If a SEAL team can complete an Op using nothing but hand signals (not sign language mind you) then I'm confident that any reasonably well prepared hearing impaired individual can FC with macros and a team that reads chat.
I'd be more worried about failing to follow one of NKato's orders than his ability to give it.
When did test become as well trained as a SEAL team? Last I check we are a collection of drunks who like the same game. This comparison is not the best one to make.
On the other side of the coin, I'd be worried about being able to give the right orders. Ah, the dilemma of a rookie FC...
This is the dilemma of any new FC. Even experienced ones will fuck up once in a while. Make the wrong choice.
As a experienced block level FC in EVE, and as a leader in other games, and real life as a PO3 in the US Navy, I can honestly say it will be much more difficult to lead in this game than any other one we have played before. Just from arena commander alone we know that on the individual level this game is designed to be very skill based, and require pilot level decisions on a second to second basis. While I have lead other skill based games this one will be different in that maps are going to be large and every ship, or gun will have different properties applicable to it. A fleet of 100 auroras will not be lead the same way a fleet of 100 drakes is done in EVE. Neither will 10 auroras be lead the same way 10 mechs will be lead in MechWarrior online. The best command structures I see transferring straight over into this game will be FPS tactics/leadership styles. So any FPS players who have experience leading will be invaluable for setting up that aspect of the game, but we will need at the very least a council of experienced leaders putting together a command structure of sorts and guide for new FC's.
Leadership style and chain of command
"Do you know what the chain of command is? Its the chain I go get and beat you with until you understand who's in rutten command here!"
The major difference between this game and every other game out there today is that this game is going for "sim" level realism in most aspects. They still want it to be fun so things like eating 3 times a day or dying will not be there but things like dogfighting and utilizing cover in FPS combat are. Multi-crew ships also present a unique challenge when it comes to leading. that and this isn't a EVE like combat experience where people can shoot threw each other to damage the target.
The best way I can put this is we don't know jack about how PU combat will be/should be ran. We will have to decide on a way to approach it and implement changes as needed to fix issues we find. So all I can do in this write up is give information based on experience I have and hope it can be utilized in setting up a good command structure.
I will go over nuances of each style of combat below, but first I want to talk about different structures of command found both in game and in real life:
In game: There are several different ways to lead a group in pvp depending on the game you are playing and the type of combat you are participating in. I will for sake of simplicity, time, and space in a post focus on my experience in EVE online. Even though the way of calling targets will not work in this game (since you cannot shoot threw your allies to hit your target) I do believe that a similar fleet command structure could work. And to be honest the fleet level command structure in eve has taken a lot of influence from real life military.
Leader of alliance: Weather its a counsel or 1 man, this is the level that decides what we are after and where we will go. He takes input from his combat leaders and intel officers to decide what the overall objective is for the alliance.
Block level FC: This level of FC is the commanding General so to speak of the armed forces of the alliance. He uses intel and his subordinate leaders to achieve the goals the alliance leader set forth. Overall command of the fleet or fleets is held at this level. Every leader from this point out only takes orders from this person. His primary role is overall strategic command. Placing assets in the right place at the right time to achieve the objective.
Fleet level FC: This is your FC anyone who played eve will be familiar with. He tells his fleet of 300 people what ships to fly, how to fly it, what target to shoot at, and organizes his fleet level leadership to ensure everyone is doing what they are told and when they are told to do it. I.E. hes the guy that yells "More dots" or "B I E in the tempest is primary B I E in the tempest is primary"
Fleet level XO: The fleet level executive officer is the backup FC in the FC is lost for any reason. He is the one worry about the logistics of the commands the FC is calling. if the FC is calling a target often times he is the one working the interface highlighting the primary target for the fleet. if the FC is not the "Lead Fish" then the XO will be in that role.(Lead fish will be explained in large gang warfare)
Sub command: this command level is for things like logistics leadership or electronic warfare leadership or any other sub fleet command structures you might need. A great way to see this in action is to watch a video on my youtube channel. You cant hear me giving out orders or anything as the audio is enemy comms but its there to see in action in game.
In real life: As I have stated I am active duty navy. As a member of the navy I have been privileged to work with the Marine Corps as well. As such I have insight into 2 well established ways of doing business in real life. Anyone who also has worked with them will tell you about their flaws. This is true in that nothing is perfect and someone will find something wrong with anything they want to find something wrong in. But be that as it may no one in the world can deny that the US Navy and US Marine Corps are not the premier versions of what they do in this world we call home. Every other navy and Marine Corps out there emulates what we do. So in that regard I would call it a good basis to take real life examples of how we may or may not do things in game for combat leadership. Here are my best 2 examples. I will give 1 from each to keep it short.
1. A command structure where commanders are all the way down to the individual level. A 4 star does not bother dealing with me as far down as I am in the chain. He tells at least 30 other people dropping all the way to me before I tell the guys below me. This is great in that it allows 1 person to effectively command thousands while not having to micro manage but maybe 2-6 individuals who micro manage 2-6 of their own on and on down until it reaches the low man doing the actual work. While this is a great way of doing it in real life unless large scale fights happen in SC (they want it to happen but might not happen right away) implementing a command structure like that might not be needed in the scale that it is found in the military.
2. A combat structure that gives individual commanders orders and plans and they use their guys to execute it. Unlike in EVE this game will be more realistic and allow more gameplay than any other game we have done. We can have fighters engaging in a diversion so Marines can board a ship and take it over from the inside, while at the same time engaging in combat 2 systems away preventing reinforcements to the main fight. Oh but did I also mention we are fighting off boarders at the same time? This isn't going to be like any other game out there. So having commanders at many levels each with a assigned task to complete with their men under them may (or may not we don't know yet) be needed and best for this game.
In the end it will be determined by Montoya as to how this may or may not play out but the way I see it is if we want to win by any other way than simply out numbering the enemy 5 to 1 (in that case we might as well change our name to goonswarm) we will need a effective way of fighting strategically. There are 2 types of ways to fight. Reactive and Proactive. Reactive we simply form up in a group go and fight and hope we can react fast enough and with enough force to win. Best way to do that is overwhelming numbers. Proactively we go in there with a plan and using tactics, surprise, and things like "Violence of action" to attack we can win with equal or less numbers. But being Proactive requires more dedication out of members to have and learn a job and not just get on to go out and fight.
The best analogy I can give is a EVE reference. Do we want to be goons or Rooks and Kings? To put it in perspective for those that don't play EVE goons use numbers and simple tactics to win. They don't fight if its fair numbers and accept anyone into their group so long as you can shoot who they tell you and when. Rooks and Kings are tactic whores who win fights often times well outnumbered. They are well versed in mechanics of the game and use brilliant tactics to win battles. So Basically they are trend setters. Any tactics in eve that goon FC's implement were being used by RnK for months before that, and they only copied it because it was used against them effectively. (often times with OP results since numbers just exacerbates the effectiveness of the tactic.)
Next I will go over the different warfare types and how I see them being lead, and how I can see the fighting happening.