That's a shame, because it doesn't hurt to leave in such an element (unless you are doing something very special with transport); the ORBAT is standardised for a reason. What pubbie missions lock down with scripts, communities can accomplish by asking people not to use certain assets; that enables flexibility, and in turn, re-playability.Black Mamba wrote:Way I see it, the DC slot is kind of a remnant from the times we didn't have squad leaders, and the leadership of some fireteams had to be delegated. Now, apart from very few particular missions maybe, it doesn't have any use. I'll regularly even, probably stupidly, remove him from the missions I make.
Since F2 v2-7-0 will allow you to create a weapons squad dynamically, the reverse argument is to keep the DC as a wildcard leader, to be re-purposed as the CO requires. Getting too hung up on labels can be limiting.Black Mamba wrote:So why not go and change him to a Weapons Squad Leader? This would, maybe, act as an incentive to actually use him, even though it's actually just a change of name.
If you rely on the ORBAT to inform the tactics, you risk changes to it simply swapping one standard approach for another. What's healthier, in my view, is to encourage SLs to think more about how they employ their fireteams in concert depending on the situation. Perhaps the workshops will address this topic some day soon.Black Mamba wrote:Regarding the weapons teams, those would also have as a main goal to act as an incentive for squad leaders to go a bit further than the good ol' 1 in the middle, 2 on the right, 3 on the left and we attack this village.
Mission makers are volunteers, so it would be hard to restrict missions using such an ORBAT to just 'a proportion' of those created. From the perspective of F2, it would also create yet another build to maintain, document and communicate - please don't underestimate the amount of work involved with those tasks (for devs, hosts and players).Black Mamba wrote:I'm also aware that, for once, what I'm proposing here is reducing the flexibility. Hence the idea of making it some kind of alternate Orbat, chosen by the mission maker, while most of the missions would retain the standard Orbat.
Still, the ORBAT evolved in response to greater player numbers. It might evolve again - whether in concrete ways, or as a series of dynamic patterns that come into use organically post F2 v2-7-0. The fact that this conversation is happening is great!