Part-time Commanders

Error404Error404 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?

Comments

  • EdcrabEdcrab Join Date: 2002-11-02 Member: 4324Members
    This happens in most games I play with my regulars- quite simply, because we find fighting more fun than comming constantly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> It's actually quite effective- anyone available at the CC simply get's in and does what needs to be done. Kudos to pointing out this strat (someone else mentioned it but managed to misspell "commander", so he doesn't count...)
  • Vicentegrad_IIVicentegrad_II Join Date: 2002-12-21 Member: 11275Members
    just about every game I've played with different Comms we've lost

    then again, the primary reason we've changed was because the guy before him was <i>terrible</i>

    lol
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Major disadvantage for me is that eather everyone has to have a continual overview of the game (wich will only be possible if the com tells you when buildings are being attacked ect)

    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
  • Brain_CleanerBrain_Cleaner Join Date: 2002-12-22 Member: 11365Members
    <!--QuoteBegin--Vicentegrad II+Jan 4 2003, 08:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vicentegrad II @ Jan 4 2003, 08:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->just about every game I've played with different Comms we've lost

    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-->
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    You will get people who are abusive and spoil the game for you.
  • UrzaUrza Join Date: 2002-12-24 Member: 11514Members
    Most of the time this happens as I jump out of the chair to build something, or assist at a critical point, and some noob jumps in. And saying hey get outta that chair doesnt work. This sucks.

    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.
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    I think its fun to let everyobody comm (especially when u know that everyone in ur team is good), but I doubt that it is better. Lets say a comm steps out becuz someone wants to go in the comm while ur securin a hive, he steps out but then he finds the other guy just get killed by an alien infront of the cc, even if he would kill it the marines would lose another 30 seconds becuz the first comm cant get in immidiatly, or he will get killed aswell and the marines at the hive that were waitin have to wait longer wich may result in death.

    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.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    Can be good and bad.
    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.
  • Deckard1Deckard1 Join Date: 2003-01-10 Member: 12127Members
    edited January 2003
    Personally I prefer the same comm throughout the entire game. I remember one game I jumped in as comm and since we had a ton of res I decided hey, why not build an arms lab and prototype lab, failing to see the previous comm had already built them as they were hidden underneath two beams visible from my top-down view. Within seconds I was hearing the typical flaming of "WTF Commander? Why u build two of these?"
    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.
  • MeOnCrackMeOnCrack Join Date: 2002-11-17 Member: 9002Members
    Having comms jumping in and out of the chair can be a good thing only if the team keeps in constant communication. Marines out in the field have a different perspective of things happening than in commander view. They notice things that a commander doesn't, and usually have a much harder time trying to get the comm's attention on alleviating the problem. Marines jumping in and out of the chair can help defend heavily traveled areas better, and since there is no pressure for a comm to stay in the chair, he can jump out into the field and add an extra player to the marine side. He can build a siege base for a marine, and when the phase gate goes up, he jumps out of the chair and into the phase and adds an extra defender. On a 4on4, with 1 on alien team as gorge, 3 skulks against 4 marines is very bad odds for the Kharaa.
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