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Old 2011-07-28, 01:37 AM   [Ignore Me] #1
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“Commander” positions in fighting vehicles


Concept: “Commander” positions in fighting vehicles

Role: To assist in co-ordinating teams of vehicles

The commander position is an additional, and optional, position to a fighting vehicle’s standard crew. The vehicle would be fully operational as you would expect without a commander. However, when a commander is present, nearby friendly vehicles in the same squad and/or platoon would receive a significant benefit to their effectiveness. Commanders achieve this effectiveness boost by deploying a suite of tools that are all designed both to help squadmates better coordinate their action, and assist in the gathering and sharing of intelligence.

Other fighting vehicles in the same platoon can “link” to the command network created when a vehicle with an occupied Commander position is present in that platoon. This linking would be on an opt-out basis. The command network is limited in range to only around half the diameter of an SOI (dependant on vehicle and commander). The design idea is that vehicles have to stay close to each other to get any benefits from a command network.
When the commander position is occupied in a vehicle, it’s outward appear would change. At the very least it would sprout a bunch of large antennas, along with a few other “modules” depending on the setup chosen by the Commander. This would provide a good cue as to which vehicle should be attacked first if you want to knock out an enemy’s command network. Other vehicles which join a command network would also have a more minor visual cue, such as an additional antenna – so you know that this puppy is organised and with some friends nearby.

You would need some form of Cert to operate a commander position, and most probably also be the current squad leader. Further Certs would be available to unlock/improve tools.



The tools available to a commander and/or other members of the command network are:

Target Designation Lasers
All fighting vehicle gunners and the Commander have the ability to “paint” targets with a designation laser. This will pass the location of the painted item to all members of the command network, where it will appear on maps as well as on HUDs. This painting could be paired with the “v-w-<x>” spotting system to pass information as to the type of target being painted. Targets would have to be continuously painted in order to provide “live” tracking (paintings would turn static and ghost out over time if the laser is switched off)
The Commander can view these targets on a tactical map, and designate them as “Primary”, “Secondary” etc. This would allow gunners who are in the command network to auto-lay their turret to within 10 degrees of the current Primary target. However, final aiming is always manual (auto-lay will have no effect if painted target is under 10 degrees from crosshairs)
Enemy vehicles that are painted by this laser receive and audible warning and a HUD cue as to the source of the laser. Turrents can be auto-laid to this cue as well. If enemy vehicles are in a command network, these warning cues would be shared.

ROADS
Commanders can issue detailed movement instructions to their command network. One method is either “Google maps” style directions between two points along roads that are generated automatically, and can then be manually refined. Otherwise the commander may manually draw a route on their tactical map with their mouse. These movement directions can then be interfaced with a “desired formation” elected by the commander.
The end result would be distributed to drivers in the command network in the form of “ROADS” (Really Orsome Adjustable Directing System). These ROADS appear on HUDs literally as a holographic road ahead of their vehicle which, if followed, will result in their vehicle driving in formation with others to the right destination. They are a simple and effective way to provide cues to drivers as to the perfect speed and heading required for greatness. They are also simple enough that Commanders could quickly provide manoeuvring suggestions to individual vehicles, in the heat of a battle, by clicking on a vehicle in their tactical map and quickly drawing a ROAD ahead of them.

Local Tactical Network Link
Commanders would be able to view targeting laser and other intelligence information from nearby friendly units on their tactical map. They can then elect to pass individual pieces of information down to members of their command network. This would allow nearby vehicles, infantry, aircraft, scouts, and anyone else with a laser to alert nearby friendly units to threats, including friendly units outside their immediate organisational structure. In addition, by having Commanders filter this information it helps alleviate spam problems generated when 100 people spot the same tank.
Vehicle Commanders can also pass information to other Vehicle Commanders, Squad/Platoon/Outfit leaders, and higher level Commanders over their tactical map. This could be in the form of notes on their intentions and current situation, waypoints and paths to destinations...

Recon Drone Launcher
Fitted to the top of the vehicle, the launches a small camera drone with quite limited operational time and range (say 5 minutes and half an SOI before certs or other modifiers). It would hover, is visible, can be destroyed, and is re-usable if landed back in the launcher and given time to recharge. In addition the drone can use an onboard targeting laser to designate targets and pass this info to a command network. It would also require constant input from the Commander to fly.



There are plenty more potential tools that could be added to help coordinate and manage groups of friendly units. However, I think I’ve blabbed on for long enough...


Thoughts?

Last edited by Hamma; 2011-09-13 at 09:51 AM. Reason: Added category
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Old 2011-07-28, 05:00 PM   [Ignore Me] #2
Lartnev
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Re: “Commander” positions in fighting vehicles


I like it, would allow squad/platoon leaders to sit in a tank and not worry about gunning/driving and at the same time be directly useful to their own squads.

I would say have the commander position be an unlockable addition via the commander skill tree (and has to be spawned by the commander... or by someone in the commander's squad). And then the individual abilities are unlocks (maybe get target pointing included). I kinda like the idea of roads, but on the other hand there'll probably be waypoints which do the same thing.

Then again, people might just used it as a passenger slot, but I guess that's helpful too
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Old 2011-07-28, 05:08 PM   [Ignore Me] #3
EASyEightyEight
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Re: “Commander” positions in fighting vehicles


The idea should be in game, I agree, but I think we still need to see if even the basics are in game. Press button, commander drops mini-waypoints for squad mates to stack up on. Presses that button on a target, it's highlighted (in LoS) for squad members to focus on. Obviously if he drops waypoints behind a barricade, that means taking cover. Think Republic Command or Brothers in Arms.

