Search the Community
Showing results for tags 'harvester'.
-
Nearly all matches, Harvester control is vital to the match. and as a commander, we have the ability to stop and even control where to put the harvester. which is awesome!! I love it. However, if a parked harvester is destroyed, the new one does not follow the "stop" command. In the heat of battle, it can be difficult and somewhat annoying to micromanage the harvester while also dealing with other things. It would be great if all harvesters followed the "stop" command until released by the commander (*once a harvester waypoint/standby area has been selected*), regardless if they are destroyed or not. I suppose one could argue the current set up can be a good strategy for the other team, less automation = more tactics. But I feel the AI should just be improved instead =p
-
Make harvester control a separate commander. I.E. allow players to vote in a harvester control player. In this scenario players could vote for a person to manage the harvester. This would allow a less consequential vote. Is it not intimidating to be voted commander? Not everyone wants to be the Total Commander. I would readily take harvy control in a game tho i loath the commander role. To some extent this is a continuation of the idea to create sub commanders. I think it would be awesome if a commander could have players who manage key aspects of the battle to help the commander focus on a winning solution. If Chat could show the sub commanders input and information... A harvester commander would be an easy first step. ofc the harvy command could be managed by any commander.
-
So @Ukill created a mutator for drivable harvesters. @Fffreak9999 and myself decided to have some fun https://onedrive.live.com/?cid=3393abc29e26f205&id=3393ABC29E26F205!293290&authkey=!AFxuMRpYbpTshNM Clicky link for video