New game mode idea: second in command

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New game mode idea: second in command

Postby Wakke » 11 Nov 2013, 07:35

This is a very rough outline of something I had in mind for a game mode I'd like to call 'second in command':

- Games are 2 v 2. Each team has 1 'commander' player, and 1 'second in command' player.

- By default, the commander player is a full-fledged player (starting with an ACU and resources just like in a normal game) and the 'second in command' player has no units, has shared vision with the primary player, can look around the map, ping, and chat. He is to be considered the subordinate of the primary player. He executes his will and orders (see below).

- The commander player can select units and give them a new 'special' move or attack order: the result of these is that the control of these units is given over the second in command player, and the target location of the order is pinged to him. The second in command player would then execute the order as he sees fit. The nature of the order can also be further detailed through team chat. For example: "Take these ships and assault that point, retreat to base if overwhelmed ...". There are no obligations or restriction on what the second in command does with the units, but the intention is that he listens to his commander.
The commander can retake unit control when he wishes and the second in command can also return unit control back to the commander when he wishes.
Engineers (including ACU) cannot be transferred this way, in order to keep it simple and to keep the second in command's focus on combat/unit control/micro.

- Additionally, when an sACU arrives, it is under full control of the second in command. There could be one pool of resources, or separate pools, with giving of resources enabled. This might give a nice twist to sACU's (there is also a human in the sACU in the game's fluff...)

I think it might be fun to play as an alternative. I don't know how hard it would be to code though.
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Re: New game mode idea: second in command

Postby Mad`Mozart » 11 Nov 2013, 08:04

Imo this is too complicated to be actually played. The idea with transferring units is good on paper, but in real games its a little different. Usually you are constantly building units and when you attack with already existing group, newly built units just stream into the battle as your reinforcements. So you will either find yourself transferring units all the time or second player having not enough units in most situations.


And actually, it brings up the idea that i had for a while and saw it in another game. Usual 1v1 game where one of the players has extra team mate that has no units in game at all but shares all the eco and intel with his mate. This could easily be used as a mentoring system for higher skilled player to teach other players and share their knowledge :)
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Re: New game mode idea: second in command

Postby Szakalot » 11 Nov 2013, 09:24

Seems like you would only need a one-sided observer to do that : )
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Re: New game mode idea: second in command

Postby jkleli » 11 Nov 2013, 19:14

I like this idea, but it is a little complicated. Instead, why not make a game mode/mod that mimics Planetary Annihilation?

For those who don't know- in Planetary Annihilation, all players on a team can control any unit on their team, regardless of who built it. This allows the unit micro and eco-whoring to be divided evenly throughout the team, providing a steady stream of attention to almost all units on the map. Sharing not only eco, but APM- which means you will probably have more time to manage your base while your team micros your front lines.

Although there is often more than one path of destruction to take into an enemy base, most players would agree on which to take because the more you play the more your instincts guide you to a well optimized base, eco, and an obvious lane of attack.

^I don't know much about modding/coding and all that jazz, but I imagine this would be difficult. It would make for some damn interesting Seton's games though.
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Re: New game mode idea: second in command

Postby Hawkei » 12 Nov 2013, 06:19

I would recommend the following.

1. Both ACU and SCU gate in together.
2. The SCU does not have any build patterns. (But it can assist the ACU and upgrade itself)
3. The ACU and SCU are under the compete control of their respective players.
4. Idle combat units can be commanded by the SCU. (including combat engineers for UEF)
5. Engineering units and factories can only be controlled by the ACU.
6. Quantum gates and SCU's cannot be constructed.
7. Overcharge does only minor damage to SCU's.
8. Victory condition requires assassination of the ACU.
9. If the SCU is still alive, they will have the ability to launch a revenge attack (5 mins) which if successful would result in a draw.
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Re: New game mode idea: second in command

Postby Tex » 12 Nov 2013, 07:22

There was some cool mod on star-crap that I played once. It was a cool idea, which was pretty nice. One guy got all the macro (buildings, SCV's/drones) and could control what they made, and what they do, and the other one had control of the micro, SCV's and drones (in case of cheese) but never really used them, and then any army unit. It was fun to play when you can 100% dedicate your attention to micro, or learning to build a base.

For a Sup Com crossover, this would be hard because the ACU is both an engi, and a strong combat unit. However, it would be cool if one player controlled all structures and engis, and the other all military units, with the acu having a 'joint share' where both players can control it. Granted, this means they would have to work together to get anything done. Plus, after a basic base is built, not much more attention is needed, so that player can either manually reclaim trees, or just use an acu while his mate controls all the tanks

Would be a fun mod.
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Re: New game mode idea: second in command

Postby errorblankfield » 12 Nov 2013, 11:38

I'd like a straight forward 'all combat units are this guys' and 'everything else' is the other guys -with no crossover. The only thing the 'everything else' guy can do combat wise is setting up initial orders from factories and defensive buildings. Not sure how feasible this is.

Really just need a 'five seconds after non-engy is built, auto give to X'. Which honestly, I wish we had now. I love base management and get annoyed when attacked/have to mirco. If I could just have my factories spew units and let someone fight with'em for me, I'm a happy guy. But the current game makes me select them manually then transfer control which is annoying.

At least I'll be able to bind it to a key once lazy share stops conflicting with my other mods.
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Re: New game mode idea: second in command

Postby Hawkei » 13 Nov 2013, 06:37

errorblankfield wrote:I'd like a straight forward 'all combat units are this guys' and 'everything else' is the other guys -with no crossover. ...

Really just need a 'five seconds after non-engy is built, auto give to X'. ...


Agreed. However I think that sometimes something more elaborate is required. I wouldn't mind if some units, like transports and attacking structures, were dual control. I think that unit control should revert to the SCU player on idle. So that the unit will execute any waypoint or patrol path commands. This means that the ACU player can organise a ferry route and manage the logistical activity of delivering units into the combat zone. On arrival they go idle and there is a control handover ;)
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Re: New game mode idea: second in command

Postby sasin » 13 Nov 2013, 21:18

I want to second the idea that just have something where both teammates can control everything. That sounds easy to implement and fun. Then you can divy it up however you want!
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Re: New game mode idea: second in command

Postby RoundTabler » 13 Nov 2013, 22:20

There is a mod that does this. Advanced co-op FA. Its in the vault for anyone who cares to try it. :) I haven't been able to test it yet (no one will do it with me), so I don't know how well this works.
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