I've been playing more and more as commander and squad leader lately and I gotta tell you, nothing irritates me more than noobsters that won't follow my orders.
I would like to see a system implemented where teamwork is actually measure by how well you follow orders in addition to helping the team out with supplies and such. Here's a couple of examples of how this could work.
// 1. I'm squad leader and I see that a couple of enemies are about to capture a nearby flag so I order all my
squad to go and defend that flag. I get to the flag, take maybe one guy out before I get killed and I go to map to see what my teammates are about to do, and SURPRISE, they are all at different flags. One of them is even scratching his ass at our main base.
As it stands, I can't do anything about it now and that just pisses me off. What I envision is for example, 3 mins after I gave my order, the game checks the proximity of the players to the flag I ordered them to. If they're not within range, it gives me the option to punish the troops by taking away maybe -1 teamwork points. I get to choose if i need to punish because maybe one of the troops is actually tied down back there or something like that. //
// 2. I'm commander and I am trying to protect the back flags in Karkand. As it stands now, my only true resources as commander are the UAV, the Scan, and the Artillery. I could sit and give orders all day and maybe one or two troops will follow them. I would like to be able to order a squad to a certain flag because I see that the enemy is trying to make it there, or because it's important for them to defend that site at all cost.
Squad leaders should have some control over what they want to do so they don't necessarily have to accept my order to go defend the flag. But they should be required to respond to my order with a "no" or otherwise I don't know if they are paying attention to me. However, if every order I send they deny, they should lose -1 teamwork points after 3 no's or some set limit.
If after accepting my order, they don't follow them with proximity checks as stated before or whatever, they should lose some teamwork points. If they decide it's time to move to another flag, they have to actively switch their commands so that no punish will occur.
The commander has the Scan feature for a reason, which lets him view the entire battlefield and has much more recon info than any squad leader can. That's why the commander should be trusted when he says "Hey, get your ass to the back flag, they are about to take it." //
These two are just some basic examples of what I want, I'm sure a bigger better system could be implemented for this purpose. I would just like to be able to control my army better while I am commander, because after all, that is my true role.
People who don't like this could still stay as lone wolves, not having to follow orders, not having to answer to anyone... but they won't reap the benefits of being on a squad. If you decide to join a squad, you must take that role and do what is asked of you, otherwise there is no point to this command structure in BF2.
I would like to see a system implemented where teamwork is actually measure by how well you follow orders in addition to helping the team out with supplies and such. Here's a couple of examples of how this could work.
// 1. I'm squad leader and I see that a couple of enemies are about to capture a nearby flag so I order all my
squad to go and defend that flag. I get to the flag, take maybe one guy out before I get killed and I go to map to see what my teammates are about to do, and SURPRISE, they are all at different flags. One of them is even scratching his ass at our main base.
As it stands, I can't do anything about it now and that just pisses me off. What I envision is for example, 3 mins after I gave my order, the game checks the proximity of the players to the flag I ordered them to. If they're not within range, it gives me the option to punish the troops by taking away maybe -1 teamwork points. I get to choose if i need to punish because maybe one of the troops is actually tied down back there or something like that. //
// 2. I'm commander and I am trying to protect the back flags in Karkand. As it stands now, my only true resources as commander are the UAV, the Scan, and the Artillery. I could sit and give orders all day and maybe one or two troops will follow them. I would like to be able to order a squad to a certain flag because I see that the enemy is trying to make it there, or because it's important for them to defend that site at all cost.
Squad leaders should have some control over what they want to do so they don't necessarily have to accept my order to go defend the flag. But they should be required to respond to my order with a "no" or otherwise I don't know if they are paying attention to me. However, if every order I send they deny, they should lose -1 teamwork points after 3 no's or some set limit.
If after accepting my order, they don't follow them with proximity checks as stated before or whatever, they should lose some teamwork points. If they decide it's time to move to another flag, they have to actively switch their commands so that no punish will occur.
The commander has the Scan feature for a reason, which lets him view the entire battlefield and has much more recon info than any squad leader can. That's why the commander should be trusted when he says "Hey, get your ass to the back flag, they are about to take it." //
These two are just some basic examples of what I want, I'm sure a bigger better system could be implemented for this purpose. I would just like to be able to control my army better while I am commander, because after all, that is my true role.
People who don't like this could still stay as lone wolves, not having to follow orders, not having to answer to anyone... but they won't reap the benefits of being on a squad. If you decide to join a squad, you must take that role and do what is asked of you, otherwise there is no point to this command structure in BF2.