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Cyrodiil Commander


Started by Armonik
Post #25802
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The more I think about this, the more I want to see it. So naturally, I came to ask you fine folks :)

Disclaimer: It's late and the stupid juices are flowing...

When fighting in Cyrodiil, would you like to be able to appoint a commander to "call the shots" on where to send and split the troops/groups. Of course, people would join this large group and appoint the commander, this way, everyone is on the same page and ready to follow orders. If he doesn't fulfill his duties as a commander, he can be voted out and flogged in the capital cities or players can orchestrate a coup and over throw him. You know, Fun stuff. :P

An example of how the commander would function is simple. There's a stronghold about to be sieged by your faction, but the commander realizes that there are enough forces to take both the stronghold and the camp/tower/whatever objective near by. So he decides to tell groups D and E to take said objective, while the rest continue the siege.

Now this is where it could be a fun, easy, and useful tool for battle. The commander can draw or mark on the Cyrodiil map for everyone to see in your faction, even those not in the large group so they can see what the commanders forces are up too, and respond accordingly if they want via questing or ganking.

Could be an easy way to eliminate a lot of chatter and communicate more effectively as a large group. A tool as simple as a map marker, or whatever else people think of, can go a long way.
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Post #25803
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Well, the features are nice. But the bad news is, it ain't working. See Planetside 2, everyone zergs around and even if leaders hand out commands, about one of the third actually do as they are told.


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Post #25805
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Yea, but in the spirit of Elder Scrolls, I would hope people follow through with it, lol. Maybe allow the commander to give out commendations to honorable soldiers, in a non abusable way? We raided cities and pvp areas in WoW and SWTOR with 40+ people all the time, and they listened, so I have faith in people that would want to do it.

FAITH+1
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Post #25867
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Aldmeri Dominion (Bosmer)
(January 23rd 2013 03:51 AM)Nehemia Wrote:  Well, the features are nice. But the bad news is, it ain't working. See Planetside 2, everyone zergs around and even if leaders hand out commands, about one of the third actually do as they are told.

its because people are randomly taken.

if it is in one outfit. it will be well organized


Bosmer Archer, know strategy, and master of surprises.

All Hail Aldmeri Dominion!

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Post #25870
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Aldmeri Dominion (Bosmer)
(January 23rd 2013 03:49 AM)Armonik Wrote:  Disclaimer: It's late and the stupid juices are flowing...

I lol'd, this was happening to me last night after I spent all my energy celebrating about the Beta signups.

(January 23rd 2013 03:49 AM)Armonik Wrote:  When fighting in Cyrodiil, would you like to be able to appoint a commander to "call the shots" on where to send and split the troops/groups. Of course, people would join this large group and appoint the commander, this way, everyone is on the same page and ready to follow orders.

An example of how the commander would function is simple. There's a stronghold about to be sieged by your faction, but the commander realizes that there are enough forces to take both the stronghold and the camp/tower/whatever objective near by. So he decides to tell groups D and E to take said objective, while the rest continue the siege.

This is a good idea, but it will be up to groups of players to organize themselves into Guilds to choose their leader who will determine what groups of players will complete what objective. I myself am part of a VERY organised guild, and we have a system very similar to this to ensure maximum efficiency in slaughtering our enemies! :D


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Post #25920
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Just add a commander system similar to Guild Wars 2. You have to purchase the commander tag. You can turn it on and off. When you turn it on you have a commander icon above your head that everyone can see and its visible on the world map too, so people can locate the commander easier. The enemy on the other hand cannot see your commander tag.


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Post #26093
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(January 23rd 2013 08:37 AM)Terminus Zaire Wrote:  
(January 23rd 2013 03:49 AM)Armonik Wrote:  When fighting in Cyrodiil, would you like to be able to appoint a commander to "call the shots" on where to send and split the troops/groups. Of course, people would join this large group and appoint the commander, this way, everyone is on the same page and ready to follow orders.

An example of how the commander would function is simple. There's a stronghold about to be sieged by your faction, but the commander realizes that there are enough forces to take both the stronghold and the camp/tower/whatever objective near by. So he decides to tell groups D and E to take said objective, while the rest continue the siege.

This is a good idea, but it will be up to groups of players to organize themselves into Guilds to choose their leader who will determine what groups of players will complete what objective. I myself am part of a VERY organised guild, and we have a system very similar to this to ensure maximum efficiency in slaughtering our enemies! :D

Yes, but not everyone will be in a structured guild. Plus, giving someone the reins over more than 10-15 people would see how well they do leading.

My brain farted, new idea... what if the commander role placed you into a faction wide voting system that could let you be crowned emperor. This could add some interesting arguments and start some funny election drama for the community. There could also be some in-game things you could do to people. For instance, fight their guild or kill their candidate in the emperor voting election.

