Still, honestly don't see the problem of choosing by W:L ratio. It gives the commander instant credibility, so the team should have faith in him. It makes players strive to get a good W:L ratio in stead of K:D ratio, eventually producing good leaders.
Would be the fairest way to choose them imo. Of course me and other forumers that are "known" could pick up and lead, but that doesn't mean we are actually talented at it.
You know, my W/L ratio would be much better if people actually listened to what I say, at least sometimes.
The problem is: the understanding of what would be the best for a certain team to do in a certain moment on a certain map is NOT measurable ingame by any means, with the current list of features. There is just no way. The W/L-r is determined by
- your clan/banner
- your skills
- your "auto balancer value"
- luck
And then a tiny little bit by how much you write in chat about tactics. And besides Phazh I don't know anyone who regularly tries to lead his team. Unless your skills as commander don't determine your W/L ratio by 51% or more, it is a BAD (= wrong, false) base to determine the leader.
In short: until now the game didn't offer any way to recognize capable commanders.
And I want to point out that I am speaking more of commanders than of leaders. Unfortunately, in cRPG you first need to be a good leader, and then a good commander, because you first have to convince people to listen to what you write in chat. If certain commander tools would be implemented, this "convincing" would not be needed any more, giving players a chance to show their tactical skills, who are not that known or eloquent or have a high K/D-r.
I agree that the W/L-r. should be tracked for leaders, but first AFTER they took over lead. Otherwise it is not representable by any means. You can't be punished for a loss if you were not in charge. As soon as a leader uses his commander tools, the round counts for his ratio, otherwise not.
But saying "There is no teamplay on the servers, we need to resurrect it" and then saying "you can see who teamplayed until now by the W/L-r." doesn't work together. Either there was enough teamplay to recognize good leaders, already putting us into the state you desire, or there was no teamplay at all (effectively), and thus the W/L-r. of every player is not affected by it at all. Which makes it a really bad base for recognizing good commanders.