I really like the idea of commander radioman, but I think they could use a lot of changes. I've played over 350 hours of this game and think commander could definitely have a unique role in insurgency that can add another layer of depth to the game.
Commander slots changed from 2 to 1. One commander allows full planning of call ins, and the option to try and coordinate the team (ha).
Commander can place pins on all players maps for further coordination tools (minimize clutter tho)
Call in Rework // Shifts some power and decision making to radioman, or forces communication between the two
Commander visually points to designate markers (2 max) that appear on the ob's map. (or everyone's map)
Upon simultaneous death of both commander and observer, markers are removed.
When Commander and observer (com & obs) are together, the commander can order a type of strike via menu.
This greenlights the radioman which then can pull up his map and chooses 2/3 things: where that strike will land, what variation that strike will be, and if applicable, the orientation of the strike.
Radioman does his whole speech routine, etc. confirmed.
Com & obs buff //provides minor uses in cases all call in charges have been expended.
Com & obs on points provide faster capping (nerf observer solo i guess)
If com & obs are in call in range, provide a 20 ft radius buff where all voice communications are no longer proximity and only team
if com & obs are in the same vehicle, provide make that buff global.
(side note, it'd be cool to have commander choose the initial vehicle: a transport might have some strategic uses, a fast truck like now, or a heavily armored vehicle with some weaker mg like a pkm)
Call in Reworks/Variations
Call in: Time between confirm and arrival
Accuracy: chance of not landing on marker
Cd: Time before next calldown can be used
- Mortar Strike variants: (covers explosives, smoke, and gas)
Emergency- fast call in, medium accuracy, few shells, uncoordinated strike, low cd
Salvo- medium call in, very accurate, a coordinated amount of shells sweep an area, medium cd
Barrage- long call in, big spread, continuous mortar strike, high cd (maybe don't give gas this one, make it high dmg gas)
- Air Strike
Emergency- fast call in, medium strafe, (essentially what it is now), low cd
Directed - medium call in, same as emergency but with strafe direction being chosen, medium cd
Extra- long call in, airstrike now brings extra payload but reduced strafe, so more like an area of a square than a rectangle, medium cd
- Drone strike
Emergency- fast call in, same as it is now
Bring the fire- medium call in, All molotovs, medium cd
Fire in the hole - medium call in , All grenades, medium cd
- Helicopters [2 charges]
Assassin- Costs 2 charges, calls in the sweet papa jesus air support. No other helicopter may bask in the presence that assassin touches.
Cleric- Disables assassin, works the same as now. medium cd
Medevac - trades a helicopter for another wave (should be fine... no defense helicopter charges right?) no cooldown
- IED Drone [4 charges] // this thing sucks, I'm sorry NWI but can we just scrap this.
Emergency -fast call in, explodes when reaching close to target position. -1 drone, low cd
Dropped - medium call in, drops an ied on target location and flies away (can be shot down). medium cd, no drone loss.
Send everything - medium call in, medium area is saturated with as many drones left (max 4). -all drones
Allah Prime (ya that might be racist sry)- trades a drone charge to a team wide supply point.
- Rocket Barrage [1 charge] // this sucks too
Emergency - fast call in, very inaccurate missile barrage, (like it is now but faster)
Concentrated - medium call in, saturates a very small area with half salvo
Genocide (prob dont name it that) - long cooldown, medium area but kills everything not in cover in that area.
I hope you find these ideas useful NWI, I know its a class that only 1 player can use but they can really tie a team together and have an immersive experience.