Sounds like this "teamwork" its going to fail from its conception. While it is a popular idea that a leader of a squad, platoon or outfit constitutes teamplay it simply cannot be a proper basis for teamplay. If all that you have is essentially one person screaming at others there is little real teamwork going on. You need to start with the basics. Why would a player go and destroy a generator? Well to bypass a shield. Why would he want to bypass a shield? Because an objective is behind it. Why would he want to take the objective? To advance the player's goals. What goals are those? Currently the goal of many players is getting stats like a high KD because the capture of a base or continent doesnt matter tomorrow but your stats are persistent. So you need to first get player goals in line with the game's gameplay hook of capturing bases and continents. Once you do that everything else falls into place automatically. The goal is to capture the continent. (The end goal that leaders can strive for!) You need to capture bases to capture the continent. (Still a leader goal.) To capture bases you need to capture the points<-- the first player objective that can be completed (a goal for both players and leaders) To capture points you need to complete sub-objectives like: Place spawnpoints-->needs vehicle superiority to keep the Sunderers safe as an objective (a pure player goal) Bypass shields-->you need to secure a path to the generators and secure the generator room long enough to detonate it. (A pure player goal) As you can see the goals for platoon/outfit leaders are meaningless without the smaller objectives. If we cut out the objective of points you cant steer people to capture bases and all leadership is meaningless. Leadership can only be used if smaller goals exist that the leadership can steer people towards! So will creating objectives for leaders work? No of course not! You cant order your players to capture the continent as that is a meaningless order. To improve leadership you need to create more smaller goals, more secondary objectives that need to be met and that the leaders can steer their players towards. What you need for PS2 is the following: - more secondary objectives, preferably made by the players themselves so it automatically scales with population - change the displayed stats so that the focus becomes more on actions that support the game, like completing objectives or taking chokepoints held by the opposition. - make information more available. Voice chat is highly limiting as the information is gone the moment the player stops talking, only one player can talk at a time and it cant be used to target relevant players with ease. You need more visual information that allows players to select which information is relevant for them while multiple players can add information simultaneously. This will give the leadeship the tools to actually, you know, lead people by dividing their tasks as a leader is supposed to do?