I agree with you up to here.
This is where i dont agree. Mainly because it's a "lets all get in a ball and play 'nade targets'" idea.
The SL being the only one with the power to cap creates teamwork in the sense that the only way to win is by communicating. And you don't all have to be moving in one great huddle to cap something. It's a cover fire, suppress, kill and SL caps- idea.
I understand why u disagree on this one... I didnt quite explain it good enough..
earlier I posted an idea about a "communication zone" around the SL (about 25 metres).
Once a player enters this sphere, he gain certain benefits such as reduced suppression, increased caprate, better stamina and VOIP Tags and so on.
If many players connect in this way, a "morale chain" will be created.
This means that only ONE player may be in the actual cap area, as long as he is linked with the SL (within 25m) he wlil gain x2 cap power, even if the SL is outside the actual cap area... This way the SL may be safe.
The reason why the SL caps faster, is the fact that he boost the morale spirit of the group.
The reason for why I wanted to completely take away the commanders cap abillity is to keep him out of the nading range... (I wish for less leathal nades also btw) For the same reason I want to remove the cap abillity for MG and snipers, and tanks as well.... This way they will do their job.. and not run around capping objectives.
The SL task is not to kill enemy, but to keep overview of the situation, lift the team spirit, and order the correct moves for each soldier...
This way Id also wish to remove a couple of magazines from him, and add a defensive nade instead...
Cheers