There are too many topics in the NS2 I&S already focusing on specific examples for me to recount (unless I find myself with large amounts of time to waste searching though all of the old topics for good ones to link up), so instead I'll start posting here bit by bit about a specific game or game series and what lessons can be learned from it -- good or bad.
Ok, first I will take a look at a Tom Clancy classic series called Ghost Recon as well as the sequels GRAW and GRAW2 (PC & Xbox 360). There are some great lessons here, both for to do's and to
not do's.
The original Ghost Recon gained popularity for being a FPS with emphasis on realism. It's the kind of game where could spend 10 minutes sneaking around prone in the dark grassy woods outside of an enemy encampment, making sure you had sight on all of the bad guys, and then taking them out all at once so they wouldn't even get a shot off at your guys. (because once they spotted you they'd usually kill you almost instantly) The weaponry was realistic, grenade launchers didn't have unrealistic wide-arcs like most games, explosions like frag grenades actually are dangerous at even at a fair distance like they really are, and if you had to reload you throw away the old magazine (none of this magically putting the last rounds back into the magazine BS). Even better the game was built on stealthy and was un-apologetically challenging. Of course it had it's flaws too, namely in being too graphics heavy for the average market at the time, enemy aimbot control was often unfairly accurate, and had an annoying issue with sprites glitching with OpenGL renders (black square in the middle of the screen anybody?). It's also a fundamentally different style of gameplay from NS where patient nerves of steel are highly rewarded and you take much your time crawling around through the brush & weeds. Many of the people blindly rush into combat often to their detriment (especially alien team skulks rushing one by one down a long corridor head-on against marines whole easily gun them down).
Night vision assisted headshot on one of the early missions

The yellow thing in the middle is the threat indicator (usu. where the incomming gunfire is), outdated sure but then again it was first released in 2001 from and even older engine.

Again same kind of thing but with taking fire at us (red dot), the interface is rather simple (by that I mean uncluttered; unlike many games today,
Crispy would like it I bet) and although would be much better without the bulky opaque threat indicator. However, this is on old DirectX 8 technology.

This is from a later expansion pack on the XBox, you can see they fixed up the threat indicator graphic so it's not so visually annoying anymore. A case where consumer feedback prompted an aesthetic change.

QUOTE(wikipedia)
Ghost Recon puts the player in charge of a fictional squad of U.S. Special Forces operators from Company D, 1st Battalion, 5th Special Forces Group (5th SFG) stationed at Fort Bragg, NC. Except for the "1st Battalion, 5th SFG" designation, this unit is entirely fictional. They are sometimes referred to as "The Ghosts". Their role is not unlike other real world Special Operations Forces, in that their operations are kept highly classified.
The Ghosts are organized into three fireteams named using the NATO phonetic alphabet: Alpha, Bravo, and Charlie allowing for a distribution of three soldiers per team (the XBox and Playstation 2 versions do not have a Charlie team available). However, since the player can only assign a total of six men in a single player mission, it is not uncommon for one of the fireteams to be disregarded, depending on the preference of the player. The player enjoys limited tactical control on the battlefield environment, and can issue maneuver commands as well as rules of engagement for each of the fireteams through a command map.
In the original game, the soldiers themselves are organized into four different distinct roles (or classes). Every class can carry a primary and a secondary weapon, which are organized into "kits". Even though the primary weapon remains the same in all the kits (being defined by the soldier class — see below), there is a variety of equipment to be chosen as the secondary weapon.
* Rifleman: this class provides the majority of the selection pool of personnel that the player can choose from. He can use a variety of different weapons and equipment (or kits). His primary weapon is the M16 assault rifle. Secondaries include the M203 grenade launcher (which is attached under the barrel of the rifle), the M9 pistol, additional spare magazines, or binoculars (in later versions these were replaced with deployable sensors).
* Support: this role is to provide a high volume of suppressive fire with the M249 Squad Automatic Weapon (SAW). As the soldier is equipped for short range, he also carries more protective armour. In addition to the machine gun, the support class may also carry the M9 (suppressed), M67 fragmentation grenades (known as "frags") or additional magazines.
* Demolitions ("Demo"): although the name is self-explanatory, this class also serves in the anti-tank role. His primary weapon is the M4 carbine, a compact and fully automatic cousin of the M16 rifle. This soldier can also be equipped with demolition charges (explosives), frags, extra magazines,Claymore mines, or the M136 AT4 light anti-tank weapon.
* Sniper: this class is complete with a camouflaged Ghillie suit, and the U.S. Army's M24 Sniper Weapon System (SWS), also camouflaged. The sniper may be equipped with the M9 sidearm, with optional suppressor, extra magazines or frags. Unlike the other soldiers, the sniper can not rely on sheer firepower to overcome his enemies should he ever get involved in a direct firefight. The sniper relies on cover and concealment, and his ability to move stealthily.Due to the lower armour than the other classes. Although a deadly advantage on maps with longer ranges (such as some of those found in the expansion pack Desert Siege), the sniper is to be used wisely if the player intends on keeping him. Reinforcement from the rest of the team should never be too far behind when deploying the sniper in a combat situation.
As the player progresses through the single player campaign, his soldiers gain Combat Points to add to the skill level and effectiveness of the individual men. There are four basic categories of skill:
* Weapon: affects the accuracy and aiming of the weapon; the reticule will close faster and tighter as more points are added to this skill.
* Stealth: enhances the ability of the soldier to remain undetected by enemy forces and reduces noise generated by the soldier moving.
* Endurance: improves recovery time when taking hits, increases the soldier's ability to survive a wound and reduces the effect of heavy equipment on speed.
* Leadership: for every three points of skill, all other soldiers in the same fireteam gain an extra point to each of their stats.
The player also unlocks "specialists" from NATO or allied countries by completing special mission objectives. The specialists are more experienced than the Ghosts and have more Combat Points, making them an essential addition to the team. They are equipped with weapons from their homeland, offering several additional weapons not available to standard soldier classes. Two of the specialists are armed with the Objective Individual Combat Weapon (OICW), as part of field tests and implementation of the U.S. Army's Land Warrior program. Two of the specialists are female, the only female characters in the game.
The game is played entirely from the first-person perspective. There are no first-person weapon models, just the targeting reticule. A Heads-Up Display (HUD) relays information such as the name of the soldier the player is controlling, his or her fireteam, weapon and ammo inventory, a threat indicator (similar to the heartbeat sensor made popular in Rainbow Six), health status, and a stance indicator (to show whether the character is standing, crouched, or prone).
Bullets will not penetrate most objects, but they will break glass. Explosives or heavy gunfire can be used to destroy wooden doors, and (in the case of explosives) potentially kill anyone within the blast radius on the other side. Depending on the armor on the player's target, it is generally possible to neutralize a threat with one or two well-placed shots.
If a soldier under the player's control is downed in combat, he or she is effectively dead and not available for later missions in the campaign. Earlier Tom Clancy games in the Rainbow Six series offered an incapacitated feature, where members of the player's team could be taken out of action without being killed; they would be recovered after completion of the mission and remain wounded for several additional missions, but this feature is not present in Ghost Recon. A wounded soldier that survives the mission will remain wounded until a mission in which he did not participate has been completed, though.
Ghost Recon has both single player and multiplayer modes of play. Up to 36 players are supported in the PC version's multiplayer over an internet (TCP/IP) connection or LAN.
Hardware requirements of Ghost Recon (original)
* Windows 2000/XP
* Pentium II 450 MHz processor
* 128 MB of RAM
* DirectX 8.0 or higher (included on CD) (must have compatible sound card)
* 16 MB VRAM 3D graphics card compatible with DirectX 8.0
* 2 GB hard drive space
* 4X CD-ROM
* Internet/network with TCP/IP connection at 28.8 kbit/s
First released, on PC, in the USA, on November 13, 2001
In GRAW for XBox 360 they really put emphasis on being able to go up flush against some surface for cover and then peek around the corner. I know I already made a topic about Peek & Aim, so I won't elaborate more here, but given that GRAW is far, far faster paced and less stealth than the original it makes a good point of how a minor movement ability can be handy in special situations. And then again you also have the ability to give different types of waypoints and specify a vector (where they should be looking when they arrive) which would be VERY handy for the NS2 commander.
I've posted this before two or three times in this forum, but it is an overly elaborate example of how you can chain waypoints, give waypoints a vector, and even denote different types of actions that are supposed to be done at the waypoint from the "commander's" point of view.

