I was playing BF3 the other day, and something occurred to me. Who would want to lead a squad? Its a huge responsibility, and without equal payoff very few will want to lead. More often than not, in a pub server you'll see half your team un-squadded. I'm sure there are a couple reasons for this, but I think mainly its no one wants the responsibility of starting a squad and being squad leader rather than not wanting to be in a squad.
Without CEP or CR, there's no incentive for the vast majority of players to lead squads, as shown by the battlefield series. I think BF3 tried to alleviate this problem with squad spawning and q-spotting orders, so squad leaders didn't feel as pressured. While I thought this was a good idea, it wouldn't really work for Planetside 2.
Planetside used the OS and the backpack/kneepads/armpads as incentives. But since the CR system is out, that's inconsequential.
Resources wouldn't really be an effective incentive unless the multiplier for squad leaders vs. squad members was huge (i.e. squad leaders got x3 or something).
The mission system might alleviate this problem a little by simple forcing squad creation, but that could just as likely lead to musical squad lead as each successive squad leader tries to pass the burden.
The dilemma I see is that either you make it so that minimal organization is needed to play the game (ala Battlefield 3) or in the other extreme you get the Planetside CR5 OS where being a commander has very powerful (and annoying) abilities/benefits.
Do you guys think this will be a problem? If so, what kind of incentives could be in the game to promote more squad leaders?
Last edited by CuddlyChud; 2011-12-23 at 07:43 AM.
|