The Project Reality Commander

Wicca
Posts: 7334
Joined: 2008-01-05 14:53

Re: The Project Reality Commander

Post by Wicca »

cause your gay :)

No, i wish i could command from squadleading. That is just so much more win.
Xact Wicca is The Joker. That is all.
Phoenix.86
Posts: 424
Joined: 2007-07-23 20:22

Re: The Project Reality Commander

Post by Phoenix.86 »

All respect to you Mike, don't think we could have had a better commander for our team back then.

Also, great read.
Image

ReadMenace: "...Could be wrong, the 6th soldier could be in the fetal position in the trunk. Or on the driver's lap. :D "Is that your radio poking me SL? Oh.. Ohgod.. It's not!"
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Re: The Project Reality Commander

Post by Michael_Denmark »

L4gi wrote:
While it is nice that you have an extremely in-depth guide to commanding, I personally wouldnt go at it at all the same way. The game has changed a lot since you last played, you have to have up-to-date knowledge of all aspects of the game and the people you play with to be able to effectively command.
Thanks.

Personally though, I don't think my guide is anywhere close to being extremely in-depth, -yet. It will be great, if I can make it so. So far I managed to make it detailed in certain areas, yes, but that's all. Going extremely in-depth will require a mountain-range of work.

In the Commander chapter, when written, I will touch the topic of digging into the layers below the details, floating on the surface, but I honestly don't think I will have the time, or skills for that matter, to go in-depth. Who knows? Eventually, time will tell.

I agree that you need as updated data on the game, as possible, however, not all of the game has changed, thus in several years from now, PR players will still be able to use this guide as a supportive tool when wanting to play the CO-function. Especially when the bigger teams gets to become an everyday event on the PR servers.

Regarding playtime, well, since you don't know when I played the game last time L4gi, you aren't able to determine how much the game has changed since I played it.
All respect to you Mike, don't think we could have had a better commander for our team back then. Also, great read.
Hi Phoenix, thanks for the kind words.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

ImageImage
We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: The Project Reality Commander

Post by L4gi »

Well I do know you havent played for years. :P
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Re: The Project Reality Commander

Post by Michael_Denmark »

Then why did you feel a need to ask?
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

ImageImage
We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: The Project Reality Commander

Post by L4gi »

Just saying. I feel that your guide is way too in-depth to be useful. Not that I dont respect the time it took for you to write it. One of the biggest problems with most players/SLs/COs nowadays is that they try to do things the hard way when there is an easy way. I've had great success with simple things, so I dont see why people want to overcomplicate things.
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Re: The Project Reality Commander

Post by Michael_Denmark »

Well we are all different L4gi.

Thus when you view the guide as something not-simple, others will view it as superficial and too simple.

Simplicity and complexity are subjective factors.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

ImageImage
We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
HunterMed
Posts: 2080
Joined: 2007-04-08 17:28

Re: The Project Reality Commander

Post by HunterMed »

The most successful emotional magnet I have used in a Project Reality battle was the defense of Temple Flag, Qwai River map, playing the PLA side (PELA TEAM). A battle that from my opponents side was not tactical necessary to process. Temple flag was not a tactical treat to the enemy in that battle, however its location being close to the PLA main base could be used as base for encircling PLA main base. Thus Temple was tempting to capture.

Eventually I deployed more than 2/3 of my team on the Temple hill area and defended it successfully against numerous enemy helicopter/boat and vehicle-attacks, resulting in my ticket victory.
This was indeed an memorable defence which even bumped team morale for the following battles in my opinion.
Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: The Project Reality Commander

Post by Tarranauha200 »

Agree whit l4gi. More details there are means more ways to fail=more likely you are to fail.
Just keep it simple and it will work.
Been there, done that.
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Re: The Project Reality Commander

Post by Michael_Denmark »

Tarranauha200 wrote:Agree whit l4gi. More details there are means more ways to fail=more likely you are to fail.
Just keep it simple and it will work.
Been there, done that.
What you perceive as being simple, is not what another will perceive as being simple. Agreeing with others is fine, but on this matter not important in it self, since it is the acceptance of the diversity, that is important.

When you as here reject that others can have another view on the same thing as you, -in this case whether something is too detailed instead of being simple, then you also distance your self from the thinking of understanding your enemy.

Ah well, I will try - at some point - to describe it better in the guide if I'm able to.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

ImageImage
We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Re: The Project Reality Commander

Post by Michael_Denmark »

HunterMed wrote:This was indeed an memorable defence which even bumped team morale for the following battles in my opinion.
Hi Hunter,

It surely was a memorable defence, however, although I my self and at least some of the players on the team felt the team morale bumping big time upwards, there was in-fact quite allot who felt that the decision of using static defense, was just to boring. Those players felt their morale going down as I recall. Sadly.

