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Looks like there's not going to be separate command rank and battle rank, good.
-Command Certs
-5 points AMS
-10 points Lodestar (can spawn 5 vehicles before deconstructing)
-1 point to form squad
-2 points to form platoon
-2 point Continent chat
-3 points Global chat
-2 points to be able to draw on map
-5 points to be able to laze a target anywhere on map for anyone on continent in artillery to see.
-Infantry Certs
-5 points Heavy Infantry Weapon
-5 points Heavy Armor
-5 points AV weapons
-5 points Grenadier weapon
-Support Certs
-5 points Medium mobile Artillery (1 hits should take down half infantry health)
-5 points Fixed heavy Artillery (1 hit Instant kill for infantry, 1 hit takes down half health for most vehicles like skyguard, should take like 3-4 hits for heavy tanks) For TR make it look like big missle launcher in BF2142.
-5 points Skyguard
-5 points Heavy Fixed Anti Aircraft
-5 points Large Command Vehicle with radar (acts as reveal enemies at SOI radius, only someone sitting inside can see the radar sweeps, preferably someone with command rank that can draw on map)
-5 points Fixed Radar Station (acts as reveal enemies at twice SOI radius, only someone sitting inside can see the radar sweeps, preferably someone with command rank that can draw on map)
-5 points Mines
-5 points Spitfires
so on and so forth
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Comments
Because Command Rank Experience and CUD abilities are not a measure of a real Commander.
The AMS driver controlled player behavior more than any CR5 with Global Chat. I use to drive lots of AMS and routers; I controlled where the players spawned, I controlled the flow of the battle; while CR5's blabbed on Global I was busy controlling what players did.
Same thing with wwiionline: he who controls the mobile spawn controls the players while High Command blabbed and argued with each other in the backround and nobody payed attention.
Orbital Strike is useless for someone who REALLY wants to be a Commander, considering the long timer, but the ability to laze a target anywhere on map nomatter where you are on the map for anyone in artillery to see would be much more useful for a REAL Commander.
Reveal Enemies is useless for someone who REALLY wants to be a Commander, it's not persistant, but the ability to draw on a map the best way to defend or attack an area (if you are familiar with terrain) would be vastly more useful for a REAL Commander.
You guys can't possibly tell me you are satisfied with these junk Command tools you have now.
Oh damn. That guy at this SOE conference says he likes Spawn-on-mission-leader in Battlefield 2. http://www.youtube.com/watch?v=3THiEGpSbIU
YUCK! This is bad. This type of game mechanic temps the mission leader to hide somewhere, meaning your going to take a good 10% of the playerbase out of the fighting; they'll be sitting on their butts waiting for others to die on their mission so they can respawn where they're at. Very very bad. In Battlefield 2 I hop from one mission to another looking for a mission leader that isn't dying all the time, taking me out of the fight too while staring at map.
You're going to pin your entire strategy on putting 1 AMS on "other side of base" with all the OS'ses going off? That 1 AMS won't last 2 minutes.
Infantry are suppose to be underpowered vs vehicles yet flexible, the AMS provided this, NOT AN AV BUFF, an AV buff is nothing more than a vehicle nerf. Infantry flexibility, vehicles powerful. The AMS should survive a minimum of 10 minutes in it's spot, 20 minutes ideal, 30 minutes with luck or a good defensive perimeter, in order to be an effective spawn point for infantry; not a few minutes.
Anything that reduces the amount of people with OSes (or makes it harder to set them off) gets my vote.
Remember the days when you didn't need a constant stream of AMSes because their life expectancy was more than 2 minutes? Good times.
Yeah. I played about 6 months from 2004-2006, I thought the CUD cheat abilities were bad in 2006 imagine what it's like in 2011. Lots of players now have 5 characters with CR5, yuck.