Commander rank titles
Imbalanxd
Join Date: 2011-06-15 Member: 104581Members
<div class="IPBDescription">incentive and indicator of experience</div>Sorry if this has been suggested before, I couldn't find it in any searches.
I think their should be commander achievements for winning a certain number of games, and with that, comes a rank for the appropriate achievements. The title would only show up when that person was actually commanding, and the rank would increase for every few victories in games with 6 or more players on each side (with at least 70% or so time spent commanding in the game). There would probably need to be a first achievement for winning one game, which would give you something like recruit, and then progressive ranks at intervals like 5, 10, 25, 50 and 100 wins.
I suggest this because I still sometimes see, even in a team of 10 marines, that nobody wants to go comm. I think giving titles is a really good way to incentivise that kind of thing, at least it works in WoW. I think it will also tell the team what experience their commander has, and let them react accordingly.
I think their should be commander achievements for winning a certain number of games, and with that, comes a rank for the appropriate achievements. The title would only show up when that person was actually commanding, and the rank would increase for every few victories in games with 6 or more players on each side (with at least 70% or so time spent commanding in the game). There would probably need to be a first achievement for winning one game, which would give you something like recruit, and then progressive ranks at intervals like 5, 10, 25, 50 and 100 wins.
I suggest this because I still sometimes see, even in a team of 10 marines, that nobody wants to go comm. I think giving titles is a really good way to incentivise that kind of thing, at least it works in WoW. I think it will also tell the team what experience their commander has, and let them react accordingly.
Comments
I endorse this message. Also think about the guy who just Comm'ed the last 5 games and just wants a break, but no one else has a "Comm Badge" and refuse to get in. Would just cause problems.
Sometimes people just don't want to command, and no amount of fluff is going to convince them to jump in the chair(or hive). Either you need to bite the bullet and jump in yourself, or find another server for the time being.
While I generally don't like discriminating against new players, the comm is the one place I make an exception. Its such a crucial job that a new or bad comm can ruin the match for the entire server. As such, there really needs to be in-game mechanics to ensure that at least average to good people are comming for most of the time. I think this would help with that goal, but isn't sufficient by itself.
Just be patient with them. By the looks of the in-game menu tutorials will be coming soon, so you can point them to that if you don't feel like giving advice.
And, to be absolutely frank, if you're looking for a better pedigree of games you should be thinking about joining a clan or doing some pugs instead. Pubs are where us noobs hang out. :)
Just be patient with them. By the looks of the in-game menu tutorials will be coming soon, so you can point them to that if you don't feel like giving advice.
And, to be absolutely frank, if you're looking for a better pedigree of games you should be thinking about joining a clan or doing some pugs instead. Pubs are where us noobs hang out. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm largely supporting this to help out pubs (because there isn't a lack of good comms in clan scrims or gathers/pugs). The issue is that a newb comm can ruin the game for his newb players (who don't get med/ammo packs, lack necessary upgrades, don't get structure drops, etc). The only time this isn't really a problem is when both comms are equally newbie, but that isn't that common in practice.
Now, I'm not saying we need to set a high barrier for new comms. I think basic competence in knowing
- The comm interface (the menu, how to ping, how to jump to players asking for med/ammo/drops)
- Ability to drop structures/chambers in a semi-competent fashion (i.e. starting with say armory instead of a powerpack or cyst expanding rather than whip spamming)
- Ability to do basic research (i.e. they actually research something before the end of the match)
The key is that the comm needs to know enough that they aren't a serious drag on the FPS players. I don't think that is unreasonable to ask for.
Fair enough. I largely think of the 'new comms ruining games' problem in two parts:
- Things that help new players learn how to comm
- Things that ensure comms don't negatively impact a match
This suggestion is in the later category and, if done without anything from the first category, has the potential to have the problems you mention. However, I still think instituting this by itself would still be an improvement over the status quo. Quite simply, the current way NS2 handles comm selection/training (which is mostly that it doesn't) is prone to failure and bad matches.
Because honestly I'm stumped at what else could be done, outside of a small single-player campaign entirely from an rts standpoint with pre-scripted bots and events. Which sounds like a community project if I ever heard one.
Because honestly I'm stumped at what else could be done, outside of a small single-player campaign entirely from an rts standpoint with pre-scripted bots and events. Which sounds like a community project if I ever heard one.<!--QuoteEnd--></div><!--QuoteEEnd-->
The best thought I had was a NS2:RTS mod which just features the two comms controlling bots, RTS-style. That way you get to learn both the basics and some advanced strategies in an actual game situation. Then you could make it so only comms who have played in at least 10 NS2:RTS matches can comm in NS2 matches.