

Are you going to follow your commanders orders?
#41
Posted 11 March 2012 - 04:40 PM
After you went through that, you were assigned a role based on your skill set and your ship and during a battle everyone just followed orders because if they didn't, they were dead. Not because of anything we would do to them but because good team work in a fleet battle was just necessary for survival. You did it because you wanted everyone to get home alive and you needed to rely on each other to make that happen. If you didn't, you were dead or pretty much ostracized from the group anyway. The game was setup very strongly as "the needs of the many outweigh the needs of the one."
I don't know if MWO will be balanced quite that way, but what's the point of joining an outfit if you're going to ignore the commanders orders? If the commander doesn't know what he's doing, then why follow him anyway? My corp was a pirate corp so all pilots on a mission shared the booty. My job was to make sure we had a juicy target and had tactical advantage so the pilots got a good payday, were happy and got home alive. If I failed too many times, well there goes the credibility. I hope people would ignore me. You want mercs in your outfit, not wimps.
#42
Posted 11 March 2012 - 04:41 PM
Boymonkey, on 11 March 2012 - 04:35 PM, said:
Congrats (the rest of my comment was insulting and flame baiting and so Grimm removed it rather than spanking me in public)
Cochise, on 11 March 2012 - 04:40 PM, said:
:Stops reading:
Edited by Mason Grimm, 11 March 2012 - 05:06 PM.
Really? Tact people, tact.
#43
Posted 11 March 2012 - 04:47 PM
Cochise, on 11 March 2012 - 04:40 PM, said:
After you went through that, you were assigned a role based on your skill set and your ship and during a battle everyone just followed orders because if they didn't, they were dead. Not because of anything we would do to them but because good team work in a fleet battle was just necessary for survival. You did it because you wanted everyone to get home alive and you needed to rely on each other to make that happen. If you didn't, you were dead or pretty much ostracized from the group anyway. The game was setup very strongly as "the needs of the many outweigh the needs of the one."
I don't know if MWO will be balanced quite that way, but what's the point of joining an outfit if you're going to ignore the commanders orders? If the commander doesn't know what he's doing, then why follow him anyway? My corp was a pirate corp so all pilots on a mission shared the booty. My job was to make sure we had a juicy target and had tactical advantage so the pilots got a good payday, were happy and got home alive. If I failed too many times, well there goes the credibility. I hope people would ignore me. You want mercs in your outfit, not wimps.
Good post and you summed up a good team player by saying "the needs of the many outweigh the needs of the one." while an order may seem silly at the time in the long run it may work for the best for the whole team.
Cheers for your posts

Oh and ignore the troll

#44
Posted 11 March 2012 - 04:57 PM
Ty Cannon
#45
Posted 11 March 2012 - 04:58 PM
Boymonkey, on 11 March 2012 - 04:47 PM, said:
Cheers for your posts

Oh and ignore the troll

Yep it's true. I also think people get "found out" if they're a crappy leader and other people gravitate towards great commanders. I had the opportunity to fly my wing under some really sharp people that were just fantastic leaders and really talented at gathering intel and managing a lot of irons in the fire. The best commanders always balanced the risks vs rewards very well and thought of their pilots.
We had a policy that if you were sent on a kamikazi mission, and it was sometimes necessary, the corporation would reimburse you for your loss. That was only fair. If you are going to take one for the team, the team needs to step up to the plate and help you out. I developed some great friendships that I still have to this day. It will be interesting to see how all this unfolds in MWO.
#46
Posted 11 March 2012 - 05:05 PM
Please play nice or I will turn this car around and you will both go to your rooms. Save the useless banter for the battlefield.
#47
Posted 11 March 2012 - 05:13 PM
Telling a Raven to attack a Mad Cat single handedly might sound stupid but it worked (/will work if you are going on timeline) for Mech-Commander Harrison of the 1st Davion Guards on Port Arthur.
#48
Posted 11 March 2012 - 05:13 PM
It will take some time, but people will weed themselves out. What type of in game organization will there be other than in the military arm the House? Will it be extremely loose setup (adding unit name to game name) to where, at a glance, you only know that that person is in your House.
At first there will likely be more PUG than later on. People, whether they are a unit commander or not, will make names for themselves, both good and bad. People will decide on how they interact with the bad players, with or without any game controls.
Will I follow when need be? Hai, as that is one of many ways to evaluate potential leaders. Also, as one following orders it allows one to have a better overview of how things unfold.
#49
Posted 11 March 2012 - 07:33 PM
#50
Posted 11 March 2012 - 07:49 PM
On a personal level, I am not a decisive individual, I am prone to hesitation and second guessing, but that is where I trade my weakness for strength in being a good team player. If I'm given a task, I usually go get it done without distraction and hesitation. I like being dependable.
#51
Posted 11 March 2012 - 07:58 PM
Thorn Hallis, on 11 March 2012 - 10:53 AM, said:
Be careful what you wish for...
Sure I'll follow orders, if they make sence. I'm a team player, but if my team mates drop the ball, then it's every man for himself.
#52
Posted 11 March 2012 - 08:05 PM
#53
Posted 11 March 2012 - 08:09 PM
I learned the danger of following the commands of a bad leader from the same thing.
Give me a good leader, and I will obey faithfully.
Give me a bad leader, and I will do whatever I feel is going to help win the battle.
I expect that the Merc units will have the best commanders, as the better units will be closer to an organised "guild" structure with players having predetermined roles in the unit. Everyone should know their role here, and that will help them win.
I expect that the houses will have some trouble with their commanders, as the commander position for each match will basically be fair game for anyone with a commander module. Reputation as a good commander is the only thing that will get you a good following here.
I don't expect many lone wolves to play as commanders, and those that do won't be followed often. They're too much of an unknown factor.
#54
Posted 11 March 2012 - 08:32 PM
If a commander is screaming orders , there is something wrong, and things are going to go south in a hurry for his warriors! If he (she) is trying to tell every one of the how to do the job, there is no co-ordination and he(she) needs to be replaced. You depend on the members of your team so that you can concentrate on the job at hand. That has to include the commander as well.
Sun Tzu should be required reading for anyone who seeks to be a commander.
#55
Posted 11 March 2012 - 09:01 PM
After all the mission objectives I hope will be clear before a drop is made , and if everyone chose their own role I would think they
want to play that role.
Me I want to win , and being a team player often meant others got the kills or the glory , but I was happy to be on the winning team.
#56
Posted 11 March 2012 - 09:19 PM
#57
Posted 11 March 2012 - 09:40 PM

#58
Posted 11 March 2012 - 11:22 PM
#59
Posted 11 March 2012 - 11:28 PM
#60
Posted 11 March 2012 - 11:54 PM
I still reserve the right to gripe. And the right to say "I told you so" if the orders are stupid.
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