After watching a fellow teammate hop into a multi million dollar vehicle and charging into the ocean for the 534234th time, it made me think what the game would be like if vehicles in the game were finite.
I've always thought combining a money system like the one found in CS would be interesting. Not for the individual soldier's weapon, but rather for commanders to decide what vehicles to spawn in. It’s would feel like an RTS at this point. Each army will start with a set budget, and will be up to the commander to decide how to spend it. Obviously I haven't given this idea much thought, and it has tons of holes.
The cool part though, it will add a shitload of strategy and depth for the commander role, and vehicles will no longer feel like toys that magically grow out of the ground.
On the flipside, it adds too much power to the commander. So if you get Mr.Noobiepants as commander, you-are-fucked. (it could make for some very interesting clan matches though.) Second, it adds too much micro management. There will be armor/chopper/plane requests nonstop, this is simply too much for a single person to manage. If we can come up with a way to delegate these tasks to other key roles it may work.. In any case, I just want to come up with ways to add more value to the vehicles in the game. Hell, Dice might put it in the next BF if we come up with something solid and throw enough e-tantrums.
EDIT:
Thought about what would happen in a specific situation if my idea was implemented.
I think we can all agree that the objective of the game should be to win the round. To make this happen we need to maximize the team’s efficiency. So say your team spends some cash to spawn in a bomber. No one would like to have a player with 0 hours in air to come along and take off in it. Here’s were it could get interesting, as a commander you will be able to pull up the team’s stats and see who would be most fit for the task. (or it could be simplified so it lists the top 3 players on the team who have the most experience in the air.) A commander could assign them to the bomber, thus giving them priority to enter the vehicle, or leave it be so anyone can man it. A few things would happen here. First, you aren’t playing with a bunch of strangers, but with people playing specialized roles, and excel at what they do. Second, it adds more meaning to your stats in a game, by helping you getting priority for things. Those folks at EA/Dice/Gamespy go though all the work to track of your stats already, might as well make more use of it. By adding more value to vehicles, jihad missions would be reduced as well, which is a nice side effect. As for locking new players out of the vehicles, this is true. It will definitely polarize the experience gap. But there is always single player to get practice or servers for new players.
Feel free to add to this if you got any thoughts. :\
I've always thought combining a money system like the one found in CS would be interesting. Not for the individual soldier's weapon, but rather for commanders to decide what vehicles to spawn in. It’s would feel like an RTS at this point. Each army will start with a set budget, and will be up to the commander to decide how to spend it. Obviously I haven't given this idea much thought, and it has tons of holes.
The cool part though, it will add a shitload of strategy and depth for the commander role, and vehicles will no longer feel like toys that magically grow out of the ground.
On the flipside, it adds too much power to the commander. So if you get Mr.Noobiepants as commander, you-are-fucked. (it could make for some very interesting clan matches though.) Second, it adds too much micro management. There will be armor/chopper/plane requests nonstop, this is simply too much for a single person to manage. If we can come up with a way to delegate these tasks to other key roles it may work.. In any case, I just want to come up with ways to add more value to the vehicles in the game. Hell, Dice might put it in the next BF if we come up with something solid and throw enough e-tantrums.
EDIT:
Thought about what would happen in a specific situation if my idea was implemented.
I think we can all agree that the objective of the game should be to win the round. To make this happen we need to maximize the team’s efficiency. So say your team spends some cash to spawn in a bomber. No one would like to have a player with 0 hours in air to come along and take off in it. Here’s were it could get interesting, as a commander you will be able to pull up the team’s stats and see who would be most fit for the task. (or it could be simplified so it lists the top 3 players on the team who have the most experience in the air.) A commander could assign them to the bomber, thus giving them priority to enter the vehicle, or leave it be so anyone can man it. A few things would happen here. First, you aren’t playing with a bunch of strangers, but with people playing specialized roles, and excel at what they do. Second, it adds more meaning to your stats in a game, by helping you getting priority for things. Those folks at EA/Dice/Gamespy go though all the work to track of your stats already, might as well make more use of it. By adding more value to vehicles, jihad missions would be reduced as well, which is a nice side effect. As for locking new players out of the vehicles, this is true. It will definitely polarize the experience gap. But there is always single player to get practice or servers for new players.
Feel free to add to this if you got any thoughts. :\