GOOD LEADERSHIP PRACTISE
Motivation
Currently, we have a playing culture that defines a strict relationship between the squad leader (SL) and the squad member (SM), with all authority and disciplinary measures lying in the hands of the SL. With one or two exceptions, once a SM joins a squad, he either accepts the leadership of a SL, or he leaves it.
However, there is no such clause in the relationship between the SL and the commanding officer (CO). While the first demands full authority, the latter often must beg so that his orders followed.
This situation not only makes it difficult for the commander to bring his strategy and playing style into motion, but often confronts him with ignorance or disrespect from the squad leaders and other team players, and is one of the reasons why the CO position is a very unpopular one on public servers.
Proposal:
Three rules should be implemented for to establish a GOOD LEADERSHIP PRACTISE of the CO-SL-SM command chain:
1. The CO position must not to be taken by an unexperienced or even new player. Since the commanders role requires multi-task approach in leading human subordinates, the CO player should have at least some experience in squad leading. Also, knowledge about the games assets, rules and playing modes. Thus, the natural progression from squad member to squad leader to commander should be absolved by every aspiring officer, which then should be able to judge what is expected from him: Decisions in strategy, logistics/organization and squad coordination are his tasks, and not tactics.
However, the playing style solely depends on the CO player. Beeing new to the role, he might want to help out with re-organization, communication and logistics of the squads and ask for the opinion of the SLs. Old wolves, on the other hand, might want to give the team a kick with defined orders and a full battle plan. It is the responsibility of the SL to decide how far he is able to utilize this important position.
2. If the CO does not know how to play his position technically, he is wasting assets (soldiers and equipment). In that case, he should either step down immediatly from his position or be reported to the server admins. Basically, the same rules apply to a lame CO as to untrained incompetent helicopter pilots or a driver solo-ing his tank. Note that there are some servers on which You might be kicked this kind of destructive behaviour.
3. CO orders have to be followed by the SLs. Period.
In reality, a bad commander means You are going to die, or You are good enough to perform a tactical miracle and win the situation. You may suggest him another order, but in the end, the COs decision is binding.
Also both, the SL and CO, agree to comply with good communication practices (i.e the CO adressing single squad leaders, the SL initiating communications by "Squad 4 here, over!", and waiting for the CO reply, general use Voice over IP, et cetera).
Of course, plain stupid orders ("Run around in circles like a squad of chickens") should be ignored. In such cases, the CO is attempting to waste assets. See (2) on how to proceed further.
There are some servers out there on which CO orders have to be followed. I hope that more of them will take these rules into their policy, and that SLs and COs re-think their relationship and hopefully, adapt these suggestion into their gameplay. Having an potentially influential CO position will have a huge positive impact on the gameplay of this mod. After all, 9/10 of all players do want to have a commanding officer on top of the command chain.
Cheers,
Gibbon-6
p.s.: Please sign this is You comply to this agreement, or feel free to share You thoughts on this topic.

