You can make the same argument for R2 as people are given random objectives as opposed to doing what they would want to do. Yet it works pretty decently.I don't see how they can manage small armies without reprimands and rewards, as in RL. If an objective would be served by a player camping in a defensive spot, and they don't want to, how are they to be controlled? Should they be?! It's a game after all, they should be allowed to have fun, right?
Why do we assume there won't be any rewards or reprimands? I don't know about reprimands but rewards will be there, most definitely.
They can come up with other ways to control players without or in addition to "giving orders". Squad leader/commander can move spawn points. They can issue "mandatory recalls".Typically bad players can get kicked. Managing 128 on your side is going to be hard! Perhaps squad leaders can award ranking points to team-members? Nice in theory, but favouritism will play a big part I'm sure. Maybe leader-points can be awards by the rest of the team also. But then you'll get miffed players who were rubbish and gett no team points from the team leader who will reciprocate unfairly.
Again class based R2 coop works very good unlike most other class based games. I think the trick is minimizing the need for verbal communication and embedding flexible objective system (including tasks specific to player's abilities) into the game instead. As for human pride problem against following orders, all they have to do is to come up with generous rewards and fun objectives.I can't see it working. At least maybe not with my pesimistic view of online gaming. Even in a team, get lumbered with a bunch of wazzocks and it's no fun. This is true from KZ to LBP - the players you're with can make or break the fun of the game. If the game is seriously team-based, that becomes even more important. In WH, you can go solo and have fun even if your team are a bunch of morons (and note, I can be a prize moron in WH with my lousy skillzorz!).