Squad cohesion has always been bad, from best to worst it’s Charlie, Bravo, Alpha, Delta, and even at their best it’s up to 15 players that will listen to you with a standard deviation of 5 going up and down the squads, capping at about 30 players who will listen to you, half of which you won’t be able to divert enough attention to for more than a minute without getting burnt out 15 minutes into the round.
And that’s on high pop.
Giving SL’s pheromones is going to result in the same boobery as giving them an MK1 (which I dearly miss), you’ll get a static noise SL who just spawns to get the gamer buff and PFC+ into the frontline ignoring the SO on comms.
Not that it matters, there’s already a better version of pheremones called fireteams and roleplay.
See, if you give marines a fireteam and a personal complex mission, then they have something to pay attention to assuming they don’t just blow you off, because you can’t compete with a player’s attention span you can only coax what’s there.
For example, I usually have two fireteams:
Fireteam 1 is spear, my spear. They breach the frontline and clear out areas that we get ordered to. Simple. In there I put the specialist and all the PFCs that just want to play the game relaxing with very little stress of RP, sometimes they’ll get a medic if there’s enough of them to go around. Here I set the Specialist as fireteam leader because it helps them get the players to pay attention to them if they need more help from xeno targetting unless they’re scouts or snipers, then the FTL get’s leadership.
Fireteam 2 is called shield. I call them that because I bunch the medics up there, as well as the privates and engineers because they’re usually going to stay in the back and help keep the lifeline active while giving new players an area where they can observe how the other roles play while getting slowly introduced to xeno ambush gameplay before they get introduced to unga tactics. Here I set a medic as FTL so that fireteam 2 generally gravitates towards the medic, both creating a general safe blob for them and gravitating to an area that’s safer (where medics tend to hobbit to).
From there, I adjust fireteams, if I see a 2 in the frontline they get reassigned because otherwise people break formation if they see others out of formation.
Finally, fireteam 3. Here I experiment, usually with the players I know listen to orders and/or players I know won’t just meander off. Usually, if you’ve played with me, I do Queen tactic.
Queen tactic is where I assign an SG 3 squaddies that will follow him around and do the movie tactic from Aliens 2, where one PFC is standing alongside the SG and two other players are leading in front of him.
I send these guys to do small flanks or tag along alpha. When it works, it really works, and the players are happy.
Anyways, overall… This is essentially me directly ordering six players. Two fireteam leaders, and the entirety of fireteam 3. And, it usually works, that’s how I maintain cohesion, because most players do not pay attention to long winded plans without constant upcheck, so if you give them a simple “follow your number leader” then they’ll tune in when they tune in without tuning you out if you lord over them when there’s too much stimulation everywhere.
Both sides are happy.