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Player Features and Ideas Discussion

 
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Strategic Command Nets

Author
Loius Woo
Sebiestor Tribe
Minmatar Republic
#1 - 2012-05-02 18:14:31 UTC
The Problem:
Strategic command is hard to do. Strategic being commanding multiple fleets in multiple systems to achieve a single goal. It is hard because information flow is mostly accomplished through meta-gaming tools such as mumble, TS, or Ventrilo, which forces all information to be relayed by voice over a single channel. This drives fleets to concentrate all power onto one objective at a time, which limits the application of maneuver warfare, grand strategies, or brilliant tactics.

Solution:
Create an in game information sharing system linked to command ships and using modules to replicate the tactical overlay display (or the forthcoming **new** tactical view mentioned at Fanfest) to a commander and allow that commander to push back to all fleets or single fleets, simple instructions such as “fall back to the gate” “retreat” “warp to safe” “reinforce” etc, tied to specific locations such as celestials, gates, stations, or fleets.

Implementation:
A new command ship “Strategic Command Ship” of battleship size is created as a tech 2 BS. Slots and stats designed to make them extremely tankable with negligible damage and maneuverability (all skill requirements to be listed later).

Racial BS Bonus: Buff to tank
Strategic command ship Bonus: 10% bonus to link range per level.

This command ship would receive a bonus to fit a Command Information Center Module with the following stats:
Allows the creation of a strategic command net which uses subspace communications to replicate tactical data between fleets in separate locations, and relay orders from the strategic commander.

High slot, 220MW PG, 300TF CPU, Activation cost 620GJ, duration 10s, range 6.2LY.
**fitting goal is to allow the ship to fit a big tank and not much else without being a large burden to capacitor issues. As long as the ship is not shooting weapons as well. So if just tank and link modules active, the cap should be sustainable, if weapons are active, then cap should become an issue.

Strategic command bonus: Able to establish two links per level.

The active module requires that the ship be uncloaked, and not warping or jumping. When the module is active, it can receive data from Fleet and Field command ships.

Fleet and Field Command ships receive a new bonus to allow them to fit a midslot module, “Command and Control Link” with the following stats:
Transmits tactical sensor information to a strategic commander and receives broadcast objectives via subspace communications.

Midslot, PG 200MW, CPU 5000TF, activation 25GJ, duration 10s.
**fitting goal is to be equal to a warfare link module.

Mechanics:
When the strategic command ship pilot left clicks on the CIC module, they are able to select “configure command net” which opens a new window where they get a unique ID and can set a password, they also have a user window where linked pilots show up and the commander can accept or kick anyone who links. This unique ID can be linked in fleet, corp, local, whatever and any command ship pilot with the C2 Link module can right click and select configure command net and input the unique identifier and password if required. This adds a user to the strategic commanders configuration screen. Once the command net is configured, the Strategic command pilot can close the configuration screen. The modules do not need to be activated on either end for the command net to exist, but no information is passed until they are active.

Once the C2 Link module is active, the Fleet/field command ship will begin transmitting tactical data, a new window will open where broadcasts from the strategic commander will be listed, and the Fleet/Field command pilot can click a button to broadcast it out to the entire fleet, or just the FC.

Once the CIC module is active, the strategic command pilot can open the tactical overlay and instead of the normal overlay, a new window opens which lists the command ships that are linked with a green or red light, next to them (green for active, red for inactive). Then there is a command window that can operate at a strategic, operational or tactical view.

Strategic view shows a galaxy map with the systems containing active command ships highlighted. A flatten map option should change to a dotlan map presentation instead of a simple flattened model. The strategic commander can also click on a system and broadcast a destination to any combination of the active command ships When a destination is broadcast, the command ship gets a new link in the broadcast window with the system and can one click to set destination, broadcast to fleet, broadcast to FC, or all of those.

The operational view is when the commander zooms into the system map by clicking on the system. The system map will show the location of the command ship that is active, celestial, gates, stations, and anything else that can be seen system wide as well as any warpable objects that are on the overview of the command ship, and shared bookmarks. All of these things can be filtered via a dropdown menu. The commander can click on an object and right click to select from a list of commands such as “attack” “defend” “guard” “wait” “dock” etc and the order/location is broadcast to the command ship in the same way that system destinations can be set in the strategic view. If a commander has fleets in two different systems, he can select a target in one system and broadcast it to the fleet in the other system. The commander can also broadcast things that are meant to go to the FC such as “scout” a system, light a Cyno, ect.
Loius Woo
Sebiestor Tribe
Minmatar Republic
#2 - 2012-05-02 18:14:41 UTC  |  Edited by: Loius Woo
Clicking on the command ship will zoom in to show the tactical view of the entire grid on which the command ship is located as well as a copy of the command ships active overview and active targets. A fleet window will show the composition of fleet ships on grid so that the strategic commander can see how many ships are popping and what is left. There is no functionality to broadcast tactical instructions to the fleet from the strategic commander. The strategic commander should not be calling targets or micromanaging the fight. The tactical view is meant to allow the strategic commander to understand the status of fleets operating in different systems so that he can order in reinforcements or order retreats on the strategic or operational level.

