These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
Previous page123Next page
 

Fleet Formations

Author
Razor Rocker
Super Mother Fan Club
#21 - 2014-03-25 13:47:46 UTC
You dont need formations, you need organization.

If you dont want your bombers to travel in a blob then train your pilots or squad commanders. Tell each squad commander to always warp within a certain distance. Run training sessions on sisi. Have certain people as certified bombers squad commandrrs. And yes this is a lot of work, but ive been in 150 man bomber gangs that are this organized. It does work. Although it did take a few hours of practice.

And in the big fights make sure each pilot knows what their role is. If you want a certain ship to be spread out over the fleet to clear tackle then tell the pilots. If you want long range ships near the back tell them to anchor on the logi.

All large fleets can function well on TS with 2 fcs. One primary and another logi fc. Logi fc should have a logi channel in game and a whisper list on ts. Each fc should be the anchor for their own division of the fleet.

I dont support giving more powers to the fc if it detracts from better organization. This game is about working together. Train your pilots and fcs, organize them and use this to defeat your blob enemy.
Torsnk
Mustang Capital
#22 - 2014-03-25 14:03:28 UTC
Razor Rocker wrote:
You dont need formations, you need organization.

If you dont want your bombers to travel in a blob then train your pilots or squad commanders. Tell each squad commander to always warp within a certain distance. Run training sessions on sisi. Have certain people as certified bombers squad commandrrs. And yes this is a lot of work, but ive been in 150 man bomber gangs that are this organized. It does work. Although it did take a few hours of practice.

And in the big fights make sure each pilot knows what their role is. If you want a certain ship to be spread out over the fleet to clear tackle then tell the pilots. If you want long range ships near the back tell them to anchor on the logi.

All large fleets can function well on TS with 2 fcs. One primary and another logi fc. Logi fc should have a logi channel in game and a whisper list on ts. Each fc should be the anchor for their own division of the fleet.

I dont support giving more powers to the fc if it detracts from better organization. This game is about working together. Train your pilots and fcs, organize them and use this to defeat your blob enemy.


Please read my last comment in regards to better organizing the fleet by enabling the squad/wing commanders to set warp in ranges. As it stands right now there is no way for the fleet to land on grid at the same time but still be organized by different landing distances.
Razor Rocker
Super Mother Fan Club
#23 - 2014-03-25 14:08:25 UTC
Torsnk wrote:
Razor Rocker wrote:
You dont need formations, you need organization.

If you dont want your bombers to travel in a blob then train your pilots or squad commanders. Tell each squad commander to always warp within a certain distance. Run training sessions on sisi. Have certain people as certified bombers squad commandrrs. And yes this is a lot of work, but ive been in 150 man bomber gangs that are this organized. It does work. Although it did take a few hours of practice.

And in the big fights make sure each pilot knows what their role is. If you want a certain ship to be spread out over the fleet to clear tackle then tell the pilots. If you want long range ships near the back tell them to anchor on the logi.

All large fleets can function well on TS with 2 fcs. One primary and another logi fc. Logi fc should have a logi channel in game and a whisper list on ts. Each fc should be the anchor for their own division of the fleet.

I dont support giving more powers to the fc if it detracts from better organization. This game is about working together. Train your pilots and fcs, organize them and use this to defeat your blob enemy.


Please read my last comment in regards to better organizing the fleet by enabling the squad/wing commanders to set warp in ranges. As it stands right now there is no way for the fleet to land on grid at the same time but still be organized by different landing distances.



Set align point- call warp to character - count down to zero - all squad commanders warp their squad on zero to predetermined ranges (squad 1 at0km, squad 10 @ 100kms)

Will they arrive at the exact time down to the fraction of a second? No
Will it be damned close? Yes
seth Hendar
I love you miners
#24 - 2014-03-25 14:31:54 UTC
Torsnk wrote:
Arthur Aihaken wrote:
Torsnk wrote:
To my relief, our bomber fleet escaped. We landed 100km off a stargate in system. Everything went as planned. That was until a stray bomber landed late on grid. The bomber forgot to cloak during warp.

What followed was a chain-reaction decloak (the bomber landed within 2000 meters of a cloaked bomber, which decloaked it. The newly decloaked bomber then decloaked another bomber within 2000 meters. This uncloaked another bomber… and so on.)

Shortly after our bomber fleet was bubbled and wiped from the field. A clean victory for our adversaries.

I'd say blob mechanics working as designed, no?



"Blob mechanics" (i.e. everyone warping in as an arbitrary sphere) doesn't make sense tactically. Specifically, why would every fleet (regardless of composition/mission/size) choose to warp in as a sphere? Why would you want a battleship with long range guns placed right next to a fast tackle ship? Why would you want your fleet of cloaked ships jam packed next to each other so if one guy messed up the entire fleet was exposed?

