Orangez wrote:I may have missed this point,
but when playing online, there is a major factor that will affect how your orders will be executed.
Some people call that Stress, other point-whoring.
When having a squad move around the map alot, and not confronting enemy contacts, you are taking the risk of having the Sq going haywire. Sq members will just not follow the SL, Sq coordination will be bad and then, result on the tasked command will be worst than expected.
iGi Teamwork Night #3 had this factor screw the second round for example.
Being Commander in BF2 is meaning you are playing a RTS with units that will not follow your orders or follow orders in a strange way, which HP & AP will fluctuate all along the round.
You can have all the tactical skills in the world, if you can't understand what is going on in your SLs head, you are doomed.
Orangez
Thx for the comment.
Being commander and trying to get things done is not always easy with a public server team.
And some of the main reasons is of course as you point out, the socalled "Rambo" factor that covers all of those situations where squad leaders or squad members conduct their own little none team-oriented private war.
Think there’s been a couple of threads about what to do about that specific problem.
Suggestions like the commander punishment tool (Kick team members), to the teamwork oriented score system and character indicators that show how good a player is in the field of teamwork.
My personally hope though, is that training programs like the squad leader or commander thing will raise the level of teamwork in the community over time. Maybe in the timeframe of a couple of patches we will begin to see everyday results on the public servers?
Since Fuzzhead started up the squad leader-training program (now with videos) the commander program began to develop and threads like “One Minute Battle Drill” and "Commander Strategies" appeared.
Now if this trend is an ongoing dynamic (and too me it seem like it is) I really believe that we have a chance to reduce the amount of those team working problems.
How much? Don’t know?
But please keep in mind that the dev team now got the focus on the commanding functions also.
So all the good is still to come.
Note: How to confront the problem in a commander-training program is something that i have thought about, and still do. Especially because i have tried the frustrations you address.
Haven't found a satisfying directly answer yet though.
But indirectly I think i have. And that is simply to get the participant used to conduct adjustments through exercises based on that particularly Rambo problem. (Team sized formational adjustments). But also getting the participant used to read the indicators of a noob (unskilled and maybe Rambo) squad and a vet squad (disciplined and in-game skilled)
Think I got the problem covered in one of the tactical lessons in V.02. (although maybe not explained very well yet)
Hmm...nope, just checked it out. It appears i got that problem divided up in two differnt lessons...thx, you just gave me something to rethink.
Anyway that’s also why I so far, in the first type of exercises I’ve made have the time factor embedded in more than one way.
Mike