Just think how dirty people fight for a crown. I would just love to see something just as silly and insane as being able to take the title over.



(January 23rd 2013 10:17 AM)Artarius Aetius Wrote:  Just add a commander system similar to Guild Wars 2. You have to purchase the commander tag. You can turn it on and off. When you turn it on you have a commander icon above your head that everyone can see and its visible on the world map too, so people can locate the commander easier. The enemy on the other hand cannot see your commander tag.

Oh, I didn't know you could do that in GW2... then again, I never played it, lol
This post was last modified: January 23rd 2013 01:47 PM by Armonik
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Post #26300
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The way I see it, the game needs to keep track of a score to declare who the emperor is after the battle.
So id imagine, there is no commander initially, or a AI based command that has several points of interest.
Once a player has done enough say they take a useful resource, slay 50 enemies and lead a party of their own.
for the sake of explanation say they have a score of 1000, they are placed into command, they then have a counter mechanic that deducts points from them for every bad move, or even if the tides of combat has turned. forcing the commander to make efficient decisions.
then deduction of points would come into effect if they lose several battles and make poor choices, they lose points down to 800, at this point another player has gotten to 900 points. If the current commander cannot earn back their points and control the situation, they would be forced to resign from the position where the player with 900 points takes over control.

And just incase, you have the commander with 1000 points taking control, the limit for anybody who is not the commander would be 900, so that the commander must make clear mistakes, it would be silly if it changed every 10 minutes.
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Post #26337
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(January 23rd 2013 07:44 PM)Avidus Wrote:  The way I see it, the game needs to keep track of a score to declare who the emperor is after the battle.
So id imagine, there is no commander initially, or a AI based command that has several points of interest.
Once a player has done enough say they take a useful resource, slay 50 enemies and lead a party of their own.
for the sake of explanation say they have a score of 1000, they are placed into command, they then have a counter mechanic that deducts points from them for every bad move, or even if the tides of combat has turned. forcing the commander to make efficient decisions.
then deduction of points would come into effect if they lose several battles and make poor choices, they lose points down to 800, at this point another player has gotten to 900 points. If the current commander cannot earn back their points and control the situation, they would be forced to resign from the position where the player with 900 points takes over control.

And just incase, you have the commander with 1000 points taking control, the limit for anybody who is not the commander would be 900, so that the commander must make clear mistakes, it would be silly if it changed every 10 minutes.

I think the GW2 commander system is better since pretty much anyone would be able to be a commander with your system and you could end up with a lot of bad commanders. Also it would be annoying having to regain a commander title.


In GW2 it cost 100 gold to purchase a tag. There can be multiple commanders the avg on a map is 2-3. So you can split your forces up among the commanders 99% of Commanders are Guild leaders for major PvP guilds. 100g gold is a lot of money which would take many months to obtain alone. So guild members will help with funds for getting their leader a commander tag and the fact that they are willing to donate shows that they know and trust that their guild leader or an officer will be a good commander.


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Post #26345
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(January 23rd 2013 07:44 PM)Avidus Wrote:  The way I see it, the game needs to keep track of a score to declare who the emperor is after the battle.
So id imagine, there is no commander initially, or a AI based command that has several points of interest.
Once a player has done enough say they take a useful resource, slay 50 enemies and lead a party of their own.
for the sake of explanation say they have a score of 1000, they are placed into command, they then have a counter mechanic that deducts points from them for every bad move, or even if the tides of combat has turned. forcing the commander to make efficient decisions.
then deduction of points would come into effect if they lose several battles and make poor choices, they lose points down to 800, at this point another player has gotten to 900 points. If the current commander cannot earn back their points and control the situation, they would be forced to resign from the position where the player with 900 points takes over control.

And just incase, you have the commander with 1000 points taking control, the limit for anybody who is not the commander would be 900, so that the commander must make clear mistakes, it would be silly if it changed every 10 minutes.

If they do put something into place like this, I want the decision to be the players choice. I don't want a system controlled by the game. That way it is more authentic than someone randomly getting switched in and out by the game. Maybe that system can tell others of the accomplishment and then the players decide if they want to follow this brave and bloodthirsty commander or not, lol.
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Post #26453
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Perhaps a hybrid system implementing this GW2 type system, say you have 10 commanders, public vote selects high command out of those 10.

The problem I see with a players wealth have an effect would greatly increase things like gold buying. and if any random kid buys enough gold to entitle them to change the outcome of a battle the scale of what we are being told. It would be disastrous.

Use of guilds to acquire funds to become a commander suggests guild leaders, particularly good ones have the positions of power not only through guild control but those who are outside their guild, now as good as it sounds to unite people outside guilds, or multiple guilds, you then gain the problem of competition from allies. Everybody will want their leader, if not themselves to be the Emperor.

Ideally you would want an agreeable Emperor, not just the best guilds leader.
Unless of course treason is a viable option.
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