Furthermore, it makes fleet combat less fun. There would be so much more strategy if the FC had control over the formation of the fleet.

squad, use them, squad commanders ARE able to warp their own squad to the desired range, it is up to you to actually have correctly setup squad (you want to spread your jamms, assign one falcon / squad or wing, and make them arp to different point / distances.....

regarding the decloack chain reaction you are describing, as a FC, i see it as an FC mistake, by not having your bomber squad / wing not aligned and cloack before initiating the warp.

should it have been done, you would have been sure everyone was cloacked before hand.

should have one been decloacked (during warp because of bug / disconnect), you would have seen before landing and had the ability to send a 2nd warp upon landing to extract form the field right away, and fix the issue, or at least saving some if not all of the bomber fleet.

so while it might be a one pilot mistake, i also see a FC mistake, any FC with a bit of experience would have thought about the possibility of that event, thus would have taken the steps i describe above, especially if among the pilots, are some unexperienced pilots, who are more prone to make such mistakes
seth Hendar
I love you miners
#25 - 2014-03-25 14:35:48 UTC
Torsnk wrote:
Razor Rocker wrote:
You dont need formations, you need organization.

If you dont want your bombers to travel in a blob then train your pilots or squad commanders. Tell each squad commander to always warp within a certain distance. Run training sessions on sisi. Have certain people as certified bombers squad commandrrs. And yes this is a lot of work, but ive been in 150 man bomber gangs that are this organized. It does work. Although it did take a few hours of practice.

And in the big fights make sure each pilot knows what their role is. If you want a certain ship to be spread out over the fleet to clear tackle then tell the pilots. If you want long range ships near the back tell them to anchor on the logi.

All large fleets can function well on TS with 2 fcs. One primary and another logi fc. Logi fc should have a logi channel in game and a whisper list on ts. Each fc should be the anchor for their own division of the fleet.

I dont support giving more powers to the fc if it detracts from better organization. This game is about working together. Train your pilots and fcs, organize them and use this to defeat your blob enemy.


Please read my last comment in regards to better organizing the fleet by enabling the squad/wing commanders to set warp in ranges. As it stands right now there is no way for the fleet to land on grid at the same time but still be organized by different landing distances.

a good organization will make you achieve this, it will not be the axact same split second, but it'll be really really close, so close that the slight delay won't even matter
Mike Voidstar
Voidstar Free Flight Foundation
#26 - 2014-03-25 14:50:10 UTC
I think it would be nice if we had a few more options for creating formations.

For instance, the FC could broadcast a formation, and each ship could get a visual indicator of where his ship should be.

We could add maintain position to the options of orbit and maintain distance, so that once formed up the fleet could move properly.
Torsnk
Mustang Capital
#27 - 2014-03-25 14:52:00 UTC
seth Hendar wrote:
Torsnk wrote:
Razor Rocker wrote:
You dont need formations, you need organization.

If you dont want your bombers to travel in a blob then train your pilots or squad commanders. Tell each squad commander to always warp within a certain distance. Run training sessions on sisi. Have certain people as certified bombers squad commandrrs. And yes this is a lot of work, but ive been in 150 man bomber gangs that are this organized. It does work. Although it did take a few hours of practice.

And in the big fights make sure each pilot knows what their role is. If you want a certain ship to be spread out over the fleet to clear tackle then tell the pilots. If you want long range ships near the back tell them to anchor on the logi.

All large fleets can function well on TS with 2 fcs. One primary and another logi fc. Logi fc should have a logi channel in game and a whisper list on ts. Each fc should be the anchor for their own division of the fleet.

I dont support giving more powers to the fc if it detracts from better organization. This game is about working together. Train your pilots and fcs, organize them and use this to defeat your blob enemy.


Please read my last comment in regards to better organizing the fleet by enabling the squad/wing commanders to set warp in ranges. As it stands right now there is no way for the fleet to land on grid at the same time but still be organized by different landing distances.

a good organization will make you achieve this, it will not be the axact same split second, but it'll be really really close, so close that the slight delay won't even matter


How would a mechanic that enables squad commanders to set a warp in range and land on grid at the same time as everyone else detract from fleet warfare as opposed to having the same thing happen but everyone arrive at different times (by having all squad commanders warp their squads individually)?
Razor Rocker
Super Mother Fan Club
#28 - 2014-03-25 15:03:27 UTC  |  Edited by: Razor Rocker
Torsnk wrote:
seth Hendar wrote:
Torsnk wrote:
Razor Rocker wrote:
You dont need formations, you need organization.

If you dont want your bombers to travel in a blob then train your pilots or squad commanders. Tell each squad commander to always warp within a certain distance. Run training sessions on sisi. Have certain people as certified bombers squad commandrrs. And yes this is a lot of work, but ive been in 150 man bomber gangs that are this organized. It does work. Although it did take a few hours of practice.

