Again I reiterate, it's the commander who should be controlling the orders, deployment, armament, resupply, and RTS tech tree paths for the marine team. That's the commander's job, everything related to real-time strategy, except with real players as units.
Here's an example of marine hierarchy:
1. Commander
Job: controls the orders, deployment, armament, resupply, and RTS tech tree paths for the marine team
Rank: Highest ranking officer, but should also listen to other soldiers in he field
2. Squad Leader
Job: Coordinates the detailed tactics on the ground with his/her troops. While the commander worries about overall strategy the squad leader is concerned with actual tactics in battle. He/she should offer suggestions and critical information to the commander on occasion but is primarily one to be
Rank: Probably the highest ranking enlisted like a Sergeant.
3. Squad Member
Job: The core of the attacking force, takes order from the commander and the squad leader in that order.
Rank: likely to have other ranks within but in terms of the game they are just your normal player
Why it matters:
Without this chain of command you get rambo's and idiots running around like chickens with their heads cut off and you are not likely to win unless the alien team is equally or even more poorly coordinated and skilled. This will streamline the order system into a more natural form and also allow for far more efficient tasking behaviors among players in a public setting. The commander will be able to focus on strategy, the squad leader can get some fighting with his/her troops and command the specific tactics, and the squad member will know what they are supposed to be doing.
QUOTE
The Chain of Command is a very important part of any organization. It's there for a purpose. Strictly so any one person is not snowed under with work such as trying to process all the reports of the organization. For instance: Say you have five levels of communication with 10 divisions of each level. Level five has to process 10 reports. If he wasn't there to do this work level four would be processing 100 reports. Again, if level four manager was not there level three would be processing 1,000. Same scenerio, Level 2 would be prcessing 10,000 reports and level one, 100,000 reports.
Could you imagine trying to process 100,000 reports by yourself?
Now another important thing about the chain of command. If each group under the 5th level OIC (Officer In Charge) had 10 people each, this OIC is responsible for 100 persons. If only two people of the 100 persons under the 5th level OICs decided to go over everyones head and contact the level 1 OIC directly, this OIC would have to respond to 20,000 requests for information.
Could you imagine trying to process 100,000 reports by yourself?
Now another important thing about the chain of command. If each group under the 5th level OIC (Officer In Charge) had 10 people each, this OIC is responsible for 100 persons. If only two people of the 100 persons under the 5th level OICs decided to go over everyones head and contact the level 1 OIC directly, this OIC would have to respond to 20,000 requests for information.
Chain of command is efficient, organized, and solves disputes over strategy. Now in NS a lot of this is dependent on individual player behavior which will vary widely, but server admins should be given better tools by the development team of NS2 to reinforce the chain of command by adding this.
Solution:
- Create a new rank called a squad leader, designated by the commander when he creates squads
- Improve source code squad CTRL-# binding to make it less buggy (comming unbound or bound too or becomming bound to something stupid like an observatory by accident) and more stable like the WCIII system.
- Create a streamlined GUI to allow the commander to select which of the players in that squad is going to be the squad's leader
- Give the squad leader the ability to order his individual squad
- Give the squad leader and member a "say_squad", different than say or say_team to give specific tactical orders
Possibly give the squad leader an added slight bonus of some kind: a bonus 10 armor points to max, a bonus 2.5% damage, an aura of some sort that boosts near by allies (this part is more of non-mandatory part of this idea. It would establish some authority and desire to be choosen by the commander as a squad leader on public server. An aura my be best as it would make the squad innately wish to stay together. Aliens could have a similar aura system centered around packs and pack leaders)- Keep the 5 squads maximum, so that way there can never be more than 5 squad leaders in any game. Possibly restrict it so that you have to have at least two soldiers in a squad to designate a squad leader.
~EDIT~
Given this recent concept mockup:

It is clear that UWE is invested in the idea of squads for NS2. This is great news I’m sure we can agree, but it leaves important questions unanswered. Questions that reminded of this topic again --> I’ve noticed something critical is missing here... the SQUAD LEADER
Anybody with combat training or that has played on a competitive sports team can tell you the importance of having a leader of the squad, on the ground. The TSA commander in NS is like the “eye in the sky”, but sometimes he/she needs to be able to devote attention to strategy, researching tech, and emergency resupply. He/She can’t be telling each squad verbally over voice communication how to progress, who to weld, where to concentrate fire, who should suppress, who’s reloading, etc. and still be effective at commanding. So the squad leaders are important individuals to taking the commander’s strategic orders and translating them into effective tactics.
It reduces the burdens on the commander tremendously and the chain of command gives the marines both something to aspire for and a clear line of communication for micromanaging specifics from generics. Plus, it set marine gameplay up for more streamline tactics which can be massively fun. I mean you got your squad leader / sergeant who can be the bad ass who leads the group. Maybe even a bit of friendly competition between sergeants for who has the more effectively bad ass squad, with the added incentive of getting an achievement if you lead your squad to a certain level of domination. There's just something better about having a leader who stands with his/her troops.
So please, put the whole idea in NS2, not just the squads themselves, but the chain of command.
New extensions to this idea:
1. Auto-squad forming via a customizable .cfg on the client machine
You referenced you were trying to figure out squad grouping in the podcast. Why not allow the commander to client default choose friends via STEAM ID's? (ie: client loads a few people as squad leaders per stored preferences) The client stores these SteamID’s in a ANSII .cfg file (much like banned.cfg), and then when they jump in the command chair for the first time that game, if any of those players are in the server it can automatically form squads and squad leaders and all they have to do is add the remaining players.
2. Music-reinforced behavior trend shaping
In the original Ghost Recon they had something that few other games before or since have had. It's a minor addition, but it could cue the other members of a squad to know when their squad leader died. The original Ghost Recon sound files are almost perfect for marines with their percussive, string, and brass tones:
death version 1
death version 2
death version 3
death version 4
death version 5
death version 6
The aliens would need something more along the lines of "loss of nature", perhaps wind, string, and choral instruments would be best to use here.
