The Basic Theory Behing Being A Good Commander.
BFishman
Join Date: 2002-05-04 Member: 579Members
<div class="IPBDescription">Followership is a pre-req' to Leadership</div> Note: This is a repost from an older, mal-placed topic:
When you think of it, what's the most important aspect of leadership? Ability to work under pressure? Long term strategy? Guts? While these are all important factors, they are not THE most important. That one key factor which, unfortunately, a lot of NS Commanders lack, is 'Followership'. Thats right - the ability to take orders.
If a commander sympathizes with his troops, the team will be far more efficient and organized.
If a commander realizes that giving a waypoint all the way at the edge of the map with innumerable ducts and corridors in between is a BAD idea, he will likely guide his troops step by step, making them feel more safe, and ensuring that they don't get lost or seperated.
If he understands the instinctual desire for a bigger gun when spawn is being assaulted, he will calmly explain to the troops that he's waiting for another few RPs until he can drop that shiny new HMG, and comfort the troops with motivationsal phrases such as "Hold on just a little longer guys, if we can hold off this wave we'll be secure...". This prevents panic and cluttering of the COM channels.
If a commander understands that skulks like to hide in dark corners, he will not send his troops into a dark room without first scanning it, or at least warning the troops to stay on their toes.
All of this field knowledge comes from getting one's feet dirty and actually experiencing what it's like to be the guy behind the gun.
And so you see, the key to being a successful commander is understanding what you're troops are thinking, and communicating with them.
Don't believe me? This is straight from the teachings of the United States Navy and Marine Corps (I am a member of ROTC). Hooah.
-Fishman
When you think of it, what's the most important aspect of leadership? Ability to work under pressure? Long term strategy? Guts? While these are all important factors, they are not THE most important. That one key factor which, unfortunately, a lot of NS Commanders lack, is 'Followership'. Thats right - the ability to take orders.
If a commander sympathizes with his troops, the team will be far more efficient and organized.
If a commander realizes that giving a waypoint all the way at the edge of the map with innumerable ducts and corridors in between is a BAD idea, he will likely guide his troops step by step, making them feel more safe, and ensuring that they don't get lost or seperated.
If he understands the instinctual desire for a bigger gun when spawn is being assaulted, he will calmly explain to the troops that he's waiting for another few RPs until he can drop that shiny new HMG, and comfort the troops with motivationsal phrases such as "Hold on just a little longer guys, if we can hold off this wave we'll be secure...". This prevents panic and cluttering of the COM channels.
If a commander understands that skulks like to hide in dark corners, he will not send his troops into a dark room without first scanning it, or at least warning the troops to stay on their toes.
All of this field knowledge comes from getting one's feet dirty and actually experiencing what it's like to be the guy behind the gun.
And so you see, the key to being a successful commander is understanding what you're troops are thinking, and communicating with them.
Don't believe me? This is straight from the teachings of the United States Navy and Marine Corps (I am a member of ROTC). Hooah.
-Fishman
Comments
Simple theory - you get two people who both know what they are doing and a random group of grunts who may or may not be any good. The least competent takes the chair and keeps the other informed on whats going on whilst placing waypoints and an overall strategy. The one on the ground gives live feedback on how things are going, what is needed and keeps his eyes open for any holes in the commanders plan.
They work together to motivate and instruct the team, to promote teamwork and good strategy (without alienating any of the other marines - elitism doesn't help). The FC takes up the slack if any marine fails to follow orders or fails in a mission. This can mean the dull as ditchwater guarding an empty outpost or storming accross the map rambo style to infiltrate the alien hive and get up your pg.
I do agree about scanning areas before the commander brings marines there.
And this is clearly from a pub perspective, to a pub audience. The only chance you have of controlling a pub marine team is not by treating them as peers, but by giving strict orders. If you give the average person an inch, they'll want a yard. I don't need people second-guessing tight build-orders. At least, that's how it's been in my experience.
The commander needs a slay button....
EDIT: god the keyboards here suck.
Just because a game says you are a higher 'rank' than someone you don't even know does NOT mean that you can freely treat them as such. And you KNOW that being an a$$ and yelling at your troops to follow orders is the best way to not only ruin the game (for them at least), but also to prevent them from doing a word you say.
Tell your troops what to do, and tell them why. When they ask for something, respond citing a reason. It should be brief and to the point (a mic helps a ton). When they act like a retard, warn them to behave, and if they continue, ignore them (or get an admin to do his work).
This is all just simply human decency people. It's a <i>social</i> game, so play it that way.
Fishman