Oddly enough brother, as in most things regarding EC, I agree with you. Last time I saw a thread suggesting this, I myself put forth a slightly less intrusive version of it for consideration. Simply put, instead of working towards a template, let people pick w/e they want. IF their current squad comp. matches a template, they get a bonus. Example: server notices that the squad has 8 or more tactical class being played currently, it then unlocks the "tactical squad template" buff of, oh I dunno, 2-3 seconds off a cap or interrupt action? (this is just an EXAMPLE I pulled out of thin air!) someone changes classes, buff goes away. no recrimination, no insistence on people conforming, just a completely organic way to reward people who manage to replicate a canon squad comp. That's when Brent chimed in with a response on twitch about not wanting to do anything involving particular squad compositions.
So what happens when those people who aren't playing capping classes like DA, and your team is drastically short say, "No way! If I change then I lose my (insert buff here)!" There's no problem asking for more capping classes when you need them. Same with supports, they're important roles that win games. I don't ever see anyone asking for more heavy weapons or jet pack assaults. With this template nonsense then that problem gets worse because now you'll need some special mix to get a bonus. You're point apparently is "People will whine so let's just give them more reason to!"
No class cap would work as if you purchase items and weapons that only a certain class can use and then were locked out of using them, the royal shit storm it would create would not be very favourable for the game. The most OP weapons/classes will always be the most popular choice (like power fist atm), so many players would be getting locked out of using them which would not be fair on those that have purchased items for them. Also what happens if your load out contain one of every class? (yes I know right now that wouldn't make much sense but when more and more mods/options become available it could become feasable). Do they get booted? Not fun considering the queue times and you will end up with majorly pissed off players.
Unless you're going full JPA on harkus, no way in hell an entire faction can all have templates bonus without capping classes. Plus, you say that having people switching class matter when you lack people in thoses classes... But when you have an incentive to make people switch into needed classes, it's a whine-machine ? It's a non-restrictive cap, so you won't be locked out of your kingdom whatever happens. Also, it looks like you prefer having a faction playing 75% the OP class instead of a incentive to make people think twice about their choices. And even with this incentive, it won't stop people from choosing the OP class no matter what. The logic of the proposition I make is the same logic that guides many gamedesign choices the old and the team have made : follow your squad leader orders, stay close to him, take care of your squad buddies, you always get bonuses when you interact with your teammates, and nobody gets harassed or kicked if they don't. (And you can ask yourself if someone joining your squad to lonewolf deserve a kick ?) Moreover, I think the number of squads and the people turn-over will be high enough to let you play what you want soon enough.
Let people play what they want, and lets not add a bunch of random stuff around classes. Keep it simple.
Unless the templates also come with drawbacks, such as requiring everyone following it to be the same class and thus limiting the army's ability to customize and counter various threats, players would essentially be forced to always take templates in order to maximize the strength of their force against the enemy. If there is a template that gives Tacticals an extra grenade players using Tacticals would always be "encouraged" to form that template, otherwise being screamed at for "ruining the game" and "allowing the enemy to win". Another drawback could be that you do have to stay near one another similar to the Squad Leader bonus, which in turn leaves your group more vulnerable to AoE weaponry. In a properly balanced game, 4 PGs, 4 PF Raptors and 2 AoE healers would not be cheese because the PGs should be less accurate, have slower firing rates and slower projectiles so they are less effective at longer ranges than Bolters are, while the slower attack speed of PFs can allow Power Sword Storm Shields to wear them Down, even as the healers get focused down one at a time. Because mix/max and cheese would thus not exist there should be no boni for those trying or not trying to min/max. And because you hopped in another squad or formed your own squad the template did not get completed and the players in it did not get the bonus/boni, making them even more pissed at you. This system should only exist if it has drawbacks to counter-act the bonus/boni of the template and maintain balance. That answer is 100% a valid answer and anyone that thinks otherwise is totally retarded. This is actually one of the few answers Brent has given to a question that is completely solid in its foundation. Players can make their own Squads and if the full game will surely be able to make them private so as to only allow clan-mates/friends/etc. etc. Their own private Squad. Go nuts. Getting a BONUS for having a private squad without some sort of drawback is unacceptable and unbalanced unless individuals also get boni just because they exist. No one ever said these supposed templates would be private and you had to be invited to them, genius. It was actually implied that the players would be able to see what templates are currently up and they have access to so they CAN DECIDE if they want to join or not. Are you seeing your own retardation as evidently as I am? Codex compliant squads are a great idea if there are drawbacks that counter-act the boni that come with using them as they otherwise create imbalance where an entire force that isn't using a full complement of Codex compliant squads will be at a statistical, rather than skilled-based, disadvantage. If a Codex compliant squad requires a full load-out to receive the bonus/boni and a player leaves they will no longer be receiving the bonus/boni. So, yes, they would be free to leave that squad if they wanted to but the other players on their team would bitch at them for not staying and allowing them to receive the Codex compliant squad bonus/boni. What's hard to process is you completely failing to realize that: Bonus/boni with no drawbacks results in imbalance. If this squad of 10 Tacticals is in a Codex compliant squad that gives them an extra Grenade just for being in that template and 10 Traitors aren't in a Codex compliant squad so don't have the extra Grenade the game is imbalanced in the Tacticals' favor, forcing the Traitors to them form a template squad just so they can statistically match their enemies. Squad-based gameplay already exists and will become even more evident as the game gradually gets balanced as classes' strengths and weaknesses will become more apparent and the synergies between classes more important. You failing to realize that class synergies is a massive part of squad-based gameplay is your own fault.
Not at all, In fact I hate OP stuff in the game and I hate many running with them. It ruins the enjoyment severely. Capping classes in anyway is not the way forward though. More balance and waiting to see how it all works as a whole is.
This is not about limitating OP and cheese stuff. It's about rewarding people for paying attention, playing together and playing smart, all at the same time.