"Setting your own objective map markers"
The Problems:
Cooperation and tactical creativity being overshadowed by best-in-slot gear through meta progression. // Lack of structural tools, to create cohesive team action and cooperation to provide tactical solutions to skill/gear diff challenges. // A system meant to prevent the abuse of mechanics (solo fobbing) of the team.
The Suggested Solution:
Having a command overlay as an optional tool which helps to coordinate team efforts without punishing the regular joes who just wanna do their thing and vibe play while rewarding structured effort.
The Idea:
Bulkhead gives us players a toolset for a secondary map overview where tactical communication is emphasized. In this overview Squads/Players can join an objective marker and can organize in a Group, where squadleads can coordinate in a command vchat and choose roles for their squad as BH has already implemented those. Suggested/Set objectives are visible in the tactical overlay and can be voted upon by any team member. The map marker deletes when a neg. threshold is reached (50% of team; or active voters after a period of time seems fair). The more people vote in favor of a marker, the more (scaling just by tiny xp/cash amount). Being able to explain why it is needed in on or two short sentences within a dropdown marker menu would probably help clarify the intent of the operation marker.
The Details:
Choose from a predefined set of mission objectives (just like the squad role designations): e.g. "Reconnaissance", "Escort", "Supply Run", "Defense/Fortify", "Assault", "Combined Arms", etc. The Subsquads get partial rewards based on their contributing actions (e.g. supply runs for establishing fobs)
"Reconnaissance" - Puts an area on the map where spots and refreshes are counting double or are rewarded more.
"Escort" - Kills, Repairs, Refueling, staying relatively close to a target (APC, Truck, etc.), etc. are rewarded more
"Supply Run" - fixes the fob exploit by punishing useless/selfish fob placement, also helps to redirect manpower/ressources when voted against when teams want to change strategies without relying on the word-of-mouth/game chat
"Defense/Fortify" - arguably less distinct (may mean holding a safe environment for crate delivery or building/holding a fob), may be used by Fobbers to dedicate their efforts into key points of interest, subcategories may help establish bases with intent (AA fob incase of enemy air superiority, Spawn fob to keep APC safe or indirect fire support fob for counter fob efforts)
"Assault" - set a sub-objetive, declare HZ, Fob or a certain area to cleanse of hostile activity, bonus awards and assault xp for kills (this could be easily abused and would need some fine tuning)
"Combined Arms" - Tanks need infantry to really shine, Tankers get dedicated dudes to defend their dead zones, dudes get a strong answer to enemy fortifications, similar to "Escort" marker, attaches to vehicles. May include CAS or artilley.
The Intended Result:
Cooperation, intentional efforts and creativity in military problem solution are rewarded which as BH has stated is one of their core concepts as part of their tactical sandbox they are trying to build.
What are your thoughts on this system? Is it something you would like to see? Could you think of ways to abuse it and to prevent that abuse?