(EDIT: apologize in advance for bad grammer.. lots of typing little type)
Very well thought out post NikovK. I liked many of your ideas regarding class loadout and how to limit the "spamming".
I do, however, completely disagree with the opinion that classes should not be limited and be a free for all.
A fundamental flaw behind the design of your class idea is that you are looking at it from an incorrect point of view.
What you're talking about fits more into the realm of an organized tournament where there is a distinct command & control structure. You're assuming that the players are, in fact, playing for the team... which is simply not the case.
When I join a server, I play to have fun and I'm sure all of you do as well. Thus, I play for myself and so do you. If I am given the opportunity to select the medic class and I in the mood for playing medic after watching a series of Band of Brothers with that awesome character Eugene (you now the medic, that guy is awesome).... I am going to play medic.
On the flipside, I get just as much enjoyment out of playing any class when I'm needed. If the class system is forced, my brain switches to a completely different type of gameplay perspective... one that focuses on the team's efforts as opposed to focusing on my personal needs. That is still alot of fun for me and for others.
Retracting back to the topic a little more now.. I'd like to bring up an example of where your idea fails.
Let's say there is a map with flags A, B and C. The 2 sides are MEC and USMC.
USMC takes flags A and B, leaving only 1 flag (C) for the MEC. The USMC is poised to strike the last flag which, for the sake of argument, is MEC's main spawn. The main spawn has 1 tanks and 2 APCs. The USMC is still waiting for their armor to catch up.
When the MEC attacks flag B with their armored vehicles, it is fair to assume that the entire USMC team will switch to the Anti-Tank class if they are smart.
The fact of the matter is, if a team that I play on always switches to a single class that is effective for one specific goal and we swarm your team that distributes their classes evenly, you will lose.. every single time.
Another example:
We are playing Strike At Karkand. My team is the USMC and we just took the Hotel. Your team is at the closest flag, Courtyard.
My squad (Hotel)
1 - Medic
2 - Medic
3 - Medic
4 - Medic
5 - Medic
6 - Medic
Your Squad (Courtyard)
1 - SAW Gunner
2 - Medic
3 - Medic
4 - Rifleman
5 - Rifleman
6 - Rifleman
Now let's assume that all players are of equal skill... the average pub gamer, no 1337 dudes here.
When my squad attacks yours, we will be able to revive the hell out of each other during the fight. Even if it takes us a couple of tries, your squad will never stand a chance.
Once we kill your SAW gunner, your medics have a limited defrib rate. If we take out out your medic next, you only have 1 medic left with no way to supply him.
Mathematically, we more chances of succeeding because each and every one of my squad members are able to revive the man next to him, allowing us to split up our forces alot more.
In contrast, if your team would be put in the assault role, you would even have less of chance to win. That's the previous "No chance" subracted by itself = "No goddamn way you will ever take this flag"
Even if you kill 3 of my guys, the other 3 will be able to revive. Once I have 4 people, those 4 can work on reviving the other 2 and so on.
Moving on...
I hope you clearly evaluated the examples I gave just like I clearly evaluated your post and thought it through.
The fact of the matter is that in
any game, it's possible to mass a specific type of class unit to do a specific type of job faster. If you assault, make your whole team a class that would perform a good assault. If you defend, make your entire team a class that defends easily.
Which is ok, right? They are adapting just like you said, right?
Wrong.
If a team of all medics is more effective than a balanced squad loadout, something is wrong with the mod. It isn't project reality anymore.. it's something else.
The examples of you gave of military units "adapting" to situations is comletely irrelevant here... I don't even know why you brought them up:
World War 2 was 50 years ago, things that they did there don't apply here.. but I still get your point.. I know you weren't singling out WW2.. just wanted to say that.
The example of stalingrad and the wehrmacht increasingly using the SMG is arleady in this game. You can pick up kits from dead soldiers.
All other examples you gave were on a divisional level. That kind of adaptation takes weeks to organize and plenty of money to fund.
You can't just reformat your entire military structure on a per-battle basis. Why do you think Guerilla Warfare is so effective (ie: USA in Iraq, Russian in Afghanistan, USA in Vietnam, Russia in Chechnya, etc).
A modern military that is thousands times stronger in weaponry and forcepower is also much more organized and dependant upon that organization.
They can't easily swap around how squads get distributed and how they function because that's how the soldiers were trained.
Picking up an SMG is one thing... sending an entire platoon of Anti Tank personell into a battle without proper light infantry support is a completely different story.
Last thing to consider:
We memorize these maps and know what loadout the enemy has and what their force strength is. This gives the game its arcady gameplay because people memorize little cuts and corners turning everyone into the equivalent of a well trained SF soldier that can instantly adapt to his environment.
A rule of thumb in all military engagements is to expect the unexpected. Take this military maxim as an example:
A plan of campaign should anticipate everything which the enemy can do, and contain within itself the means of thwarting him..
At first glance, the statement may seem that it's actually supporting your view... but it's quite the contrary! In fact, it is completely invalidating your point.
You see, if we know what to expect from these maps, we can rig our teams to be the most effective possible for a map. We can have all medics, all engineers, all anti tank.. whatever works. If you have a squad of 6 rifleman that have M203 3 grenades each (as per your suggestion) that's
24 m203 grenades!. Imagine an infantry battle with those guys attacking your well balanced squad.
Each battle should feel "fresh". It shouldn't feel as we've been there a thousand times before.
And one last thing I want to address... open endedness.
If the current method of 'class free for all' is used, tactics on public servers will actually suffer
You see, when 8 or 16 people are presented with 3,000 possible ways of doing something, it is very rare that they will agree on one way of doing something.
On the other hand, if you present the same 8 or 16 people with 1,500 possibilities of doing something, they are more likely to agree.
Limiting classes in no way limits tactical efficiency and diversting.. in fact it actually increases it. People are forced to work with what they have and learn new and amazing things about each class.
This entire concept has been a proven military concept since the days of Roman Legions and the beautiful military victories they had!
The military limits your options by forcing you to adhear to a certain set of rules that are actually a subset of the entire organized armed force. By doing so, each soldier is able to act in accordance with the orders that he is given and is shown to be more effective when working with his group.
This is when you join the military, your specialty is chosen for you, no the other way around. Even in the US military, although you are given a choice of an MOS that you want -- if you join the Marines and there is a drastic need for a rifleman (grunt), you are going to be a grunt no questions asked.
If this mod avoids that entire principle of
forcing people to work as a team for the greater good, you are effectively killing the entire basis of what people like myself percieve Project Reality to be -- a game
based on reality.
No one is talking about following things letter by letter, becase we all know that is impossible. Nor am I trying to hide behind the idea of realism to prove my point like many people do (i'm sure you have seen this).
Just know that even the best game developers and game designers have yet to come up with a class system that is open ended, but at the same time, provides a realistic experience of infantry/armored combat. The fact we are discussing a modification with a very limited scope of action ... we have even less chances (if any) to achieve this.
Thank you for your time.