And in the big fights make sure each pilot knows what their role is. If you want a certain ship to be spread out over the fleet to clear tackle then tell the pilots. If you want long range ships near the back tell them to anchor on the logi.

All large fleets can function well on TS with 2 fcs. One primary and another logi fc. Logi fc should have a logi channel in game and a whisper list on ts. Each fc should be the anchor for their own division of the fleet.

I dont support giving more powers to the fc if it detracts from better organization. This game is about working together. Train your pilots and fcs, organize them and use this to defeat your blob enemy.


Please read my last comment in regards to better organizing the fleet by enabling the squad/wing commanders to set warp in ranges. As it stands right now there is no way for the fleet to land on grid at the same time but still be organized by different landing distances.

a good organization will make you achieve this, it will not be the axact same split second, but it'll be really really close, so close that the slight delay won't even matter


How would a mechanic that enables squad commanders to set a warp in range and land on grid at the same time as everyone else detract from fleet warfare as opposed to having the same thing happen but everyone arrive at different times (by having all squad commanders warp their squads individually)?



Because fleets right now are sadly all about numbers and having pilots hit f1. We dont need to make it more like this. Many fleets that have good pilots who know their roles and where to position themselves can take on larger forces. The effort is worth it.

And you are missing the point that squad commanders can already set warp in ranges and they can all land at the same time if the fc and the pilots of the fleet now what to do.
Razor Rocker
Super Mother Fan Club
#29 - 2014-03-25 15:07:06 UTC
Summary: These formations take away the advantage of properly trained pilots and organization.
Torsnk
Mustang Capital
#30 - 2014-03-25 17:10:39 UTC
Razor Rocker wrote:
[quote=Torsnk][quote=seth Hendar][quote=Torsnk][quote=Razor Rocker]
And you are missing the point that squad commanders can already set warp in ranges and they can all land at the same time if the fc and the pilots of the fleet now what to do.


I must be missing the point. Please clarify:

How do you get a squad which consists of battleships to land at the exact same time on a stargate 20 AU away as a squad of cruisers? I understand the FC can tell the squad commanders to warp at optimals off of the gate, but I don't understand how they would land at the exact same time.
Torsnk
Mustang Capital
#31 - 2014-03-25 17:18:50 UTC
Razor Rocker wrote:
Summary: These formations take away the advantage of properly trained pilots and organization.


How? If the FC directed the squads to set a warp-in range and then warped them together how would that be any different than telling them to warp their squadrons at range by themselves?

The only difference is the fleet lands all at the same time with my proposed method. The fleet lands scattered at random times with the current method. My proposed fleet formation would't detract from trained pilots. On the contrary, by giving the FCs/wing commanders/ squad commanders a better tool to organize fleets, my proposed method encourages better organization and planning so that people don't just show up and hit F1.
Julius Rigel
#32 - 2014-03-25 17:42:30 UTC
Torsnk wrote:
it detracts from the cohesion of the fleet.
Good.

Anything to break up the blobbing, even for twelve seconds.

If you want to land your interceptor on grid next to your battleship wingman, time some basic math to figure out how many seconds to count before hitting "warp" after him. Or, you know, you would simply know by experience if you had been doing that all along instead of this silly fleet warp stuff.

Torsnk wrote:
Instead of having the FC set default warp in ranges for each squad/wing, let the Squad/Wing commanders set their own fleet formation settings (i.e. "land squad/wing at 0", "land squad/wing at 30", etc.). That way, the control of ships are still left to the individual squad/wing commanders, and there is still a need to coordinate actions via voice comms (i.e. the FC could say something like "Alright, we're going to be landing on an enemy fleet at this stargate I want squad 1 to set warp in range to 30, squad 2 set warp in range to 40, squad 3 set warp in range to 0, align to the stargate and squad commanders let me know when you're ready."
That's literally what you do now. The ONLY difference is that the FC has to say "warp" while pressing "warp", and the squad commanders also have to press "warp" when he says "warp". It's that simple.

If "landing on grid simultaneously" is that important to you, see above, and invest those 30 minutes into practicing that with your commanders, and then you will have that tactical advantage, along with the warm fuzzy feeling of actually achieving something, rather than simply waiting for your FC to press a button.

Mike Voidstar wrote:
For instance, the FC could broadcast a formation, and each ship could get a visual indicator of where his ship should be.
Great idea!

Mike Voidstar wrote:
We could add maintain position to the options of orbit and maintain distance, so that once formed up the fleet could move properly.
Terrible idea.

Torsnk wrote:
How do you get a squad which consists of battleships to land at the exact same time on a stargate 20 AU away as a squad of cruisers?
I'm pretty sure this was a lesson in my fifth grade math homework.

