Currently clever COs can loosely define an “Area of Operation”, or “close battlespace” by simply removing “Seize” tasks from bases which can force groups to prioritize attacking specific areas, this is not only a good practice to focus the team and define a frontline it’s also good for the server health and map loading with needing less tasks to load in. There is however not much incentive outside of XP for following objectives, so I think there also needs to be a way to eliminate the “magic” floating markers to keep low-effort players from creating their own groups and adding more to the map lag issue.
Purposeful Rally Points
One such solution would be to give the group leader more responsibility. The “Rally Point” should become actually useful to set as it could show all fellow squad member locations within radio range of the set base. Players should have their own unique icon, perhaps defined by role as should the leader and any friendly AI.
Functional Manpacks
Deployed manpacks should show the location of any friendly within 1km of its range and when worn it should only show squad mates. Ironbeard’s fantastic mod has this capability but it's set to show all friendlies nearby which can really clutter the map on populated servers.
The Magic of the Marker
The group marker should not automatically follow the leader, but be replaced with a more intuitive click-and-drag, double click or right click and middle wheel select/click option. A scroll and select from a swatch like tooltip for quickly dropping favorited custom markers like arrows and line of fire to better support a groups defined AO, would be a big improvement over what is available currently with all those mouse actions.
XP should be boosted for any objectives completed within 1km of the AO and members should also get immediate XP and an obvious notification for simply “operating” in their groups designated area/sector/zone to better help with personal navigation, squad cohesion and team coordination. This could then be used as a justification to increase the new death penalty as well as incentivize the formation of larger groups.
By encouraging purposeful zones of responsibility, this system streamlines battlefield awareness and supports efficient task prioritization, ultimately improving both player coordination and server performance.