Part-time Commanders
Error404
Join Date: 2002-11-19 Member: 9353Members
<div class="IPBDescription">More than one commander on a team!</div> <b><u>Part-Time Commanders</u></b>
A trend that I am seeing alot of lately, is 'taking turns at the Comm'. Instead of the marine team having one Commander throughout the game, its somehow a mutual agreement between the whole team that the Comm Chair is 'open'. Unlike games where the changing of the commander is to do with a team vote and ejection, the part-time commanders work quite happily together taking turns at giving orders and way-points.
<i>Advantages?</i>
At first, I couldn't really see how frequently changing the commander would benefit the marine team, since I always believed that a commander who starts the game, knows how the game has developed and understands the progress of the map more. Not necessarily so.
I believe that having an open Comm, allows the Marine team to work more like the Kharaa team. Unlike Gorges who build from a first person perspective, a commander can only see a top view which makes it easy to leave a weakness in your defences. A marine who has helped build a Commanders setup, rather than shouting 'blindspot at TF over here!', might be better off jumping through a phase gate back to base, getting into the Comm chair and making the alterations himself.
The active marine knows more about the movements of Kharaa than the Commander. Although it is the marines job to inform the commander of situations, sometimes its better done from someone who is in the field. For example, unless Commanders know every inch of the map by heart, its easy to forget to cover a vent or drop a much needed Grenade Launcher, or where the action is.
<i>Disadvantages</i>
Partly the reason I think that Commanders are swapping alot, is because nobody likes to spend too much time in the console as it can be quite boring, and most players would rather go out and actively participate in killing stuff!
I think swapping Commanders during a game would help alleviate the boredom, but would also require more communication in the team.
The worst part of having an open-Comm is having some inexperienced guy hopping in and dropping a HMG and HA for himself then running off and getting killed.
<i>What do you think?</i>
I think an open-comm could work, if you have the type of team that understands each other, which often happens when you play Kharaa, everyone knows what is good for the team and goes about doing it. Gorges change all the time, so what not switching Commanders?
A trend that I am seeing alot of lately, is 'taking turns at the Comm'. Instead of the marine team having one Commander throughout the game, its somehow a mutual agreement between the whole team that the Comm Chair is 'open'. Unlike games where the changing of the commander is to do with a team vote and ejection, the part-time commanders work quite happily together taking turns at giving orders and way-points.
<i>Advantages?</i>
At first, I couldn't really see how frequently changing the commander would benefit the marine team, since I always believed that a commander who starts the game, knows how the game has developed and understands the progress of the map more. Not necessarily so.
I believe that having an open Comm, allows the Marine team to work more like the Kharaa team. Unlike Gorges who build from a first person perspective, a commander can only see a top view which makes it easy to leave a weakness in your defences. A marine who has helped build a Commanders setup, rather than shouting 'blindspot at TF over here!', might be better off jumping through a phase gate back to base, getting into the Comm chair and making the alterations himself.
The active marine knows more about the movements of Kharaa than the Commander. Although it is the marines job to inform the commander of situations, sometimes its better done from someone who is in the field. For example, unless Commanders know every inch of the map by heart, its easy to forget to cover a vent or drop a much needed Grenade Launcher, or where the action is.
<i>Disadvantages</i>
Partly the reason I think that Commanders are swapping alot, is because nobody likes to spend too much time in the console as it can be quite boring, and most players would rather go out and actively participate in killing stuff!
I think swapping Commanders during a game would help alleviate the boredom, but would also require more communication in the team.
The worst part of having an open-Comm is having some inexperienced guy hopping in and dropping a HMG and HA for himself then running off and getting killed.
<i>What do you think?</i>
I think an open-comm could work, if you have the type of team that understands each other, which often happens when you play Kharaa, everyone knows what is good for the team and goes about doing it. Gorges change all the time, so what not switching Commanders?
Comments
then again, the primary reason we've changed was because the guy before him was <i>terrible</i>
lol
OR
You'll lose the ability to have the commander knowing where the aliens have previously attacked and what their likley to do in the future.
Just my oppinion but then I personally find comming with good marines a pleasure rather than a pain.
BlueGhost
then again, the primary reason we've changed was because the guy before him was <i>terrible</i>
lol<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
same here....
everyone seemed to be more intrested in laying mines, so any comm who didn't give them mines and tried to do somethign, like build IP's or a TF got ejected.. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
Anyway, I think that a good voicecom is better than just running back to the chair, and get the comm out, and take comm, and build something. Saves time.
In games when its only 4 vs 4 or even less I think an open comm chairs works very well but on big server with teams of 11 vs 11 (or even 15 vs 15) one comm would do much better work then switchin all the time, they could build things twice becuz they didnt know it was builded (cuz other ppl builded it wich will not happen with 4 vs 4).
There are of course more things like when a comm switches and one of the marines ask for a medpack tru team_say or mic and the new comm doesnt know where this guy is located, of course he should use the voice cmnd, but then again maybe something is under attack wich makes his medpack cmnd not get heard by the comm.
An other problem would be when 4 skluks are attackin the cc when its empty (lets say in ns_hera) it would be almost impossible to get in before u kill them, and what if u coudnt kill them, then there would be no comm that could rebuild the cc in time.
Pros: A few differnet comm styles would come into play, also those blindspots could be fixes.
Cons:A new marine see's No Commander and decides he may as swell do it.
usually slowing the team down back to weak.
Granted, when I get out of my comm chair occasionaly to go out and fight I know a lot more about the map then the average marine, but I think it's best if one comm goes the whole game or at least most of it, because he'll know where he built things and where to check to see if anything is under attack much better than another comm taking over for him. Personally I have no problem with being in the comm chair the whole game, as it is FAR from boring, hell if anything it's more stressfull than just being a plain marine, becuase you have to keep watch over so many marines and structures.