I think the last comments pretty much resonate with my feeling.
And I totally disagree with you, Zoo. PR forces people to team-play in even less subtle ways. You get in a tank with the wrong kit, YOU DIE! You need to come from all the way back, if your SL doesn't request to have a forward spawn point. You get into a tank, you basically have a super expensive truck unless you find someone else IN YOUR SQUAD to shoot - And he does so, relying completely on you to drive correctly. Need I say more?
Putting dead cows in the barn at Eppeldorf, etc is quaint at best, but not intrusive imo. Its subtle.
I think FH2 is genius in its attempt to balance total free-way and fun with realism and teamplay. That's a juggling act. I can even understand why Natty will be skeptical about any extra work to tweak teamplay - Its tough making a well-done system even better without breaking the whole damn thing.
That to me, is what makes 2.4 very special, and I take my hat especially off to Kev and Natty for that... But to the whole dev team as a whole.
Teamplay DOES exists in FH2!!Now, what I WOULD like to say is it being developed into the game mechanics. In Monopoly, a player knows he needs to pass GO to get $200 or pounds. Its just the way it is.
In the same way, video games need to have rules, or affordances that are geared towards specific goals.
A more robust commo-rose, properly enforces voice vs radio overs with tools to allow it (and an effect of WWII strategy, like being cut off/ able to communicate with the rest of your force), a more interesting reason to play commander and have a real effect on strategy, suppressive effect coupled with a commo-rose that allows real WWII suppression-flanking tactics. THESE ARE WHAT WILL MOVE IT from THIS STABLE State to, what I am sure, WILL be the next stable state.
In the distant past of 2007, many game mechanics were introduced... many didn't get traction and were either abondoned, left to rot or simply left dormant.
.The medic.
.Bleeding.
.The ammo-truck
.Voice-radio over dichotomy...
.The Tanker kit
.the commander asset
.Attempts to improve the commo-rose
.Suppression effect
.The single animation on call for a spot (when binocs are equipped)
And others that could be implemented.Internal repairs of vehicles - to go with the tanker kit
.Reduced number of ammo-boxes, and readily available medic kits.
.Life cycle of the destroyed vehicle
.Hand gestures (to go with key communication and to allow immersion and non-verbal communication)
.Use of mumble (To enforce voice overs range)
.The static, pickup radio pack and the commander/ squad leader walkie-talkie.
I think its time these came to maturity. Its the next logical step in teamplay