In multi-player games such as Renegade, teamwork is the key. You won't get very far by attempting to play a team game on your own, hence the use of the word "team". When playing a team game you usually find yourself in one of two scenarios: Either you're in a clan game and 'know' the people you're playing with, or you've just sauntered onto a public server for a game and the chances are you could be playing with the Queen for all you know. It doesn't matter which situation you find yourself in, you must be prepared to give and take orders and assume a position with a team. For example, if you're on the GDI side and you all decide to be a Gunner, you're going to be very unbalanced and easy for the enemy to pull apart. You have to have a balanced side in order to achieve success, and Teamwork is closely linked with this and other disciplines including organisation and balance, but first I shall deal with...
To avoid such catastrophic mishaps within your team you must communicate. If you're in a clan game and you've played a few games together, then chances are you know your team-mates style of play and they will understand your shorthand messages. Quick ones like "2 snipe, 2 med, 1 eng in mid" will quickly inform your team that in the centre of the map there are two snipers, two medium tanks and 1 engineer. Most people on public servers will also understand this although they may take less notice, preferring to do everything by themselves. Such quick bursts of info are vital when games are closely tied, it could sway the outcome of the game, it could stop an unknowing team-mate stepping out from behind his cover into the open and within milliseconds be ripped a new one by a hidden Havoc.
More good examples of informative messages are; when at the purchase terminal and you're buying your character/vehicle to just type "got Engi" or "got med tank". This means that you're team-mates can prevent themselves from buying the same as what you have, because although two or three medium tanks are handy, you need engineers and chain gunners to back them up. Simple things like this can give an edge to your team, and all these little touches add up to a large advantage near the end. Other, more direct examples could be; "spray cover for me", enabling someone to traverse a deadly part of the map while the opposition take cover, thanks to covering fire from one of your team. It needn't be well thought out, precision sniping, just something to make your enemy stay out of the way. However, the first ones I mentioned are more recommended.
Your team must also recognise the importance of organisation and authority. Organisation applies to getting your engineers to back up your medium tanks and get an MRLS to give support fire from the rear, for example. It also means making sure everyone attacks and advances together, so that part of your taskforce doesn't get caught short, without anyone to rely on behind them. To enable this, it is best to have a leader, someone who has the final say on many of the important decisions. This is nigh on impossible to achieve on a public server, because everyone wants to be the "leader" and wants everything done how they like it, although is much more practical during clan wars.
This means that this person's authority is respected as the head organiser and strategist, and this player has to be confident; if he/she has a moment of indecision, this could cost the entire team dearly. They have to be comfortable making make or break decisions, and calm under pressure, so they don't make poor judgements based on a rash few seconds of thought. Picture them as the traditional C&C player sat on a cloud directing his troops. He gives the orders and decides most things, with confidence and strength. In a public server situation, if you ask nicely for co-operation and explain it's for the good of the team and you seem to be an O.K player, then most reasonable players will go along with calls of "attack" or "need back-up".
This means that pratting around in Apaches, ignoring the Friendly Fire and generally being a nuisance, then ordering people around as if you're the boss won't work. Show everyone you're a capable player, earn respect, and then try a few simple commands. If it goes down well, then go further, increasing your power on the game. Use radio commands well, and keep in good contact with your team. Here are a few quick tips to remember when in battle:
Spread your vehicular forces out and have some kind of shape or formation. Make sure your artillery support has some substantial physical cover and is located at the very back.
Have infantry between your tanks, repairing and firing and taking cover behind the hulking masses.
If you have been assigned a particular job, such as defending a tunnel. DO NOT try and play Rambo in the oppositions base and leave yours exposed. If you do die while doing a particular job, make sure you let your team-mates know, otherwise they think that nothing has happened.
Compliment each other, if your side is not attempting a huge assault, then team up with one or two players who compliment yourself. As mentioned in the main section of the URSG, good three-way combos are: one engineer, one gunner and one Havoc, or their equivalents. Cover for various eventualities, be prepared for anything, because once you're in the enemy base there is no time to go back and get what you need.
Working as one separates the good clans from the bad, and on public servers greatly improves your chances of being on the victorious side. With a little effort and persuasion you could have many other players under your command, which is an uplifting experience for anyone. Success heavily relies on teamwork, so practise it whenever you get the chance. It's the best way too win as well; so Rambo's need not fear giving up their solo efforts with worries of not getting a piece of the proverbial pie. As a team, everyone is just as important as the next person.