A multiplayer screenshot where you can see another player taking cover an peeking around for a shot

curved HUD, squad status on the left, explosion below... which reminds me, GRAW and GRAW2 have this cool effect of a scrambled HUD when you are close to an explosion's blast, even the "ringing ears" deafness effect when you are too close.

Combat shot vs. and NPC. On the good side it looks solid with good models, textures, and muzzle flash sprite. On the downside there are too many "status sprites" that are cluttering up the shot. The red diamond on the bad guy is annoying just like how a dozen motion tracking sprites is in NS. I know why they are there and how they are helpful, but such distractions should be truly end-game otherwise it just looks... bleh...

So for this series...
Good lessons to keep in mind:- Rewards for patience
- Can declare a combat mode: recon (sneaking around, scouting, etc.) or assault (guns blazzing, charge in and light em' up)
- Waypoint order types: move/go, hold/stop, suppress
- Grenades are to be feared (and limited in ammunition)
- The value of coverfire, and maps that create places to take cover
- The value of stealth, even in a chaotic, heated firefight (sneak around the other way and flank them)
- Greatly rewarding creative tactics (setting up clever ambushes, suppressing fire up front while double flanking with hidden snipers, etc)
- Burst fire rewards increased accuracy as opposed to full-tilt automatic spray n' pray
- Paying attention to shadows to hide your presence (more of a mapping thing, but still a good design lesson)
Could be good or bad:- Sprinting option (limited "stamina" like the jetpack's fuel in NS, plus you can't fire while sprinting)
Stay away from:- Over taxing the client hardware's resources (CPU, RAM, GPU) for what you'd find on your game's average market (no hidden costs please)
- Source code sloppiness when integrating with 3D rendering
- Forcing the gameplay to a mostly 2D planar type of ground combat
- Overpowering weapons until they are insta-kill
- Going prone (unless it's for crawling through a vent)
- Buggy physics code that causes players to get stuck on stairs or tanks to roll around the map (yes, rolling flipping tanks in some multiplayer custom GRAW & GRAW2 maps on the PC versions, oh and)
- Buggy netcode that infuriates players with extra lag and glitches for kills
- Crappy, horrible, user unfriendly level editors (pfeh!)
- Sniper weapons: tightening up aim with ironsights fits the flavor of your grity hardcore marine style, whereas electronic aim-assist 500x zoom does not, IMHO