support. They could contact an Air Support or Ground Transport squad leader for transport or evacuation. Try doing something like that now. :( It's nigh impossible unless you're already part of a large Outfit or a pre-arranged Alliance teamspeak channel. And even then, there isn't as much cross-support as their could be. This system is an attempt to correct that.
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Old 2006.01.08   #56
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Re: Command Abilities

Oh, I should also mention why you see 1st Armored, A Platoon and 5th Armored C Platoon.

When you join a squad, you are assigned a color and a number. No matter who drops out or joins on, you will always be that number: gold 1, or purple 3.

When you join a Task Force (aka Division, Battlegroup, Combat Team, whatever), your squad is assigned a number and that number stays with you. The reason to do this is that a squad can change it's role on a whim to suit the mission. An infantry squad might suddenly become an air squad or a spec ops squad.

So you would see 4th Infantry Squad, then maybe 4th Air Squad, then 4th Spec Ops, etc.

Platoons get the same treatment with letters, so that D Armored Platoon can also become D Air Support or D Airborne Platoon.

Companies (if they ever include them) would probably use arabic or roman numerals again. Companies are so large they'd be the 'divisions' of the game, and using the naming convention for divisions or a corps makes sense but TBH we could swap the letters from Platoons if we really wanted to keep it like modern armies (Bravo Company).

Task Forces are assigned a unique name by the TF commander, e.g. Task Force MasterofAuraxis or Task Force Crunchy Meat.

So there you have it. Once your squad joins up, you are 6th Squad or whatever until it leaves. Also, if a Platoon is disbanded by the PL, any squads left will go independent within the Task Force. The SL will have to physically select "leave task force" to go completely solo or so they can join a different TF.

The Volunteer (aka operatives, reserves) group is for unsquadded players who still wish to be part of the force but not under a squad leader. This group is also good to recruit members from for the Task Force squads and platoons.
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Old 2006.01.08   #57
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Re: Command Abilities

Very, very nice man.

Really like the whole task force setup.
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Old 2006.01.09   #58
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Re: Command Abilities

Thanks, mate. :)

Right now I'm working on the Looking for Commander interface as well as concept art for Aut's CnC Auraxis.

It's going to be a busy week.
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Old 2006.01.10   #59
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Re: Command Abilities

Figure 4: Find Squad window



Figure 5: Find Squad window - Squad Details
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Old 2006.01.10   #60
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Re: Command Abilities

Excellent Work as always Hayoo
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Old 2006.01.10   #61
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Re: Command Abilities

Thanks Drizz
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Old 2006.01.11   #62
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Re: Command Abilities

Update: Squad Window_members list
  • Squad type symbol
  • Type of vehicle or grunt/MAX icon
  • Member self-designated role
  • Line for Squad color, Task Force number, Squad type, and unit grouped under
  • Outfit next to squad leader (truncates if long, e.g. "QDZ" )
  • Member's certs, BR, and CR viewable on the right
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Old 2006.01.13   #63
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Re: Command Abilities

Figure 7: Campaign Report page. I wanted a page that showed casualties and captures in the fight over a continent. Then I filled the page up with other stuff for fun. It would be nice if attention were put back on the empires as a whole, on teamwork, rather than the individual players as it seems to be today.

I might go back and change out one of the stats below for a Top Outfit listing in points or kills or something for that campaign.

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Old 2006.01.13   #64
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Re: Command Abilities

Very nice, would love to see that ingame!
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