Easy ways to improve player-commander communicatio
humbaba
That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
<div class="IPBDescription">Just hypothetical ideas.</div>I realize that there is already a mountain of ways to make communication between commander and player, but you cant have too much of a good thing. well , you can. However, I think that the commander should have the ability to place floating sprites, like waypoints, to indicate things like "Possible Ambush Area", "Suspected hive location", or "Emergency Rally Point". Anythign to convey what the commander is thinking more effectively to the players. I know its not a real significant thing (like H.E. six inch bullets). . . Cough. . but it doesnt sound too hard to implement if they've already got waypoints worked out. Would help players know what to do if the commander is being neglectful with direct order cause hes too busy. Any other ideas relating to improving commander-player interaction could also be posted here. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Comments
That way you can place anything at all and isnt restricted to having set icons.
I was thinking about something along these lines, where every marine could have a warning level set that could either be green, yellow or red. The commander could select some marines and set code yellow if he thought those players should be on alert. If he gave a movement order and was quite sure there were no aliens there, he could set their status to "code green". Players would always be able to see their current level so they could act appropriately (ie, check all corners, proceed very slowly, lay mines behind them, etc.).
These kind of ideas might get implemented once we see how the commander works in public play, but probably not before then.
Say have red green and yellow icons stacked on the left of the screen, and the commander uses the mouse to drag them onto the play area.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->From the mapping guidelines, section 'Line of sight considerations'
The caveats with the line of sight computations: sounds and weapon effects are still played for the commander normally. This means the commander can still deduce information about an area that he can't see. If he's hovering over a ventilation shaft with a noisy alien inside, he'll be able to hear the alien if he's close enough. If the alien fires, the commander will see his weapon effect, but not the alien itself<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
--Scythe--
the_only_scythe@yahoo.co.uk
Or how about for us people stuck with typing there are pre-set codes, as in someone types '252 ahead' and those who had read the menu would understand that that means '2 class 4 types up ahead'... That sounds stupider now i've finished typing it...
TFC was a prime example, despite not having the most skilled players in the world, my clan did alright solely because we played very well as a team. Codes such as 2h f (2 heavy classes incoming via the front door) were a breeze both to understand and use. And this was all before Voice Comms, which I feel are too unreliable and not widely used enough to promote full team play. It all depends on both who you are playing with (Public servers use Voice Comms), (LPB teams mainly use Roger Wilco or BattleCom) and 56K teams use the ol' favourite of typing.
Getting back to the topic, i think that the coded command system is a great idea, but not one thats integral to the gameplay. Id love to see it, but id much rather see NS come out a bit quicker <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
-Defend and Hold This Position, Code Yellow
-Defend and Hold This Position at All Costs, Code Red
-Get here ASAP, Code Yellow
-Get here ASAP, Code Red
-Alien Encounter, Code Yellow
-Alien Encounter, Code Red
-Alien Hive, Code Red
-Path/Area is Clear, Code Green
The default waypoint would be "Path/Area is clear", which is allways a Code Green. Each situation (Defend and Hold, Get here ASAP, Alien Encounter, Path/Area is clear, Alien Give) has different Codes. If you give a Code Green waypoint, it means the situation is ok, and any trouble is unlikely. Any situation givin a Code Yellow means you'll likely get some trouble, but it's important you follow the orders. Any Code red situation means You'll likely get lots of trouble, sustain some big injurys, but it is imperative that the orders are followed.
This could give a VERY large boost to Commander-Player communication, and it could help the marines better understand the commander's orders ALOT. Flayra, I think that if the marines are to communicate properly with the commander at all, it is imperative that this idea be in the first release. Please.
Same post/topic discussed in two threads. <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
Gasfiend
Brave Adventurer of Mindless Insanity and Unconciousness Inducing Brainwaves!
I think there should only be 2 or 3 "signs" in addition to the regular waypoint, ones that are simple enough that you dont have to stop and think what the commander is trying to say "A purple rubber ducky? Uh oh, I think he means we should run around in circles while squad B moves in!" <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I personally don't use Voice Comm because I'm not especially fond of my voice, but communication is definitely a good thing. I've played many casual CS games where the difference between winning and losing was clearly communication -- I once won a game flat out because everyone on the team would send a radio command every few seconds "Area clear" "Enemy spotted" etc.
Ignorance is only bliss until you find Bob gnawing your ear off.
-Jacius