while carrier command is way more- how do i say, slim on content, it has a few elements that would be cool too. Id actually like resources to be split in three directions too, supply for buildings and people, ammo for gear constraints, and fuel for slowing down vehicle spawns. they already have trucks to carry these resources as well.
Fuel as a resource would be a great idea. In the current game fuel trucks have no use because most vehicles are dead before they need refueling or they can refuel at fuel stations.
splitting up supplies like that is a good idea. they really need to rework the way supplies function, it gets really frustrating running logis just to have them all gone in 1 minute, it's a thankless task and often feels completely futile
@@caracal3892 it would bring down the chopper spam and make it far more valuable to keep, repair and recover them if lost. Same with armor when it arrives haha
Your commentary is fascinating, and I believe critique will only build stronger gameplay, so please do engage with this comment in return. What I find challenging with this, and many of the videos in this series, is the Conflict specific focus. Ultimately, the Arma sandbox is successful because decisions like, the role of a commander, are not influenced by Bohemia, but instead by players/server rules. This leads me on to point two, none of this seams game changing. In fact, I'd argue that markers, radios and leadership are already within the game. You could, as one of your commenters is already doing, build a modded game-mode like this. You have markers (I accept they are not to the standard of A3) & Squad leaders, it is the players of this game that I personally see refusing to engage with them. I'd argue part of that reason is because of the freedom within Reforger. While freedom makes Reforger so brilliant, it also throttles these scenarios (Like the commander one presented) UNLESS server admins to steps to encourage this gameplay loop with rules/mods. This takes me back to point 1. Its up to server admins and modders to enable these abilities, as this brings in players that like that gameplay loop, allows players that don't like that gameplay loop to find a different server, and allows Bohemia to focus on genuine features and stability, rather than a specific genre. My biggest concern would be if Bohemia chose a feature specific perspective, would your community feel left out, when they decide 'Arma life' Brings them in more money.
The goal of my video is almost exclusively meant for conflict gamemode, because that is how I play reforger. I think the game should not try to force players with rules to play a certain way I would prefer the game to incentivize it. So in case of the commander mode players would be incentivized to gather around players who can talk to the commander directly and follow the markers the commander puts on the map because I feel players want to be with other players.
I like the idea. Just tonight I had the situation: a guy joins my squad and asks "what do you want to do?" This happens more often than one might imagine. I think there are more people which are ready to receive orders than give orders. Making it easier to lead also contributes to a better experience of the game
Interesting view on how to do implement the role of commander. I would add that an xp system, perhaps in style of the systems seen in simracing could be helpfull. I.e. not able to take role as commander if below certain skill level and below a set penalty points, same for squad leaders. All to promote and reward team play and penalize not playing the objective, but still without fully excluding these players.
I don't think doing this would be a good idea, because what if a player decides to camp for an hour on a road to set up explosives traps and no one shows up? That player would then be punished for "not helping the team". There are many tactics that may sometimes not work at all. I had the same exact situation in squad where I camped a road for the whole match with 5 guys and we "only" got 2 enemy trucks. After the round was over I had to argue with admins because other squad leaders reported me for not helping the team
@@caracal3892 Unless the task had been agreed to by the team/commander and therefore won't penalize the player(s), perhaps even rewarded them for following the set tactical planning.
@@caracal3892 If your ambush fails 20 games in a row you are probably doing something wrong, if you have a persistent xp system tracking a player through 100s of games it might say something more meaningful, and it doesn't need to let players know their xp count used for deciding who gets commander role priority.
But it will have a somewhat rigid team structure, with the command team being able to kick players out the game, cause I want hard authority like that.
Oh my goodness, I would love this! Just remove ALL map markers, even base markers. Have squads find and locate enemy bases and have squads report in and report the location. 12:51 BI DEVS CLICK THE TIME STAMP
I don't understand, are you suggesting anyone without a radio backpack wont be able to use the platoon radio channel? if anyone can use the platoon radio channel then it makes the backpack redundant because then anyone can just speak to the commander directly. on the otherhand if you need a backpack to use the platoon channel youre simply limiting communication on a game that already severely lacks communication.
@rostavwilsonbergshire2126 one option could be to limit the range of the smaller radios, making use of the stronger radio (backpack) more needed, as it was real life in the 80's
I think you would need to split radio backpacks as they are now into different things. Building a FOB or spawn point should be something that can be done on a fire team/Squad level and should be able to be done without a construction truck giving that you have the supplies.
I do prefer arma3 rts attempts.... where you can see the battlefield either like zeus way which is the best, or via drones plus camera on units from which you can switch..... i mean the coolest thing about commanding is watching the explosions and the advancing tanks and units and the paradropping youve commanded yourself....realism is good, but that much fun
I really hope someone at Bohemia runs across your videos. You have some great ideas that i feel the community would aline with.
We are aware.
Instead of the command truck creating call of duty matches, it creates your idea. Keep em coming.
while carrier command is way more- how do i say, slim on content, it has a few elements that would be cool too. Id actually like resources to be split in three directions too, supply for buildings and people, ammo for gear constraints, and fuel for slowing down vehicle spawns. they already have trucks to carry these resources as well.