Timmy is flying his battleship a distance of 34AU at a speed of 2AU/s. Sally is flying her cruiser a distance of 34AU at a speed of 3AU/s. How many seconds apart do Timmy and Sally arrive at their destinations?

If you're good at guesstimating answers to simple division problems like this, you too can have that five and a half second advantage in PVP!

The warp change actually makes this easier, because all ship types now spend more time at their top warp speeds, rather than spending lots of time accelerating, which means that you can get a much more precise estimate without adjusting for agility.
Torsnk
Mustang Capital
#33 - 2014-03-25 18:08:54 UTC
Julius Rigel wrote:
Torsnk wrote:
it detracts from the cohesion of the fleet.
Good.

Anything to break up the blobbing, even for twelve seconds.


I think it's important to define the word "blobbing" with respect to what I mean when I say it. When I refer to "blobbing" I mean an entire fleet of different ship types bunched together in a giant "blob" (for lack of a better term than "sphere") just warping to the same point in space with little tactical consideration.

On the contrary, a fleet arriving at the same time, but spread out in different warp-in ranges for tactical considerations would not be a "blob".

Julius Rigel wrote:
If you're good at guesstimating answers to simple division problems like this, you too can have that five and a half second advantage in PVP!

The warp change actually makes this easier, because all ship types now spend more time at their top warp speeds, rather than spending lots of time accelerating, which means that you can get a much more precise estimate without adjusting for agility.


Should we get rid of the "orbit" command and just click around in space to make a circle? It's just math right? Go out and practice in your ship to figure out long it takes to change directions (both for agility plus the average server lag time for the command to be accepted) and just make it happen?

That is possible with third grade math as well, but I would certainly not enjoy playing nearly as much if the game was focused on click-timing instead of making decisions.

If the game were fully joystick compatible and all the tracking solutions and what not for guns were handled by no-kidding hand-eye coordination, as well as formation flying, as well as turning the ship to align, etc. I would totally be on board with your thought process on this one. In fact, that would be awesome to have to manually fly your ship around in fleet fights. However, the game isn't designed that way. It's going to take quite a few technological advances in bandwidth/computational power for a game as large and complex (with as many players) as this one to handle that sort of an operation.

From what I understand, the idea of a sandbox game is to give players tools to interact with each other and let them create their own method of play. What we have currently is a fleet organization system of fleet -> wings - squads which enables the subdivisions to warp independently of each other (which is great). However, creating a new tool that also gives them the ability to arrive at the same time, at different ranges, would allow the players more latitude in fleet warfare and, in my opinion, would lead to more dynamic and engaging fights.
Julius Rigel
#34 - 2014-03-26 08:35:36 UTC
I characterize "blobbing" as a situation in which there are many players involved, but few players making decisions. Typical examples of this would be a fleet of identical ships with identical weapons that all warp together as a big ball, and fire together in a big "alpha" volley, or a fleet of ships that don't need to move in a particularly organised fashion, so they simply turn on their guns, hit "approach" on a designated "anchor" player, and leave their computer to go make a cup of tea or take a bathroom break.

The problem is not that their ships are near each other. The problem is that there is very little gameplay involved for all but a few of the players. Your idea does not help this at all - it simply consolidates more of the gameplay into fewer clicks for fewer players, and all the other players have even less incentive to press buttons.

Torsnk wrote:
Should we get rid of the "orbit" command and just click around in space to make a circle? It's just math right? Go out and practice in your ship to figure out long it takes to change directions (both for agility plus the average server lag time for the command to be accepted) and just make it happen?
Well, since you bring it up; yes. That's my opinion. But then, I already do that.

Manual orbiting helps to establish more efficient patterns between multiple opponents so that you're not stuck evading one ship while having zero transversal to all the others.

In practice, I think that the "orbit" autopilot function is an acceptable compromise between agency and automation. This reminds me of a quote from someone, many years ago, on the subject of macros in MMOs:

"The spirit of the rule against macros is such, that no single user input should result in more than a single action in the game."

I think that this is a very good guideline for determining what amount of agency is appropriate, and it very nicely sums up my opinion as to why mechanisms like "approach" and "orbit" are acceptable mechanisms, while "warp to, and then jump through, this stargate", "warp fleet", and your idea are not.

If you want to warp five ships to somewhere, then that should require five players to press "warp". Once that is the case, then the "problem" of warping five ships to five different optimals has solved itself, because you already have five separate "warp" commands, so they might as well be to different ranges.

Torsnk wrote:
but I would certainly not enjoy playing nearly as much if the game was focused on click-timing instead of making decisions.
I think the game already does focus on making decisions. No need to fix it in that regard. Your idea simply decreases the amount of decision-making the individual player has to accomplish.

Torsnk wrote:
From what I understand, the idea of a sandbox game is to give players tools to interact with each other and let them create their own method of play.
I agree.