The Fleet/Field command ship pilot can also broadcast some basic things back to the Strategic commander, things like “request reinforcements” “Enemy engaged” “contact broken” ect just to allow for basic situational awareness keeping in mind that the strategic commander with max skills can be connected to 10 fleets at once.

Skills:
Strategic Command Ship: Requires racial BS5, Leadership 5, Fleet Command 5, Strategic Command 1.

Strategic Command: able to establish two command links per level. Requires Leadership 5, Fleet Command 5, Warfare link specialist 4.


Possible further capabilities:
Remote navigation: This would allow the Strategic commander to use the same kind of interface as moving probes to define a warp point available to the fleet that would otherwise not be warpable. To balance this, you could make it another midslot item that immobilizes the strategic command ship in the same way that a cyno field immobilizes a ship. The duration could depend on the size of the fleet that you are providing a warp to, for example a fleet of 10ECM ships might take 10 seconds for the strategic command ships navigation computer to compute the warp point. A fleet of 100 Dreads might take 10 minutes. This should also require special skills in order to utilize and be limited to the system limit radius (no deep safe spots from this). The purpose of this would be to allow the Strategic commander to increase the maneuverability of the fleet by allowing them to warp somewhere that they would not otherwise be able to warp. This would further the ability to fight in places other than gates, pos’s and stations.

Scout relay:
This could allow a second module on Fleet command ships and a module on a scout frigate that would allow the Fleet command to forward basic data like active overview back to the Strategic command. Would require skills on both scout and fleet command pilot as well as modules for both. Range would be less than the C2-CIC range (a couple of jumps worth within the same constellation). The configuration would work the same way as with the Command ships. Could allow for less confusion/miscommunication from scouts and their fleets.

Implications:
There would be a GOOD reason for fleets to primary enemy command ships and to protect their own command ships since killing one would disrupt communication significantly for large forces operating over large areas.

The Strategic command ship would be very valuable and would likely be kept in the rear of the force and protected, possibly by a reserve force. If you get your strategic command ship into a fight, you are doing it wrong. You would want to keep it out of combat so that the strategic commander can keep the big picture without the pressure of keeping his or her own ship alive.

By implementing a game system that allows information sharing, you can enable more complex strategies, resulting in more enjoyable, emergent gameplay for all involved.
Loius Woo
Sebiestor Tribe
Minmatar Republic
#3 - 2012-05-02 18:14:48 UTC
Reserved
Gabriel Youngs
Olympus Industries
#4 - 2012-05-03 01:24:35 UTC
+1

Great Idea
Jack Carrigan
Order of the Shadow
#5 - 2012-05-04 05:40:57 UTC
Looks like you put a lot of thought and effort into this. I think it's a pretty good idea.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Loius Woo
Sebiestor Tribe
Minmatar Republic
#6 - 2012-05-04 16:43:26 UTC
Jack Carrigan wrote:
Looks like you put a lot of thought and effort into this. I think it's a pretty good idea.


Thanks.

To be honest, I expected some flame, the positive feedback is nice to hear.
Loius Woo
Sebiestor Tribe
Minmatar Republic
#7 - 2012-05-15 18:53:41 UTC
It seems this post has gotten a few likes and a few positive comments and zero flames....

Does that mean people like it, or just don't care enough to negative?
mxzf
Shovel Bros
#8 - 2012-05-15 19:28:05 UTC
Loius Woo wrote:
Does that mean people like it, or just don't care enough to negative?


Personally, it's because skimming the idea it sounds really horrible and complicated for no real benefit. But I don't feel like reading the giant wall of text to be able to completely poke holes in it and cover all my bases.

The biggest thing is that your 'problem' isn't even really a problem, it's just a minor annoyance at times. So there's no big problem that your idea fixes.
Loius Woo
Sebiestor Tribe
Minmatar Republic
#9 - 2012-05-15 20:04:51 UTC
mxzf wrote:

The biggest thing is that your 'problem' isn't even really a problem, it's just a minor annoyance at times. So there's no big problem that your idea fixes.



So you have been an FC in a large fleet engagement with objectives in multiple systems at the same time and did not have a problem with communication and information?

I find that fascinating. Perhaps you can explain how you are managing such a feat.
Plaude Pollard
Aliastra
Gallente Federation
#10 - 2012-05-15 20:56:48 UTC
Loius Woo wrote:
A new command ship “Strategic Command Ship” of battleship size is created as a tech 2 BS.

What hulls would that use? I'm kinda hoping it would be the Maelstrom, Abaddon, Hyperion and Rokh hulls, since they don't have a T2 version yet.

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Loius Woo
Sebiestor Tribe
Minmatar Republic
#11 - 2012-05-15 21:04:16 UTC
Plaude Pollard wrote:
Loius Woo wrote:
A new command ship “Strategic Command Ship” of battleship size is created as a tech 2 BS.

What hulls would that use? I'm kinda hoping it would be the Maelstrom, Abaddon, Hyperion and Rokh hulls, since they don't have a T2 version yet.


Hadn't decided.

Any of them would work.