I don’t think you can easily break up the desire of people to play in groups – and GW2 is based around social gameplay concepts – so I think the answer would be to make it easier to operate/organise as a small group but give the ability to keep that group small by hiding the group (when desired).
So my proposal would be a ‘junior’ commander pin (a.k.a. Lieutenant pin or a Guild pin).
The way I see it works is as follows:
- People would join a lieutenant squad using /join as usual
- Pin has 3 settings for visibility: 1. Visible to all 2. Visible to squad & commanders 3. Visible to squad only
- Pin has 3 settings for squad membership: 1. Guild only 2. Invite only 3. Open
- When set to “Visible to all” the pin would be very small on the map and a different colour (with a transparency effect). This ensures the Commander icon remains very prominent.
- When you see the pin above the lieutenants head, the pin would be half the size of the commander pin and a different colour – this is also to stop Commander icons being overshadowed during battle but allows guild’s to track the movement of their guild leader (a guild might be flanking while the commander hits head on)
- There is no limit to number of lieutenant squads you can /join (this allows a guild leader to join the squads of all of his juniors and track their location).
- You can only buy a lieutentant pin if you have achieved a certain reasonable ranking once these March wvw rankings are in place (i.e., you can’t be a total noob but you also don’t need to be a 1 man killing machine playing for 15 hours a day) .
- Lieutenant pin only costs 10g because real WvW’rs are poor.
The way I see this being used:
- If someone wanted to flip camps, they type it on map chat, tell people to /join LtCampFlipper – people join LtCampFlipper and follow him around to various camps. They can see his icon above his head and follow him on the map if the group gets separated.
- A guild leader wants his guild mates to find him but not attract too many PUG players to his group (commander pins are PUG magnets) – they set their pin to Guild only and Visible to Squad + Commanders and tell their guild mates to /join GuildLeaderBob. The pin is visible to commanders, so a Commander can ask the guild leader for a favour e.g., “Can you please contest Garrison waypoint for us”.
- A large guild wants to run multiple teams (distraction, ninja, defence, etc) – they get 4 or 5 lieutenant pins and group their players under each lieutenant. The guild leader does a /join on all of his lieutenants and can see where all of his teams are located.
- When maps have no commanders and some random turns their commander pin on, they often get abused for not “being a real commander”. This would allow people to lead in situations where there are no commanders around without the extra expectations/baggage that comes with being a “100g commander”.
- During open field combat, a guild leader wants to outflank a large organised zerg that is about to a hit a commander zerg head on. The guild members need to track the position of the guild leader during battle – they can now follow the lieutenant pin on his head without stealing PUGs from the main zerg.
TL;DR: create variants of commander pins that allow small groups to operate more effectively.