Torsnk wrote:
What we have currently is a fleet organization system of fleet -> wings - squads which enables the subdivisions to warp independently of each other (which is great). However, creating a new tool that also gives them the ability to arrive at the same time, at different ranges, would allow the players more latitude in fleet warfare and, in my opinion, would lead to more dynamic and engaging fights.
You don't need a tool to time your warp. That's not something physically impossible in the game. Just like you don't need a special "ganking" class of ship to gank someone in high sec. It's simply something you do with the tools you already have.

Coordinating your warps is the same as any other thing you learn to do in a fleet, like "hold on gate" or "the primary target is:". The FC is responsible for picking the right primary target, and everyone else is responsible for shooting it. In this case, the FC is responsible for timing the warps, and everyone else is responsible for distinguishing between the phrases "cruisers, go!" and "frigates, go!", or whatever the FC would say.

I agree that the tools we have for communicating these types of things to each other could be improved. There are many improvements you could make to things like the tactical overlay, how speed and heading are input into the game, and so on. An interface element for showing fleet members visual things in space would be really neat. For example arbitrarily placeable dots and line on the tactical overlay to indicate "fly toward this place" and "follow this trajectory" and so on. But it has to still be up to each player to tell their ship how to get there.
Torsnk
Mustang Capital
#35 - 2014-03-26 18:41:51 UTC
Julius Rigel wrote:
I characterize "blobbing" as a situation in which there are many players involved, but few players making decisions. Typical examples of this would be a fleet of identical ships with identical weapons that all warp together as a big ball, and fire together in a big "alpha" volley, or a fleet of ships that don't need to move in a particularly organised fashion, so they simply turn on their guns, hit "approach" on a designated "anchor" player, and leave their computer to go make a cup of tea or take a bathroom break.


Question:

1. How can you go “make a cup of tea or take a bathroom break” if you’re in a DPS ship with multiple targets? Let’s say you land on grid against a comparably sized fleet. You set anchor to another DPS ship (like the FC) and shoot at the first primary target he calls. If you left at that point to “make a cup of tea or take a bathroom break” how would you start shooting at the next primary target, or the next?

I think you are exaggerating a little bit. Furthermore, I don’t think this really has very much to do with my suggested “fleet formation” concept. Allowing the fleet to arrive at different distances after exiting warp as per my suggested formation mechanic (based off of ship type and/or squadron) wouldn’t have any major effects on this anyways since it merely has to do with where the ships land after exiting warp and nothing to do with target selection, or subwarp ship movement, or setting an anchor, etc.. Additionally, I think you are only addressing ONE type of ship role in this hypothetical engagement: “DPS ships”. Logistics ships can’t “make a cup of tea or take a bathroom break”, nor can anti-support, ECM, fast tackle, etc. (or even DPS themselves). Having these ships land at different distances at the same time wouldn’t change this dynamic. Once again, I do not see the connection between this and “fleet formations” which is the main purpose of the thread.

Julius Rigel wrote:
The problem is not that their ships are near each other. The problem is that there is very little gameplay involved for all but a few of the players. Your idea does not help this at all - it simply consolidates more of the gameplay into fewer clicks for fewer players, and all the other players have even less incentive to press buttons.


If “press[ing] buttons” is what you are concerned about (i.e. ensuring that individual players need to actuate some control mechanism in game) then the formation warp could be set up in such a way that each individual player had to set the warp-in distance for themselves (i.e. FC says “Alright everyone set your warp in range and align to XYZ Stargate”, [everyone sets their warp in distances to stargate and aligns], [FC selects “warp fleet at pre-set ranges” and the fleet enters warp], [fleet lands on grid at preset ranges selected by the individual ships]. Furthermore, these default ranges set by the individual players could reset to “0” after each formation warp. That way, players had to be continually involved in the process and it would necessitate coordination over comms (thus giving an advantage to well-trained, well-organized, well-thought-out groups of players).

Julius Rigel wrote:
If you want to warp five ships to somewhere, then that should require five players to press "warp". Once that is the case, then the "problem" of warping five ships to five different optimals has solved itself, because you already have five separate "warp" commands, so they might as well be to different ranges.


I fundamentally disagree with you on this one. If I understand correctly, you’re saying that “fleet warp” mechanics shouldn’t exist in the game at all. If this is how you feel (not like fleet warps) then of course you wouldn’t like a mechanic that makes fleet warp more customizable (since you don’t like fleet warp by itself).

As I said, fleet warp makes the game, in my opinion, much better than if everyone had to warp individually. Tactically, it wouldn’t make sense for groups of ships to always have to warp individually. There is no advantage to always having every ship in every fleet warp individually without giving the players the option to warp as one.

