All I'm saying is that the gameplay of Brothers in Arms fits directly into this criteria:
"Designing gameplay dynamics that support and perpetuate...
a) engagements that are significant and last
b) realworld tactics such as maneuvering around the battle field,
suppression fire, and flanking
c) the use of cover as an effective tool in combat (if you're behind
significant cover, but have a bit of a leg or something sticking out, the
odds of getting hit are fairly slim) "
The battles in Brothers in Arms lasted for a while, and it was tedious to say the least to pick any part of an enemies body off. So as far as your criteria is concerned, you are holding quite close to the Brothers in Arms gameplay model. Then again, you can see the difference between games like Brothers in Arms and Operation Flashpoint, but from my understanding you're planning on having this be a first-person shooter with squad command that includes the 4 Fs (Find, Fix, Flank, Finish).
Not that being like Brothers in Arms would be so bad, I personally thought both Road to Hill 30 and Earned in Blood were terrific, just that I find it odd that you would claim Brothers in Arms to be terrible and not be able to properly differenciate your project from it. What I said was that it sounded "like Brothers in Arms", correctly. Whether or not you do break new ground, what I take from your posts so far is that it IS very similar to the Brothers in Arms gameplay model, and whether or not you use a different squad command system the overall gameplay is going to be similar. Then again, it could be otherwise and I could just as easily be wrong/confused.
Either way, I didn't want to be a pest but you do have me intrigued and I'm wondering what model you plan to use that will not suffer from the same flaws as Brothers in Arms and other games do.
Your game might be nothing like Brothers in Arms, but the gameplay you've laid out so far will draw many comparisons, you had to have known that.