As a newbie commander who likes commanding, there are several minor changes I would like to see made to the game. In late night games, I sometimes comm against vets much more capable than me as fliers and also good enough at comming that they can get out and fly. I would like an option in the game control for "commander restricted to base."
Basically, this would provide a way to handicap an experienced vet so that we were fighting on more even ground. I mean, a 16 comming against me has advantage enough without being able to shoot my fricking miners when no one in my team can stop them. I could ramble on about all the times I have lost because the other comm was such a great flier, but that would be whining.
If something has to go to make this possible, get rid of the "bases are indestructable" or "friendly fire" option. It's perfectly fine to have games where the commander gets out of the base, but I think that this option (if available) would be used more than those, especially during the late-night small game periods.
new game option: commander restricted to base
I don't think that you'd get much support for this.
Also, don't forget that a high ranked comm (assuming rank is indicative of shooting/killing skill, which, by the way, isn't but there is something of a correlation1) is, for the most part, working under a handicap already. For you see, for most of the game he will be restricted to base. Assuming a balanced game (balanced by rank) that gives the lower-ranked comm the ability to have relatively more ranked players out in the field.
Example. I'm a (9). If I comm against a (21), that means I can have an additional 12 skill points deployed out in the field... for the whole game. That can be quite an advantage, especially in small games.
I've seen games where a high-ranked comm steps up so a game can happen only to be populated with a bunch of (6)s and lower. The other team gets a bunch of (10)s. The total rank for both teams is even, but the fielded players (the non-comms) for the noob/low-ranked comm is higher.
1. Sorry, MrC. I did not crunch the numbers. I just feel that this is the case. I know I'm wrong to use that method when even remotely discussing AS and stats. I'm bad. I'll make it up to you, I promise!
Also, don't forget that a high ranked comm (assuming rank is indicative of shooting/killing skill, which, by the way, isn't but there is something of a correlation1) is, for the most part, working under a handicap already. For you see, for most of the game he will be restricted to base. Assuming a balanced game (balanced by rank) that gives the lower-ranked comm the ability to have relatively more ranked players out in the field.
Example. I'm a (9). If I comm against a (21), that means I can have an additional 12 skill points deployed out in the field... for the whole game. That can be quite an advantage, especially in small games.
I've seen games where a high-ranked comm steps up so a game can happen only to be populated with a bunch of (6)s and lower. The other team gets a bunch of (10)s. The total rank for both teams is even, but the fielded players (the non-comms) for the noob/low-ranked comm is higher.
1. Sorry, MrC. I did not crunch the numbers. I just feel that this is the case. I know I'm wrong to use that method when even remotely discussing AS and stats. I'm bad. I'll make it up to you, I promise!
So, you've proposed locking commanders in base, on the same day you propose giving them lead indicators so they can lead from the front...
Niether suggestion is really helpful, and they have just sprung fourth from your struggles to learn to command. The game doesn't need to change, you just need to get better, you will do that by playing more, reading, asking for help, watching good people etc. You won't learn when you need to leave base if you're locked in base by the game half the time.
Niether suggestion is really helpful, and they have just sprung fourth from your struggles to learn to command. The game doesn't need to change, you just need to get better, you will do that by playing more, reading, asking for help, watching good people etc. You won't learn when you need to leave base if you're locked in base by the game half the time.
Both would be helpful to ME. I am writing from personal need and have made no bones about that. I think they would be good for other small-game newbie comms, as well.madpeople wrote:QUOTE (madpeople @ Oct 3 2009, 05:42 PM) So, you've proposed locking commanders in base, on the same day you propose giving them lead indicators so they can lead from the front...
Niether suggestion is really helpful, and they have just sprung fourth from your struggles to learn to command. The game doesn't need to change,
True. Even losing, I usually learn something. I'm good enough now that I don't need much backseating, but I listen when people tell me things, I ask questions, I read, I watch good people. The two changes I requested are things that would make things better for newbie comms in general.madpeople wrote:QUOTE (madpeople @ Oct 3 2009, 05:42 PM) you just need to get better, you will do that by playing more, reading, asking for help, watching good people etc. You won't learn when you need to leave base if you're locked in base by the game half the time.
It's also true that if I am a 6 fighting against a 14, that gives me 8 extra helo points to play with. Generally, that would be considered a handicap for the other side. I said from the outset, this would constitute a way to give the higher ranked player a handicap. That's a good thing.