Fuel as a resource would be a great idea. In the current game fuel trucks have no use because most vehicles are dead before they need refueling or they can refuel at fuel stations.
splitting up supplies like that is a good idea. they really need to rework the way supplies function, it gets really frustrating running logis just to have them all gone in 1 minute, it's a thankless task and often feels completely futile
@@caracal3892 it would bring down the chopper spam and make it far more valuable to keep, repair and recover them if lost. Same with armor when it arrives haha
Your commentary is fascinating, and I believe critique will only build stronger gameplay, so please do engage with this comment in return.
What I find challenging with this, and many of the videos in this series, is the Conflict specific focus. Ultimately, the Arma sandbox is successful because decisions like, the role of a commander, are not influenced by Bohemia, but instead by players/server rules.
This leads me on to point two, none of this seams game changing. In fact, I'd argue that markers, radios and leadership are already within the game. You could, as one of your commenters is already doing, build a modded game-mode like this. You have markers (I accept they are not to the standard of A3) & Squad leaders, it is the players of this game that I personally see refusing to engage with them.
I'd argue part of that reason is because of the freedom within Reforger. While freedom makes Reforger so brilliant, it also throttles these scenarios (Like the commander one presented) UNLESS server admins to steps to encourage this gameplay loop with rules/mods.
This takes me back to point 1. Its up to server admins and modders to enable these abilities, as this brings in players that like that gameplay loop, allows players that don't like that gameplay loop to find a different server, and allows Bohemia to focus on genuine features and stability, rather than a specific genre.
My biggest concern would be if Bohemia chose a feature specific perspective, would your community feel left out, when they decide 'Arma life' Brings them in more money.
The goal of my video is almost exclusively meant for conflict gamemode, because that is how I play reforger. I think the game should not try to force players with rules to play a certain way I would prefer the game to incentivize it. So in case of the commander mode players would be incentivized to gather around players who can talk to the commander directly and follow the markers the commander puts on the map because I feel players want to be with other players.
And if the commander dies, GG!
I like the idea.
Just tonight I had the situation: a guy joins my squad and asks "what do you want to do?"
This happens more often than one might imagine.
I think there are more people which are ready to receive orders than give orders.
Making it easier to lead also contributes to a better experience of the game
Interesting view on how to do implement the role of commander.
I would add that an xp system, perhaps in style of the systems seen in simracing could be helpfull. I.e. not able to take role as commander if below certain skill level and below a set penalty points, same for squad leaders. All to promote and reward team play and penalize not playing the objective, but still without fully excluding these players.
I don't think doing this would be a good idea, because what if a player decides to camp for an hour on a road to set up explosives traps and no one shows up? That player would then be punished for "not helping the team". There are many tactics that may sometimes not work at all. I had the same exact situation in squad where I camped a road for the whole match with 5 guys and we "only" got 2 enemy trucks. After the round was over I had to argue with admins because other squad leaders reported me for not helping the team
@@caracal3892 Unless the task had been agreed to by the team/commander and therefore won't penalize the player(s), perhaps even rewarded them for following the set tactical planning.
@@caracal3892 If your ambush fails 20 games in a row you are probably doing something wrong, if you have a persistent xp system tracking a player through 100s of games it might say something more meaningful, and it doesn't need to let players know their xp count used for deciding who gets commander role priority.
I am working on a modded gamemode like that.
But it will have a somewhat rigid team structure, with the command team being able to kick players out the game, cause I want hard authority like that.
Well thought out! Bohemia listen to this guy!
Oh my goodness, I would love this! Just remove ALL map markers, even base markers. Have squads find and locate enemy bases and have squads report in and report the location.
12:51 BI DEVS CLICK THE TIME STAMP
Yesssss bro
And with that recon squads would be a lot more useful
Id love a usefull recon role. Recon is my MIDDLE NAME
I don't understand, are you suggesting anyone without a radio backpack wont be able to use the platoon radio channel?
if anyone can use the platoon radio channel then it makes the backpack redundant because then anyone can just speak to the commander directly.
on the otherhand if you need a backpack to use the platoon channel youre simply limiting communication on a game that already severely lacks communication.
@rostavwilsonbergshire2126 one option could be to limit the range of the smaller radios, making use of the stronger radio (backpack) more needed, as it was real life in the 80's
@@wib4557 the thing is that after placing the radio backpack down (so you can spawn after death) you would lose all communication.
I think you would need to split radio backpacks as they are now into different things. Building a FOB or spawn point should be something that can be done on a fire team/Squad level and should be able to be done without a construction truck giving that you have the supplies.
I know in their roadmap they said they had plans of adding in a Command role of sorts to help coordinate the battlefield for both sides.
Is it free or pay up?
The game is not free however it is possibly very cheap on a sale
I do prefer arma3 rts attempts.... where you can see the battlefield either like zeus way which is the best, or via drones plus camera on units from which you can switch..... i mean the coolest thing about commanding is watching the explosions and the advancing tanks and units and the paradropping youve commanded yourself....realism is good, but that much fun