Suppression makes people team-play more because... well, frankly, its a bit disturbing that I even HAVE to explain this to you, Natty... as a dev and all. Its quite obvious.
A group stumble across another group and start firing. the more coordinated manage to put enough fire on the other, and the OTHER, gets suppressed i.e, blurry vision with each passing round, camera shake etc. they fire back blindly or take cover and can't return fire - Too scared and disoriented to flee or fire back. The ones firing, then get a section to flank them and finish them off. if that group was made solely out of riflemen, then that's teamplay right there, since a few riflemen will NOT be able to suppress an enemy sufficiently, but at least 3 of them will - and that needs a coordinated goal ie. all three firing close to the enemy.
For
2-speeds, it causes teamplay, because, while you can doube-tap now, it is not ideal. Its like saying that the old way of coordinating in tanks in rl worked, so why change it. Or saying, we could coordinate with flags and flame, so why invent radio communication in rl..... It makes it easier to do and therefore increases the number of people doing it. It doesn't FORCE anyone to Teamplay, but it does give more reason to. And it gives the player the flexibility of tactics to use. Tanks can coordinate with tanks better moving at the same speed, without each and everyone having to double-tap... what are the odds of that happening. Or tanks coordinating with infantry, same thing.
If people have learned to double-tap when that was not initially planned for, then imagine what new tactics they'd employ if they had 2-speeds. People WANT to teamplay. just give them the tools, and they would... and more.
For the
commo-rose, well, currently, the most commonly used options are 'take cover', 'charge!', 'arty ready for barrage', and 'cover me', besides the various vehicle-spotted calls. If the commo-rose was designed to be more intuitive with comm-options otherwise performed by VOIP or text i.e. things like 'enemy left/ righ/ infront/ behind', 'Sorry', 'thank you', 'grenade!', 'smoke! smoke' etc... if becomes ALOT easier to communicate all around without having to use the... currently, less convenient VOIP or text options. And for those who wouldn't, it at least gives them the variety.
How does the
horizontal spotter view help team-play? Also a bit obvious if given a bit of thought. You see the target as the spotter does. Not live or anything, but you get a sense of where it is, and exactly the perspective the spotter has. Statistically, it allows for moving targets to remain in view longer, especially if they are coming at the spotter or moving away, while remaining realistically hard to hit, so that the arty gunner doesn't benefit unfairly from the perpetuity of the spot.
For teamplay, the spotter can now understand the situation and judge accordingly, given spotters a sense that spotters GET their call for arty better. They are less likely to hit friendlies, since friendlies running into view from the side will give the gunner just as much time as the current view, while friendlies running in from the 3rd wall, or from far away will let the arty gunner advise himself before firing. The Big key word here is, it gives the gunner PERSPECTIVE.
On another note, this view also makes arty firing as accurate as it should be. guaging distance with your eye and seeing no more than the spotter means you get a realistic perspective and chance of hit, and coupled with deviation, you would rely on splash damage more than direct hits, so phenomenons like hitting a tank head-on will be just that, a phenomenon, and not SKILL as it is currently.
I don't get your argument against the
commander assets. Did you even read my initial post on it, or are you just trying to muddy my argument? I asked for specific things. If the commander can call in various types of ordinance, then it makes his role more tactical and with spotters and SL calling it in, it works for teamplay, since they can decide, as can he, what is best for the situation. Smoke, scattered arty, creeping barrage, single massive shells, etc. How does THIS make them 'hug themselves' as you put it?
dear Djinn your suppression-commrose-2speedTanks-spottercam-commander teamplay agenda is starting to become like a Mantra
how would suppression make people teamplay more?
how would an eye-level artycam make people teamplay more?
how is 2-speed tanks making people teamplay more? (plz dont say "slow-moving tanks with infantry marching beside it" I was in a round of Vossenack where I was a Panther, supporting infantry, we did an awesome job without me having to roll slowly, tapping the forward key works just as fine)
CommRose is obviously a teamwork/communication tool, nothing to add there, ours is not great and bf42 voice commands is not working with BF2 very well + isnt the most important things you want to communicate in FH2
Commander: well, as long as the arguments circulate around wish-list features for the commander, it isnt so useful. I agree he could - maybe - help teamplay, but I think it is more important to make him useful, I.E, give him tools that can make him help his team win the battle, not just tools that will make them hug eachother more.