Furthermore, if you don’t think fleet warp should exist then why have fleet mechanics at all? If we can’t warp together why even have a fleet, or for that matter divisions of wings and squads (since they wouldn’t be able to warp their subdivisions either [since that would take away from every single person having to press a button to move their ship]). Should the mechanic exist just so we can warp to individual members of the fleet? If so, we don’t need divisions of squads or wings.

I understand that you don’t like the ability to fleet warp already. If that’s the case, then you certainly wouldn’t like fleet formations (I get that). But if your only premise for not liking fleet formations is -> because you don’t like fleet warps -> because you don’t like people controlling other people’s ships then I don’t feel like you really have a point to your argument against “fleet formations” other than the fact that you don’t like “fleets” in first place.

The game is set up to enable small groups of players in fast maneuverable ships to spread out and warp individually (i.e. groups of interceptors shotgunning systems looking for prey and quickly swarming together when necessary). In that instances, fleet warps are not necessary (and are actually cumbersome). However, the game also allows for LARGE groups of different ships to move as a single unit (in which case fleet warping as one is tactically important). As such, the option for ships to warp as one unit OR individually if preferred is important. I am just taking it a step further and saying that ships that warp together should also be able to land on grid at different ranges at the same time as well.
Torsnk
Mustang Capital
#36 - 2014-03-26 18:42:38 UTC  |  Edited by: Torsnk
Julius Rigel wrote:
Coordinating your warps is the same as any other thing you learn to do in a fleet, like "hold on gate" or "the primary target is:". The FC is responsible for picking the right primary target, and everyone else is responsible for shooting it. In this case, the FC is responsible for timing the warps, and everyone else is responsible for distinguishing between the phrases "cruisers, go!" and "frigates, go!", or whatever the FC would say.


If the goal is coordination and necessitating individual player’s actions then that can easily be handled by my suggestion above (i.e. having the players individually set their warp-in ranges as directed by the FC, then when he warps the fleet they will land at the distance they selected and the default distance after that would be reset to “0” and would need to be reset by the players for subsequent warps).

I understand, and to large extent, agree with the fact that we should not remove the responsibility and control of individual players from their ships. However, I honestly feel that the fleet warp formation mechanic could be established in such a way that it would not only require individual coordination, but that it would enhance and incentivize better coordination and tactical planning in the game. Which, as I said in my last post, would lead to more dynamic and engaging fleet fights overall.

Julius Rigel wrote:
I agree that the tools we have for communicating these types of things to each other could be improved. There are many improvements you could make to things like the tactical overlay, how speed and heading are input into the game, and so on. An interface element for showing fleet members visual things in space would be really neat. For example arbitrarily placeable dots and line on the tactical overlay to indicate "fly toward this place" and "follow this trajectory" and so on. But it has to still be up to each player to tell their ship how to get there.


I agree with what you’re saying here. Furthermore, I feel that we could improve warp mechanics as a whole to allow for more tactical decision making. For example, why can we just select warp to 0, 10, 20, 30, etc. from a celestial? I think we should be able to select warp to 0, 10, 30, 50, etc. from not just one direction (the direction from where we came), but also warp to “50 above”, warp to “70 behind”, warp to “100 right” or “50 left”. That way, individual players could have more control over how they choose to position their ships.

Furthermore, these mechanics could be worked into the fleet formation mechanic I have suggested above (i.e. members of one squad could all pre-select “warp to 70 high”, another group of ships could “warp to 50 back”, etc. and when the FC warped the fleet they would land on grid at their individually selected distances). This would enable players to control their own ships, think tactically about how they want to move their ships, and would necessitate planning and coordination.

Overall, I believe in giving players better tools for implementing tactical decisions. I think it would be awesome for the FC to be able to execute plans like: “Alright, squad 2 I want you guys to warp to 50 short, bombers I want you cloaked and taking a stack 70 high, when we land align to the enemy fleet. Bomb squad leader give me a call when you’re “50 out”, and a countdown to "bombs away". Everyone else align to ABC Celestial on landing. I will warp you out when I hear “bombs away.”” etc.
Julius Rigel
#37 - 2014-03-27 04:53:05 UTC
Torsnk wrote:
1. How can you go “make a cup of tea or take a bathroom break” if you’re in a DPS ship with multiple targets? Let’s say you land on grid against a comparably sized fleet. You set anchor to another DPS ship (like the FC) and shoot at the first primary target he calls. If you left at that point to “make a cup of tea or take a bathroom break” how would you start shooting at the next primary target, or the next?
Well, in my experience, when tidi kicks in, 30-35 seconds of shooting one target could quickly turn into a minute or two. Now, granted, I live in a fairly small apartment, so I only have to take a few steps to get from my desk to my stove, so it would only take me 30-35 seconds at most to fill a kettle with water and put on the heat, but anyone who has tried participating in sov warfare knows I'm not exaggerating much.

