For future Battlefield — class philosophical notes and chain of command.
Hi!
Since classes are core of every Battlefield experience, their roles are always under huge debate. I feel, that we have gone absurd direction in order to solve teamwork & coordination issues between players. We need to make classes and chain of command more clear and dedicated in their duties and tools available. People understand better straightforward tasks than complex hidden sub-role thinking.
I wonder though, is this even goal of franchise anymore, to make teamwork primary. Focus seems to be on kill-focused personal objectives. It gets boring so fast, to minimize gameplay loop to absolute minimum.
Here's what renewed class philosophy and its roster could look like:
- Assault - Primary role is to engage in combat with enemies at medium range. Could be able to destroy fortifications. Equipped with assault rifles, underbarrel launchers/underbarrel shotguns and bodyarmor supply bag.
- Medic - Primary role is to revive and heal teammates. Could be able to build fortifications. Equipped with carbines, defibrillators and medical bags.
- Anti-Tank/Demolition - Primary role is to undertake anti-vehicle warfare. Could be able to destroy fortifications. Equipped with submachine guns/shotguns, anti-vehicle launcher and signal jammer.
- Engineer - Primary role is to repair or destroy vehicles. Could be able to build & destroy fortfications. Equipped with shotguns/submachine guns, repair wrench and anti-vehicle mines.
- Support - Primary role is to provide suppressive fire against enemies and resupply teammates. Could be able to build & destroy fortifications. Equipped with machine guns, ammunition box and field mortar/interception trophy system.
- Special Forces - Primary role is carry out stealth and sabotage missions. Could be able to destroy fortifications. Equipped with sound suppressed carbines, C4 and combat ladders/zipline.
- Sniper - Primary role is to engage targets at long distances. Could be able to build fortifications. Equipped with DMRs and SRs, Spy drone/PLD-Soflam and Claymore.
- Squad leader - Primary role is to lead a squad and guide players. Equipped with carbines, binoculars and spawn beacon.
- Commander - Primary role is to lead a team and manage Commander resources. Equipped with SMGs, turret emplacements for base defenses and repair wrench.
About Commander position from Battlefield wiki:
At the start of a round, players can apply for the commander position. The senior-most applicant (in terms of experience) is offered command, which can be accepted or denied. A player who accepts command gains the ability to use Commander view, commander assets, voice chat with other squad leaders, and issue orders. Successful commanders make the most of these tools, and the extra intelligence afforded.
Commanders can resign their role at any time, and resume play as a regular player. Other players can also call a vote to mutiny against the current commander; a successful vote demotes the commander, opening the role for applications.
Commanders need to take extra care, since assets cannot be used while the commander is critically wounded or dead.
The commander authorizes all use of resources, although squad leaders can request a specific asset via the Commo Rose. All resources have a separate cooldown timer, recharging at round's start and each use thereafter. Some resources have a delay before activating.
Each resource (aside from the Supply Drop and the Vehicle Drop) is tied to a specific strategic object that must be in operating condition in order for the resource to be used. Assets can be destroyed by the Special Forces kit's C4 and other explosives, and repaired with the Engineer's Wrench or supply drop. Supply drops are available at any time, but can be destroyed by weaponry.
Commander view gives a pseudo-satellite view of the map, along with regions that are marked off-limits to ground and air forces. From here, the commander can use special tools to alter the flow of battle. The map functions like a regular soldier's Map view, but with an additional real-time view that can show a small region of the battlefield.
Spotting in Commander screen:
The commander can spot any enemy on the battlefield, even those inside buildings or cloaked. Like regular spotting, the markers will briefly track the enemy.
These spotting benefits do not apply to a commander's first-person view.
Assets in Commander screen:
At the bottom of the screen, commander resources are given their own button and two meters indicating their health and cooldown status. Supply drops, which cannot be disabled by the enemy, do not have a health meter.
Pressing a button will bring up a targeting reticule for the asset. Primary fire will deploy the asset; secondary fire will cancel the action.
Squad screen of Commander:
A shelvable squad screen appears in the upper left corner. Hovering the cursor over a squad shows its members, their kits, and any vehicle they may be occupying as icons.
Clicking on a squad or pressing the number keys on a keyboard selects a squad for issuing orders, and shows their current objective as an icon and a line between the squad leader and the objective location. A star icon appears for commander orders, and disappears when the squad leader accepts, rejects, or ignores the order.
Special icons appear when a squad leader requests orders (question mark) or assets (icon for asset).
https://battlefield.fandom.com/wiki/Commander_(Feature)
https://battlefield.fandom.com/wiki/Commander_resources
https://battlefield.fandom.com/wiki/Commander_view