General_J0k3r wrote:if you want to see an epic battle check out <enter name - which i currently can't remember - of map with russians attacking idf in choppers from freighers>
OT:
also, i think that individual skill is paramount as you need effective units that can accomplish a given task without losing too many tickets. this brings us directly to the realm of "CO" staff, namely to the importance of squad leaders who are responsible for the training of their men. without good SLs any team will fail. SLs are the eyes and ears of the CO as well as a defining factor for the combat strength of the units commanded by them.
you also need a good climate in the team and SLs that know how to play together. if the CO is to micromanage everything stuff is gonna go wrong at some point. also the SLs and the CO should have a good working relationship (love is not necessary) where the CO knows when to listen to his SLs and the SLs know when to stfu and do what they're told

. for this it is necessary to know each other fairly well.
I would love to see an epic battle, so when your remember, please deploy the link in this thread.
I agree that individual skills are paramount to a great deal of things on the victorious team. Collective skills are in essence part of those individual skills too.
I believe that the CO is responsible of how well trained the players are on a team, since the logic's from the CO is forming the logic' the units bring into play. The squad-leaders are a vital component in that process.
Climate is very important to creating a victorious team. Also, not an easy thing to create with the overall present PR material. Thus still a challenge today, maybe a historical lesson tomorrow? Who knows how PR will develop in the next few years to come?
Any micromanagement from the CO must be founded in a solid reason. Cause as you point, it can go wrong when deploying that type of leader-style. On the other hand, when not doing so in a needed situation, it can go wrong too. Its a balance.
Micromanagement require as minimum that the CO carefully explains why it is being done. I have several times told people on my two teams, that I would deploy micromanage should they not follow orders. Not once has it been fun for me as a player, to say that to the other players on the team, filling out other functions than I did.
A good climate between players, -regardless of rank, is to me manifested as everybody respect every-body. Respect their personality, their opinion and freedom of speech on the team. Except, however, when it comes to personal related stuff like people being bullied by others, due to for instance their nationality, their race, their age, their specific PR experience or lack of the same, and so forth. As PRT CO i have experienced players, or groups of the same, being bullied with all of the above and more.
I don't agree it is necessary for any one on a team to know each-other fairly well. I agree that i often is a bonus, but not that it is necessary in any way at all. In my army, here in Denmark their is a saying, that I as a soldier must be capable of team working with any other soldier. Period.
Such a principle require that people can behave and deploy empathy, thus an emotional skill, also being the big tabu-word in these PR forums.
In regard to shutting up, well, yes and no.
In general nobody should shut up as I view it, but instead respect when someone has his or hers speaking-time. Interrupting is not that way forward.
However there are situations, in battle mostly, where there is no time to debate stuff, but only to follow orders. Those situations are though rare. Fortunately.
In the end, when experiencing a situation where a squad-leader simply should shut up, it is the commanders responsibility. Nobody else's.
Commanding in real life or in Project Reality is not easy at all. Creating the victorious team, is also not easy. Cause change is the only constant factor.
Bonsai wrote:Yes and No.
64 (using the numbers of your example) players to choose from doesn't automatically mean you will have the better team.
It`s all about skill.
First: Team skills:
If the 32 players are used to play together, know what they are doing and react faster and more effective they will win - even if they have only 25 players.
Second: Individual skills
Given the team skill level is comparable and both bring 32 players to the battle. Having 64 individuals to choose from will give you an advantage. You can now have a look on the individuals skills and create units according to their deployment. (I.e. a defensive unit full of patient players) And more important - you have more possibilities to deploy troops due to more possible combinations of good unit groups. Meaning you can have best choice players in (i.e) a good defensive unit and a good armored unit.
Whereas having 32 players will mean little to no choice - with a small chance that your 32 players just have the needed variety of skills. But in most cases your good defensive Squadleader will be a good armor player too (i.e.) and you will have to choose where to deploy him.
So do you think numbers will mean something when the 32 players do not know each other, do not know what they are doing (like keep on attacking even when being decisive behind in tickets) and react slower (to example enemy sweeping operations) and being less effective (like example not being able to exploit successes in their attacks)?
In other words, does size only matter when the skills are equal on both sides in the battle?
Like 16 players versus 32 players, all having equal skills?