Well, we won, and the magnet worked.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

ImageImage
We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: The Project Reality Commander

Post by Brainlaag »

Simplicity in PR is of the essence, especially in public games. There is no room for some fancy tactics or extremely complicated maneuvering. I see the role of commander being implied in ArmA but just keeping the team together and set some overall targets to achieve is more than enough in PR. A designated Squadleader can do that just as good.
Thus L4gi is right.
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Re: The Project Reality Commander

Post by Michael_Denmark »

Brainlaag wrote:Simplicity in PR is of the essence, especially in public games. There is no room for some fancy tactics or extremely complicated maneuvering. I see the role of commander being implied in ArmA but just keeping the team together and set some overall targets to achieve is more than enough in PR. A designated Squadleader can do that just as good.
Thus L4gi is right.
Simplicity and complexity are subjective factors.

Thus subjectivity is right.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

ImageImage
We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: The Project Reality Commander

Post by Brainlaag »

Michael_Denmark wrote:Simplicity and complexity are subjective factors.

Thus subjectivity is right.
No they are not, if you start wasting time to "organize" you are already on a wrong path. I'm not saying that commanding is useless but that with much easier tools you can achieve the very same objective, without the needed training/stress and whatsoever.

Anyway you should apply this guide to ArmA: PR I can see it there promoting your idea in a more ideal fashion.
Tim270
PR:BF2 Developer
Posts: 5165
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Re: The Project Reality Commander

Post by Tim270 »

Passing information and giving advice>forcing a team to go by your commands in my book. The situation 'on the ground' is just so different from looking at a 2d map and little green and blue dots. Hence why the UAV was so useful until it got removed, thankfully its coming back. Trying to micromanage squads just does not work and annoys the hell out of the Sl (at least in my experience).
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Re: The Project Reality Commander

Post by Michael_Denmark »

Brainlaag wrote:No they are not, if you start wasting time to "organize" you are already on a wrong path.
Well I as others, certainly have organised a lot in PR, so essentially - as I understand you - I and anyone else also organising, have moved down the wrong game-related path.
I'm not saying that commanding is useless but that with much easier tools you can achieve the very same objective, without the needed training/stress and whatsoever
I partly agree in the statement, however, with the full knowledge of the overall enemy situation taking into account. Thus lets say you have 60 tickets left, while your enemy has less than half that amount, -then , in some cases, depending on what you as CO want to try out, a non-organised attack/operation could be initiated.

Tried methionine like that on Bi Ming, -tournament.

Anyway you should apply this guide to ArmA: PR I can see it there promoting your idea in a more ideal fashion.
Copy.

Well the plan is to have the book focusing on all game-aspects of PR, -coming from the co-point of view. That is partly why it will take years to complete the book. Arma will thus be embedded in the book, however, probably not the internet-guide.


Passing information and giving advice>forcing a team to go by your commands in my book. The situation 'on the ground' is just so different from looking at a 2d map and little green and blue dots. Hence why the UAV was so useful until it got removed, thankfully its coming back. Trying to micromanage squads just does not work and annoys the hell out of the Sl (at least in my experience).
Hi Tim,

Well yes and no, although in my opinion mostly no. The situation and of course the plan, dictates the room available for decentralised and centralised CO-playing.

Trying to micromanage squads is a pain in the alpha. Both for the CO and for the SL and for the Squad. It should only be done when the CO lose trust to the leader of a unit, regardless of what type of trust has been broken; chemistry, tactical, ability to lead, to communicate, to cooperate and so forth. Probably more on that topic -later in the leader sub-battle, being the part I'm writing mostly on now.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

ImageImage
We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: The Project Reality Commander

Post by Truism »

I have read this guide and think it's good, but find it overcomplicates a lot of issues that are actually every simple. This contributes to its overall length.
SSGTSEAL <headshot M4> Osama

Counter-Terrorists Win!
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Re: The Project Reality Commander

Post by Michael_Denmark »

Thank you very much for your criticism. I have written more text, than what's posted. Lots of editing in the process.

Could I please ask to you help me, pointing out where you find the overcomplicated content, or the worst of it, or simply how it in your opinion gets overcomplicated?

When using 2400 characters per page, in standard Word, the guide has now passed 100 pages, so it is really long. It has to be an interesting read, more than one time, thus your criticism is most welcome.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

ImageImage
We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: The Project Reality Commander

Post by L4gi »

Michael_Denmark wrote:When using 2400 characters per page, in standard Word, the guide has now passed 100 pages
No offence, but seriously? I mean seriously wat?
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: The Project Reality Commander

Post by Truism »

Michael_Denmark wrote:Thank you very much for your criticism. I have written more text, than what's posted. Lots of editing in the process.

Could I please ask to you help me, pointing out where you find the overcomplicated content, or the worst of it, or simply how it in your opinion gets overcomplicated?

When using 2400 characters per page, in standard Word, the guide has now passed 100 pages, so it is really long. It has to be an interesting read, more than one time, thus your criticism is most welcome.
I have a different conceptual understanding of the same issues as you. That's where most of the difference would come from.

Having said this, I feel that there are quite a few sections that are more or less intuitive that you explain blow by blow. I also feel that some of the supporting graphics are unecessary.
SSGTSEAL <headshot M4> Osama

Counter-Terrorists Win!
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