The fact that RO's playerbase is very teamwork focused and that radiomen would bring squads together better. Here's another idea to increase effective teamwork, which basically everyone wants but is very hard to manage atm(effective teamwork that is), implement 3D VOIP, where the only way you can communicate to other people is by using a radio.
Here's a scenario, Commander is at a point with a radio, commander talks through radio to radiomen who is next to squad leader, squad leader hears command to mark artillery targets, squad leader marks targets, squad leader tells commander, via radioman's radio, that targets are marked, a hail of artillery rains down decimating the enemies.
Good sir, i see nothing that speaks against any of my points, nothing that would cause anyone to discredit me
RO playerbase may very well be teamwork oriented. The players i encounter on daily basis - not so much. Question stands - do we tailor the game for the few and proud who would actually take advantage of this system, making it more into role play (as it meant to be), but by the same token devastate probably 80% of PUGs due to commander becoming absolutely useless since noone will pick radio. Or should we look at it, and say... "Great idea... but wont work in current scenario
" and move on, leaving commander radio's as they are now..
One thing i've mentioned in my commander tips post on "Tactics" forum - current scenario allows you to also hear the enemy commander requests, which actually while not so realistic, can be used to a GREAT advantage by well communicating team. Whenever i hear the other teams commander calling in arty or recon, i right away warn my team, tell them to scatter, to move in unconventional ways, unless they can "dig in". With current design, when the location is always "B3" you cant know where it lands, but if you have played for a while, you can make a good 85% probability guess as to where it'll land.
^^^ Saves lives, and reinforcements, and very often can be your morale booster/momentum changer
Also, removing tank AI would cause players not to lock their tanks as often knowing that they would be less effective thus allowing for better teamwork while tanking.
Dude, exactly my point all along. I've been arguing that from very beginning. I believe that if gunner is removed, and the one and only person in tank isnt getting points for AI kills (Turret gunner/MG gunner), this will promote a healthier team play. But I've been told by others that it's silly because MG gunner "isnt fun" to play.
As far as i'm concerned, keep AI loader, because noone will sign up for that job, maybe... maybe driver, everything else should be players only.
Oh and i also was sayign from very getgo that killing a tank should give you points for every single position occupied, regardless AI or human, and all that should be taken off from your reinforcements...
Still not sure for your earlier post... Perhaps misunderstanding?