Suggestion: Commander role

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Dan_Grr 说:
There is nothing to gain or nothing to lose to be on the winning team. Nothing.
The same goes for the scoreboard, unless one is an egotistical social reject who must keep a tissue handy so he doesn't blow his e-load all over his fellow players whenever he gets a high number of kills.
 
Dan_Grr 说:
Basically, there is no incentive, the true incentive for most players will be to see their name look cool on the scoreboard. There is nothing to gain or nothing to lose to be on the winning team. Nothing.

honour
 
Yellonet 说:
Dan_Grr 说:
There is nothing to gain or nothing to lose to be on the winning team. Nothing.
And therein lies the problem.

No, no...
Dan_Grr 说:
the true incentive for most players will be to see their name look cool on the scoreboard.
lies the problem.  That's why people (myself included) scatter at the slightest sign of an easy kill.  And there's no good way to fix that.
 
ScientiaExcelsa 说:
Yellonet 说:
Dan_Grr 说:
There is nothing to gain or nothing to lose to be on the winning team. Nothing.
And therein lies the problem.

No, no...
Dan_Grr 说:
the true incentive for most players will be to see their name look cool on the scoreboard.
lies the problem.  That's why people (myself included) scatter at the slightest sign of an easy kill.  And there's no good way to fix that.
There's no good way to fix that? Sure there are, if it's more profitable (point wise) to use real tactics, you will use real tactics. If the suggestions above are used in the game, that could go a long way to achieve this. For instance, if you gain one point for a kill but lose two for dying you'd value your life a bit more, right? That's just an example of how the game could be tailored to promote using different tactics to lower your own team's casualties and increasing the teams kills.
 
The only thing a commander needs is control of a horn for signaling. Otherwise I'd much rather leave the controls up to team coordination. That's how you find out just how good individual players are at this and who you will want on your team or in your clan.
 
Yellonet 说:
ScientiaExcelsa 说:
Yellonet 说:
Dan_Grr 说:
There is nothing to gain or nothing to lose to be on the winning team. Nothing.
And therein lies the problem.

No, no...
Dan_Grr 说:
the true incentive for most players will be to see their name look cool on the scoreboard.
lies the problem.  That's why people (myself included) scatter at the slightest sign of an easy kill.  And there's no good way to fix that.
There's no good way to fix that? Sure there are, if it's more profitable (point wise) to use real tactics, you will use real tactics. If the suggestions above are used in the game, that could go a long way to achieve this. For instance, if you gain one point for a kill but lose two for dying you'd value your life a bit more, right? That's just an example of how the game could be tailored to promote using different tactics to lower your own team's casualties and increasing the teams kills.

^seconded^
 
Armatus 说:
The only thing a commander needs is control of a horn for signaling. Otherwise I'd much rather leave the controls up to team coordination. That's how you find out just how good individual players are at this and who you will want on your team or in your clan.

agreed
 
scythe111 说:
Yellonet 说:
ScientiaExcelsa 说:
Yellonet 说:
Dan_Grr 说:
There is nothing to gain or nothing to lose to be on the winning team. Nothing.
And therein lies the problem.

No, no...
Dan_Grr 说:
the true incentive for most players will be to see their name look cool on the scoreboard.
lies the problem.  That's why people (myself included) scatter at the slightest sign of an easy kill.  And there's no good way to fix that.
There's no good way to fix that? Sure there are, if it's more profitable (point wise) to use real tactics, you will use real tactics. If the suggestions above are used in the game, that could go a long way to achieve this. For instance, if you gain one point for a kill but lose two for dying you'd value your life a bit more, right? That's just an example of how the game could be tailored to promote using different tactics to lower your own team's casualties and increasing the teams kills.

^seconded^

I don't really agree that we need any drastic changes in the way of incentive for teamwork.  Once play becomes more organized and clans are formed, the incentive of pulling off the necessary maneuvers for your team to win will be enough, and the good players can still buff their score plenty within that mode of play.  However, there will always be lone wolves who just want to go rambo and have a good time.  Why spoil their fun?  The bulk of players even now are usually willing to listen to a good suggestion and use tactics.  If it ain't broke, don't fix it, and my opinion is it ain't broke.
 
ScientiaExcelsa 说:
I don't really agree that we need any drastic changes in the way of incentive for teamwork.  Once play becomes more organized and clans are formed, the incentive of pulling off the necessary maneuvers for your team to win will be enough, and the good players can still buff their score plenty within that mode of play.  However, there will always be lone wolves who just want to go rambo and have a good time.  Why spoil their fun?  The bulk of players even now are usually willing to listen to a good suggestion and use tactics.  If it ain't broke, don't fix it, and my opinion is it ain't broke.

quite.  you'd hope they wouldn't force you do take a certain stance on it. like you said, if you wanna be rambo, go for it. if your way is working, i might even join you :grin:
 
I think the problem is that games set for respawn tend create the Ramboism. I mean hell, when people are spawning in random locations away from their team they don't really have much choice. When enemies are all around you're pretty much forced to go Rambo on that ass.
 
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