Ok so you will say. yes there is, there is a commander and there are squad leaders.
and my response will be; no there is a guy who gets binoculars and artillery, and a couple guys who get binoculars and a smoke grenade.
First off, these classes should not be available to everyone, the people who use them should have some intent of playing the role, there is no way to kick somebody out of that role, there is basically nothing in place for deciding who uses it.
Ok, here is why you can't regardless of "realism" settings simulate a battle even as well as kids playing in their backyard. You know what armies were before militarism? Mobs, individual fighters bound together loosely sent in a general direction. There is no leadership structure.
Ok first off, the squad leader should choose where members of his squad spawn, not the individuals. The game is already doomed right from that first choice. You're not a squad in any way already you're all going in different directly right from the first moment.
We(the people who try and play officiers) have been joking that I need to be able to execute people who don't follow orders. Now I've thought about it, and decided that's probably not a good idea. So how do I as the squad leader influence MY units if I can't use oppression and force?
Points, when I make a point with my binoculars and say "attack here" make it actually mean something. Throw a 30 foot circle around where I just pointed and give them some sort of visual indicator of "if you go here and kill people, you get bonus points". So if you listen to your squad leader you get something out of it.
Same with commander, if the commander says attack "Objective A" first make that where you get objective points, any way to encourage more players to go somewhere for the overall tactical success. I'd prefer also if people got points for simply occupying territory.
Ok another point, there are no points given for occupying ground. That's like the first and foremost goal of infantry in war, the role that no other aspect of an armed forces can do except infantry. To occupy, occupying territory IS more important than killing enemy units in war. Yet in the game everything is oriented towards killing or capturing, there is absolutely nothing given for occupation. Even battlefield does this aspect better in that the other team loses tickets if you hold more points of occupation. There is nothing gained for holding territory only capturing or defending(which is only given under certain circumstances). Occupation needs to give points itself not just killing from within zones of occupation.
The incentives are not in the right place. You(the community) will NEVER get realism regardless if they add in all sorts of additional gimmicky features like advanced wounding systems or different weapon numbers or stats, none of that really matters as much as you think it does.
You will always be an undisciplined mob fighting another undisciplined mob if there are no officers, there are ways you can cooperate, yet no tangible incentives to.
You might as well take all the leadership roles out at the moment, they are even less effective then the leadership roles in BF3. Yeah the squad leaders in BF3 actually can influence their squad mates more than RO2 squad leaders can, they can issue attack orders that result in points to the people who obey.
As it stands RO2 is actually less realistic than battlefield from a social perspective. How sad is that. The social dynamic in RO2 is the biggest obstacle to achieving realism. Role playing is not the answer either.
and my response will be; no there is a guy who gets binoculars and artillery, and a couple guys who get binoculars and a smoke grenade.
First off, these classes should not be available to everyone, the people who use them should have some intent of playing the role, there is no way to kick somebody out of that role, there is basically nothing in place for deciding who uses it.
Ok, here is why you can't regardless of "realism" settings simulate a battle even as well as kids playing in their backyard. You know what armies were before militarism? Mobs, individual fighters bound together loosely sent in a general direction. There is no leadership structure.
Ok first off, the squad leader should choose where members of his squad spawn, not the individuals. The game is already doomed right from that first choice. You're not a squad in any way already you're all going in different directly right from the first moment.
We(the people who try and play officiers) have been joking that I need to be able to execute people who don't follow orders. Now I've thought about it, and decided that's probably not a good idea. So how do I as the squad leader influence MY units if I can't use oppression and force?
Points, when I make a point with my binoculars and say "attack here" make it actually mean something. Throw a 30 foot circle around where I just pointed and give them some sort of visual indicator of "if you go here and kill people, you get bonus points". So if you listen to your squad leader you get something out of it.
Same with commander, if the commander says attack "Objective A" first make that where you get objective points, any way to encourage more players to go somewhere for the overall tactical success. I'd prefer also if people got points for simply occupying territory.
Ok another point, there are no points given for occupying ground. That's like the first and foremost goal of infantry in war, the role that no other aspect of an armed forces can do except infantry. To occupy, occupying territory IS more important than killing enemy units in war. Yet in the game everything is oriented towards killing or capturing, there is absolutely nothing given for occupation. Even battlefield does this aspect better in that the other team loses tickets if you hold more points of occupation. There is nothing gained for holding territory only capturing or defending(which is only given under certain circumstances). Occupation needs to give points itself not just killing from within zones of occupation.
The incentives are not in the right place. You(the community) will NEVER get realism regardless if they add in all sorts of additional gimmicky features like advanced wounding systems or different weapon numbers or stats, none of that really matters as much as you think it does.
You will always be an undisciplined mob fighting another undisciplined mob if there are no officers, there are ways you can cooperate, yet no tangible incentives to.
You might as well take all the leadership roles out at the moment, they are even less effective then the leadership roles in BF3. Yeah the squad leaders in BF3 actually can influence their squad mates more than RO2 squad leaders can, they can issue attack orders that result in points to the people who obey.
As it stands RO2 is actually less realistic than battlefield from a social perspective. How sad is that. The social dynamic in RO2 is the biggest obstacle to achieving realism. Role playing is not the answer either.
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