Torsnk wrote:
If “press[ing] buttons” is what you are concerned about (i.e. ensuring that individual players need to actuate some control mechanism in game)
It's not. Again, my concern is that each player is responsible for flying their ship.

Torsnk wrote:
Tactically, it wouldn’t make sense for groups of ships to always have to warp individually.
Tactically, it doesn't make sense for groups of ships to always have to shoot individually either. But that's what makes the multiplayer game a game, and multiplayer. If you remove the "multiplayer" part from this, then you're just playing some kind of real-time strategy game, in which you micromanage a group of ships versus another player who is micromanaging his own group of ships.

Torsnk wrote:
Furthermore, if you don’t think fleet warp should exist then why have fleet mechanics at all? If we can’t warp together why even have a fleet, or for that matter divisions of wings and squads (since they wouldn’t be able to warp their subdivisions either [since that would take away from every single person having to press a button to move their ship]). Should the mechanic exist just so we can warp to individual members of the fleet? If so, we don’t need divisions of squads or wings.
Fleets have many features beside fleet warping. Container sharing mechanics that make cans and wrecks white to your fleet members, a shared chat that is a good usability feature, fleet bonuses based on fleet, wing, and squad commanders and their skills, certain EVE voice features for speaker priority and such, managing the location of your fleet members through star map, "warp to fleet member" as you mentioned, broadcasts, all cyno mechanics are tied to fleet (otherwise how do you figure out who has access to which lit cyno?), and so on.

Fleets were an essential tool long before fleet warp existed, and even back into a time where aggression rules didn't apply to fleet members. That was a scary time in EVE, when joining a fleet was essentially trusting the value of your ship to your fleet mates, even in high and low sec.

Torsnk wrote:
I understand that you don’t like the ability to fleet warp already. If that’s the case, then you certainly wouldn’t like fleet formations (I get that). But if your only premise for not liking fleet formations is -> because you don’t like fleet warps -> because you don’t like people controlling other people’s ships then I don’t feel like you really have a point to your argument against “fleet formations” other than the fact that you don’t like “fleets” in first place.
You're the one bringing up all these other things. I'm just considering your idea on its merits:

Currently: In order to warp a fleet to various positions on a grid, a fleet commander must decide where he wants his squads, communicate this information to his commanders, then communicate the order to warp. Squad commanders then press "warp squad".

If everything goes as planned, if the players are competent, then they end up at their assigned distances, at roughly the same time (give or take a few seconds).

If things don't go as planned, if the players are not competent, then you end up with a big jumbled mess of ships trickling onto grid at different times and wrong distances.

What you are suggesting removes a lot of this request for competence from multiple players (one person executing the warp, and doesn't need to coordinate with other people executing warps, doesn't even need to know they exist), removes the need to do things in a timely fashion (you have as much time as you like to type in the distance), and removes the element of precision altogether (everyone fleet warps together, everyone lands together, the game plays that part by itself).

Your opinion is that doing things which are challenging and are affected by the human element is not fun.

But all of EVE is that. It's an MMO. We're here because of the other players, and they are here because of us. Everything in EVE is set up like that. The market is fully manual, all limit orders, all the time, even though it would be simple to implement some automation features to do the 0.01 ISKing for you. Players have to build and sell each other everything, even though it would be no issue to implement vendors that sold ships at set prices (which is something we had in the past, and was gradually removed as the playerbase grew to take over those features). And so on, and so forth.

This "life on manual mode" (I won't use the S-word, that would only cause another digression) is a fundamental property of EVE that makes it unique from other games, and it is the overarching why many of us play the game. Your idea seems to go in the opposite direction of that, and that's why I think it is bad.

Again: Better tools to help players play the game - good. Features that take gameplay out of the hands of the players - bad.
Nevyn Auscent
Broke Sauce
#38 - 2014-03-27 05:19:31 UTC  |  Edited by: Nevyn Auscent
Julius Rigel wrote:


I've never had a problem flying in bomber squads. Stuff like warping in at different ranges, moving away from the warp-in point to avoid bumping into each other, aligning to a heading instead of a point to you don't drift together, and so on, are all basic maneuvers that anyone can learn. Proper planning, tactical bookmarks, and a bit of practice are just a few of the things that you should be taking care of before you jump into a big hot ball of reds.
.

While some of your points are valid, please explain to me what tool I have that allows me to align to a precise angle in the game. I want to align to 277 by 31 compared to system North. Now I want every single other player to match my perfect alignment.
It simply can't be done.

Tactical bookmarks are great...... when you are in your home systems. When you are roaming through a bunch of systems, not so easy.

There is nothing wrong with expanding the toolkit.

Maybe instead of an automatic formation, if they select the formation they simply get to 'ask' pilots to go to a certain spot/space. And if those pilots have the tactical overlay up only their target zone shows with a box/sphere, and then another read out telling them the desired heading & speed.

