Squads way off target

General discussion of the Project Reality: BF2 modification.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: Squads way off target

Post by Gracler »

Heavy Death wrote: As Mike said, if there is a rule; Obey the CO or get kicked and admins actually do the admin part, it is possible to create organised teamwork. Without that rule, CO is just another player that the CAS squad will only laugh at, if he orders the squad to disband, because he want's such an such INF squad first...
There are many factors that has to be going together and make it a good game, it isn't as simple as saying "admin rules follow the commander or get kicked"

There are not many people who can command an entire team very well and the feedback from the squad-leaders has to be good as well.

What you need is
  1. A Skilled Commander
  2. Quick and Fair Admins
  3. Skilled Squad-leaders
Missing one of those things and it might just end up in 1 squad with all the action and the rest 26 players hidden in a bunker bored to death the entire round.

A rage quit because unfair kicking (people who was falling orders but not able to)

A commander making total nonsense orders because he has no Intel or incorrect Intel.


This all works well on events (for the most part) but on a public server it will only work when enough skilled people are on the same team and they all take command.
HunterMed
Posts: 2080
Joined: 2007-04-08 17:28

Re: Squads way off target

Post by HunterMed »

Problem with the CO is this in my opinion:

round started already:
- all squads are all over the map and the SLs set their personal objectives already. Most of the time no squad wants to change their objective just because you say so. It means hassle: maybe you need transportation, maybe the squad has to defend.
In my opinion COs are not really COMMANDING but doing admin duties. There is no strategy involved most of the time.
Often it takes out so much time for the new CO during a round just to get 1 or 2 squads to actually move somewhere he wanted that it is not much fun.

round start:
I've in the recent months I've been back for PR never seen a CO being there from round start, myself included.
But even then the CO already has to have a plan ready and basically explain in it, what at best, 1:30 minutes... And we all know that often enough at 1:30 there will only be a CAS squad and maybe 1 mumble squad.

In my opinion the CO's duty is at the moment not a strategy but administrate the status quo and make minimal adjustments. Maybe duty is wrong, but it is what happens all the time anyway.

Also I don't think that many of the SLs will listen to a CO, experienced or not.
SLs are leaders naturally: A SL always thinks he is doing the right thing. He stepped up, he is a leader and who is this guy to tell him something? Because he clicked apply to CO?
They are naturally self-confident people and only very self-confident persons are able to allow someone else to give them advice or orders.
They all see what the CO sees, they also hear everyhting he hears, they can do all (except UAV and area attack, very limited) what the CO can do.
So why bother listen to someone else?

The only reason is immersion I think. It would be for the sake of hierachy too of course, but it is a game. So how many would do it for that sake?

The SLs that would listen to the CO are doing the right thing anyway most of the time
The ones that would not listen, well they won't listen to just some guy with yellow writing in chat.

If the game doesn't change in a way that the CO is a vital aspect to the game we won't see many new COs rising I think.


the server rule: obey the CO or get kicked.
I have never actually seen it enforced really... maybe because there are so few rounds with CO who actually gives orders anyway :D
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Squads way off target

Post by Mikemonster »

Good post Hunter.

The CO is a bit like Mortars.. If you have one that's not bad the team will generally win, but it's a time consuming admin job so nobody does it.
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