Commander TOOLS

Please, give to Commander tools to be commander is Squad-game style. Now commander is sth additional, not implemented in Squad game doctrine.
Suggestion to give commander tools:
- Accept or decline access to tanks and ifvs. If commander decline 4 requests from different squads and persons, this feature switches off for 5 minutes, when everybody can take it without permission.
- Accept or decline sniper and hat kits for squads. Some anti-abuse tool included (look #1)
- Form "area of operation", when commanter place circle on the map for each squad individually. There are 2 types of areas - defend and attack. "Defend area": After placement squad have to be in this area in 10 minutes. If SL or more then half or squad not in the area and this time, then autolimitation for all special kits for 60 mins applied to whole squad and sl personally even if he changes squad. After coming to the area, SL and most part have to be in circle during some time. (like 10 mins or add some feature to commander to choose - 5-20 mins). Squad have right to violate this conditions only 30 seconds ever 2 minutes. "Attack area" - same like defend but without obligation to save this position after SL and most of squad entered the circle area.
- Add special high-cost little commander vehicles to use UAV and CAS without HAB.
- Force commander to have infantry squad leader kit or add commander kit without ability to use heavy vehicles.
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Comments
I would like to see command vehicles so the commander doesn't have to be in or near a HAB for call in support.
I have always considered the 'commander' in squad to just be a squad leader with a fancy hat. To incorporate actual command leadership abilities to the commander role would be problematic to the independence of the squad leader. Why should he have to listen to someone?
For real though, there are some great points here. I think there is a serious lack of leadership ability in Squad at the platoon level and it's baked into the system mechanically. When I am commanding, I find I have a serious lack of capability in administering my team. If a key vehicle or kit is being retained by an insubordinate squad, there are many occasions where there is no recourse. It's only a game and the admin is not going to punish someone for 'a few minutes afk as HAT' or 'a poor choice of tank location'. There is no means to give a direct order or correct an insubordinate NCO. There are many better ways to allow for this coordination to include the suggestions by Taran.
#1 change request for Commander - make it a dedicated role that doesn't require you to be a SL and manage your guys while ALSO being commander.
Good Commanders are often times just hunkered down in some super safe location on the map and doing "Commander" stuff, and they are still being distracted with SL duties. They would be so much better without the SL duties and without even being on the map at all.
I know others will disagree, and that's fine, but I think it would work better as a dedicated role by itself.
Agree 110%. I even tried to create a topic on this problem, about how Squad actually creates an ill temptation for Commanders to distract for some boot-on-the-ground type of activities instead of doing management of the battlefield. Game shall allow to run for the Commander role without your own squad.
These days, when I play Commander, I have to take 1 person max into my squad and immediately lock it. Then I tell the guy "Uh, I am going to play Commander role... So prepare for some chores like driving logi and using mortars and fighting boredom for 15 minutes while I am doing my radio and UAV stuff. I'll be totally OK if you quit". And each time someone stays with me, it warms my heart (aww).
When I take in more squadmates, it ruins their experience (and mine as well). I just don't have time to responsibly lead them and create a pleasant gameplay while chit-chattering in the comm radio and trying to clear the mess painted on the game map by squadleads.
Accept or decline access to tanks and ifvs
I'd prefer to see that distributed to players, maybe by letting SLs claim from a limited number of armour squads in order to get access to those vehicles. Giving the CO so much personal power seems too open to abuse.
Accept or decline sniper and hat kits for squads
That's less of an issue for abuse, but I'd like to see those available only at an intermediate platoon level or the CO level, to make them a more strategic asset. At that point a platoon leader or a CO has comms to high-impact people but doesn't have the ability to troll so much.
Form "area of operation", when commanter place circle on the map for each squad individually
Tools to draw AOs would be helpful but definitely nothing to the extent that you suggest here. People are there to play the game themselves, not to be ants for you to micromanage. Your team only controls half of the situation - the enemy also has a say, so punishing a squad because the enemy prevented them from advancing is batshit insane.
I've seen plenty of incompetent COs. A useless CO should never be able to prevent a competent SL from fighting.
Add special high-cost little commander vehicles to use UAV and CAS without HAB
+1, for larger maps this would really help. For smaller maps I'd like to see the radio being a thing you need to interact with from time to time, to stop people blocking off access to it.
Force commander to have infantry squad leader kit or add commander kit without ability to use heavy vehicles
I actually don't think the CO should be on the map at all, it just gets in the way IMO.
Not from OP, but worth responding to:
Allow commanders the ability to enable/disable FOB's to specific squads
Preference the commander for vehicle claims in all scenarios
Allow commander to demote existing Squad leaders
All those seem very open to trolling.