Excellent Chris, I’ve been beating this drum for years now.:stroggbanana:
Assuming an asymmetric game-style similar to ETQWs, do away with the Field-Ops/Oppressor class but not the abilities. Add two new sub-classes; Team Commander and Squad Leader.
Both the Team Commander and Squad Leader sub-classes are earned and can not be selected by players at the start of the match/campaign (this could be optional in stopwatch/competition game-play). In order to become a Team Commander you must first be a Squad Leader.
Squad Leader: On each team there can be 1 Squad Leader for every 3 team members. Squad Leaders lead from the front, enhance their squads combat effectiveness by excelling on the battlefield. These enhancements come in the form of buffs and and generally only effect the other squad members near the Squad Leader (with the exception being Covert/Sniper classes who would get any enhancements regardless of distance). Here are some combat enhancement possibilities.
- [li]Soldier I - Ammo Redistribution (Squad-wide ammo pool)[/li][li]Soldier II - Assault (Fire while sprinting)[/li][li]Soldier III - Fields of Fire (Greater Accuracy)[/li][li]Medic I - Physical Conditioning (max health increased)[/li][li]Medic II - Triage (Health Regeneration)[/li][li]Medic III - Adrenaline (Increased Movement Speed)[/li][li]Engineer I - Combat Armor (Squad Wide armor increased)[/li][li]Engineer II - Repair (Slow repair to vehicles and deployables)[/li][li]Engineer III - Efficiency (Faster Disarming/Arming, Hacking, Reloading, Reviving, etc…)[/li][li]Covert I - Spotting (Squad-wide mine, disguise detection)[/li][li]Covert II - Virtual Stealth (Silent Footsteps for Squad)[/li][li]Covert III - Enhanced Stealth (Radar Cloaking)[/li]- These Enhancements are limited in duration (2-3 mins and can be activated by the Squad Leader when awarded for exemplary performance on the battlefield (could be linked to kill streaks, objective completion, multiple revives, or completing missions assigned by the Team Commander).
Becoming a Squad Leader automatically occurs when you are promoted (you can elect not accept the job when this occurs and allow it to go to the next most deserving team-member…YES/F1 or NO/F2 10 secs remaining). Once all the available Squad-leader slots are filled the next team-member promoted triggers the highest ranking Squad Leader to fill the Team Commander slot with the same “accept” dialogue.
Team Commander: The Team Commander can lead from the front or from the rear.
From the front he retains the same enhancements he did as a Squad Leader with a greater radius and they effect all team-members. In-order to issue mission assignments he can deploy the mobile command post, he can also do this as a passenger in a vehicle. While deployed the command post is visible on the enemy radar (unless he is using Enhanced Stealth) and can be engaged as a normal target.
From the rear he enters a static Command Post and is invulnerable, but has no enhancement radius.
From the Command Posts he can issue orders to his Squad Leaders. Accomplishment of these orders by the squad, triggers the Squad Leader enhancement for both the Team Commander and the respective Squad Leader, as well as applying bonus XP. Additional Team Commander abilities might be:
- [li]Aerial Recon - Reveals portion of the map for a short duration[/li][li]Resupply - Drops either an ammo or health crate or a 4 passenger vehicle[/li][li]Airstrike - Linear bomb run[/li][li]Artillery - Area effecting bombardment[/li][li]Missle Attack* - Can target static point or be guided by Coverts[/li][li]Protective Shield* - Covers a large area map with a temporary shield for protection from Airstrike/Artillery (Similar to the Oppressor Shield but like 4 times the coverage).[/li]*depended on the tech of the new game.
In pub game-play the use of these 2 sub-classes would greatly improve teamwork between strangers on a public server. In clan vs clan matches it would add another dimension to the strategy of objective based game-play. In competition game-play, incorporation of the Squad Leader and/or Team Commander could be optional, limited, or configured prior to the start of the match.