So to write it out fully.

Firstly, pilots get a fine ability to set direction. All systems have a North set, or 0 direction. This already exists effectively.
You can set your horizontal heading from 0 to 359 (360 being 0 again)
You can then set your vertical from -90 to 90 (straight down to straight up)
You can then set your velocity to an exact number.

This would be in addition to the current system and could also have quick sliders added for obvious break points.

Then for the formation the Fleet Commander selects 'X Formation for wings, wall formation for squads'.
5 wings, 4 squads each.

You would get....
xx--xx
xx--xx
--xx
--xx
xx--xx
xx--xx

x being an individual squad. -'s being space because forums eat extra spaces.

However, ships would not automatically go into position, wing commanders would see the spot they should be in, and would have to fly there. Squad commanders would see positions relative to their wing commanders.
And individual pilots then form relative to their squad commanders.

This keeps pilot skill and interaction but introduces the ability to fly formations.
A fleet warp (assuming it remains) would then use the current positions of the ships in the fleet as the end warp.
Or you get a new option 'Warp into formation' which would mean the FC lands on grid first, then the WC's, then the SC's then the rest of the fleet. However this would expose FC's to enemy fire and make it very obvious who was in charge. So I would retain the ability to initiate a fleet warp. (Possibly a fleet warp has a count down and every fleet member has to hit some kind of warp confirm for a fleet warp to work, shorter count downs for wings & squads)
Julius Rigel
#39 - 2014-03-27 05:31:08 UTC
Torsnk wrote:
If the goal is coordination and necessitating individual player’s actions then that can easily be handled by my suggestion above (i.e. having the players individually set their warp-in ranges as directed by the FC, then when he warps the fleet they will land at the distance they selected and the default distance after that would be reset to “0” and would need to be reset by the players for subsequent warps).
But the only thing you are changing between that and what is already in the game is that you are removing the warp speed factor. You can already "set" your warp-in distance per wing, per squad, and per ship. You just have to also consider the other dimension - time.

Like most of the autopilot features already in the game, the "fleet warp" autopilot feature sacrifices precision in one variable (where you land) for a gain in a different variable (when you land).

If you want to land your fleet at the same time, then you can use fleet warp to gain absolute precision in time, while sacrificing the option to spread out your fleet.

If you want to land your fleet in precise locations on the grid, then you can sacrifice the precision in time that the autopilot gives for the luxury of warping to different places.

Finally, if you don't want to compromise, then you have to add something yourself - you have to develop your skill in selecting both precise locations and precise warp times - and then you will have none of the drawbacks of relying on the autopilot.

All your idea does is remove that compromise.

Torsnk wrote:
I agree with what you’re saying here. Furthermore, I feel that we could improve warp mechanics as a whole to allow for more tactical decision making. For example, why can we just select warp to 0, 10, 20, 30, etc. from a celestial? I think we should be able to select warp to 0, 10, 30, 50, etc. from not just one direction (the direction from where we came), but also warp to “50 above”, warp to “70 behind”, warp to “100 right” or “50 left”. That way, individual players could have more control over how they choose to position their ships.
Now you're just throwing different ideas into the mix.

None-the-less, my initial reaction to this new idea is similar to the previous one; this seems like something which interceptors and covert ops can already do by positioning themselves (or creating tactical bookmarks) as warp-in points on the grid. So at first glance, it seems like this is another idea that just removes a fun and interesting challenge for players to discover and take advantage of mastering, and delegates that gameplay to a built-in automatic feature.

Torsnk wrote:
I think it would be awesome for the FC to be able to execute plans like: “Alright, squad 2 I want you guys to warp to 50 short, bombers I want you cloaked and taking a stack 70 high, when we land align to the enemy fleet. Bomb squad leader give me a call when you’re “50 out”, and a countdown to "bombs away". Everyone else align to ABC Celestial on landing. I will warp you out when I hear “bombs away.”” etc.
And I think there's nothing stopping you from doing similar things with the myriad tools we already have in game, and I think it's even more awesome when you achieve something new in the sandbox, rather than just using some feature that was put into the client.

That's what awesome means to me.

Why not try employing some tactical personnel in covert ops frigates or interceptors to provide ad-hoc warp-in points? That's what those ships are for.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#40 - 2014-03-27 06:07:37 UTC
I read the OP, however haven't read the entire thread, so apologies if this has already been mentioned.
I've never really like the idea of formations allowing the FC to control everyones movement on Grid, that being said however I think that Fleet Warp is a good thing, however the Ball of Mess is not. What I suggest is somewhere in between:
Everybody manually moves into position and then the FC Fleet warps and everyone warps and lands exactly as they were in relation to them.
Eg Pilot A was 2K to the left and 1 K higher than the FC, then that is where he lands after the Fleet Warp.
Previous page123Next page