What you're suggesting is similar, but a bit more in depth. Coincidentally, I wouldn't put it past SOE to actually have these features already via the command skill tree. The laser thing is all I'm skeptical on. I'd rather they just made it a skill shallow in the tree for players to mark targets for higher ups to give kill orders for.
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Old 2011-07-28, 05:22 PM   [Ignore Me] #4
Raymac
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Re: “Commander” positions in fighting vehicles


I gotta be honest, I was a bit skeptical before I started reading, but you swayed me pretty quickly. This is pretty brilliant. 5 stars.
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Old 2011-07-28, 06:37 PM   [Ignore Me] #5
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Re: “Commander” positions in fighting vehicles


Originally Posted by Lartnev View Post
I like it, would allow squad/platoon leaders to sit in a tank and not worry about gunning/driving and at the same time be directly useful to their own squads.
You've hit the basic underlying design philosophy of this idea right on the head. A shortcoming of PS1 was that squad/platoon commanders couldn't effectively command on a tactical or strategic level while in the middle of a battle. And if they removed themselves from the battle entirely, they had very limited tools to assist their troops or communicate with other commanders.

The main idea is that a commander should be able to command 100% of the time, and act as a force multiplier on their troops by applying a suite of tools adapted to their situation. Rather than just being forced spend 80% of their time being a grunt because the tools they have at their disposal in PS1 are pretty ineffective, and require limited time investment.
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Old 2011-07-31, 08:21 PM   [Ignore Me] #6
Sentrosi
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This is an idea ahead of it's time. Which is perfect for a game ahead of it's time. I can't rate this as I'm on Tapatalk, but I would rate it 5 stars.
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Old 2011-08-01, 07:04 PM   [Ignore Me] #7
Robert089
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Re: “Commander” positions in fighting vehicles


I like this a lot, simply for being able to paint targets. The amount of times I've been in an armour column and whoever is taking charge on mumble at the time has to keep yelling "THE VANGUARD NEAR THE LAKE! GOING TOWARDS THE TREES! HE IS ALMOST DEAD SHOOOOT ITTTT!"

Although I can't imagine every vehicle having a commander seat.. perhaps any squad leader can use his abilities from any passenger / gunner seat?
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Old 2011-08-02, 10:38 AM   [Ignore Me] #8
CutterJohn
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Re: “Commander” positions in fighting vehicles


Not really seeing why this needs a dedicated position in every vehicle.

Why do you need to be a commander to 'spot' enemies?

Waypoints could be done just fine from the map screen, as I'm sure infantry will have the same functionality.

ROADS sounds frivolous.
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Old 2011-08-02, 12:20 PM   [Ignore Me] #9
Peacemaker
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Are you a tanker in the US Military? This seems very familar to the battlefield link system they now employ. It IS an awsome idea, and would love for this to be implimented. I don't think it should be limited to ground vehicles though.

Command Positions, Command Aircraft, Comand Vehicles. Any of them can command any unit but each has a bonus for commanding the same type of unit. A command position is for infantry, resulting in different available tools, and different command ranges for infantry. These special command units should be easily identifiable and on long timers. Taking one out should deny your enemy a significant advantage, making protecting them very high priority.

The laser is a good idea, but the auto slave to ten degrees I don't like as much. I think it would be better if you could "report" a position, enemy unit or what ever to a commander, possibly tagged with a comment. The commander can then right click it and put an order on it from a drop down menu (this is done via a tac map). In first person mode a pair of optics could be used to relay orders from a more forward position. Reported units would cause a HuD waypoint like icon to show up to the last known position. (Think Ghost recon game) and would last a set amount of time.

Any step that this game takes to provide an advantage to the team that is coordinated is good. Commanders ARE force multiplyers. Streamlining a system to allow a commander to effectivly order troops in a tactical way during a battle would be great.

The range of command should not be limited except for providing tactical data right there. For example, a commander could sit back from a battle and give orders from his tac map, but could not designate an enemy unit. People under his command could however do so to aid others in the same unit. For a commander to be directly giving the orders hed have to be right in the thick of it. Move orders, and general orders however, such as hold ground here, expect targets here, would be continent wide. Tactical data relayed to same unit elements would also be limited by range, so a tank 2 miles away can't see a target designated by a different tank. Only the commander could see all of it meaning he would have to order the distant tank to approach.

Def should get a following for this to push it on that "3 year plan".
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Old 2011-09-12, 08:50 PM   [Ignore Me] #10
Scow2
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Re: “Commander” positions in fighting vehicles


I do not see any role this could serve that the Outfit certs/skills and Command cert tree don't fill better.

Just hop in the side seat of a Deliverer and command from there.

Last edited by Scow2; 2011-09-12 at 08:52 PM.
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Old 2011-09-13, 12:43 AM   [Ignore Me] #11
Brusi
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Re: “Commander” positions in fighting vehicles


how about:
  • Uprgade for Tanks (new seat, or perhaps just a big ass antenae)
  • Limited to players with Vehicle Command skill unlocked
  • Provides shared chat channel (praps vivox?) for all friendly tanks in the area
  • Displays nearby friendly tanks on tatical map and minimap
  • Ability to tag targets

best reason:
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Old 2011-09-16, 06:03 AM   [Ignore Me] #12
Tikuto
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Thumbs up Re: “Commander” positions in fighting vehicles


I'd like how all soldiers on the field provide officers the intelligence to make decisions.


Back in the war the British Spitfire was modified for Reconnaissance missions. This reveals 3D imaging of the ground units and status (3D pics during world war would have been so cool).
Here's more info: http://www.historyofwar.org/articles...itfire_PR.html

If the Mosquito could be modified to be purely a fast-manoeuvring hyper-sonic aerial mobility vehicle, I would love to assist with it.


edit: let's not forget this is the future. Hyper-sonic aerial recon drones dispatched by command players would be awesome.

Last edited by Tikuto; 2011-09-16 at 06:07 AM.
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