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Fleet Formations?

Author
Velarra
#1 - 2012-12-23 23:52:00 UTC  |  Edited by: Velarra
In January of 2002 Eve's Fleet formation feature was discussed.

It's been a few months since then, yet in the interest of easy access:

Quote:
" The most obvious example of this is formation flights, where two or more ships synchronize their moves in order to gain maximum advantage possible from their weapons, defenses or their ship’s maneuverability.

Formations require a level of skill and discipline from those participating in it and the participants must have complete faith in their formation leader, as he alone dictates the assault patterns of the formation. There are now several standard types of formations, each giving different tactical advantages. All participants in a formation must possess the required knowledge for that particular formation, as well as be on a ship allowed in that formation."



With the advent of micro jump drives, changes in lowsec and elsewhere within the game when discussing activities conducted on-grid, are fleet formations a viable feature?


Full context:

Quote:
Even if there have been no major wars for decades in the world of EVE there is no lack of skirmishes and minor encounters. Some are based around political struggle, such as the one between the Minmatar Republic and the Ammatars, but most involve law enforcers versus bandits of one sort or another. One of the main consequences is the combat experience that most major factions are slowly gaining, by constantly fighting one or more of their perceived foes. Furthermore, as bandits can be encountered anywhere where empire presence is weak, has led to miners, explorers and traders plying their trade on the fringes of empire space to augment their defenses and other combat abilities simply to stay alive.

Naturally, all this combat experience has improved the way people fight in many fundamental ways. Weapons are becoming more deadly and ships and equipment are increasingly geared towards good combat performance. But people are also learning how to co-operate on the battle field, giving each other support or concentrating their powers towards a common goal. The most obvious example of this is formation flights, where two or more ships synchronize their moves in order to gain maximum advantage possible from their weapons, defenses or their ship’s maneuverability.

Formations require a level of skill and discipline from those participating in it and the participants must have complete faith in their formation leader, as he alone dictates the assault patterns of the formation. There are now several standard types of formations, each giving different tactical advantages. All participants in a formation must possess the required knowledge for that particular formation, as well as be on a ship allowed in that formation.


http://web.archive.org/web/20020202140621/http://www.rpgplanet.com/eve/

In closure, - how many of eve's original promises left unfulfilled for years may contain solutions / viable alternate game play options for the state eve is in today? Particularly if past ideas were unfeasible in 2002 but are now much more practical given the nature of 'Moore's Law'?
Red Teufel
Calamitous-Intent
#2 - 2012-12-24 00:46:56 UTC
running around in formations in eve right now is no different then in real life. you do it yourself and requires practice.
Velarra
#3 - 2012-12-24 00:52:32 UTC
Red Teufel wrote:
running around in formations in eve right now is no different then in real life. you do it yourself and requires practice.


Perhaps, yet eve is a game it's not real life. I'm discussing a game-play option/ability/feature for activities fleets perform while on-grid.
Kitt JT
True North.
#4 - 2012-12-24 04:03:38 UTC
There are plenty of fleet formations which happen.

Long line of sniping fleets spreading out
Ball of death ie:ahacs
firewalls, long range DPS, and logistics surrounded by a cloud of interceptors

these are all formations.
And they are all formations that people WANT to fly in because it gives them a tactical advantage over someone else
How does flying in a diamond-check pattern increase your dps or some other untold attribute?

This has been brought up before. If you wish to do it 'for the lulz' you should get better at manual flying, and do it.
If you want freebee bonuses, and someone to fly your ship for you...


-------------------------------------------------> door
Velarra
#5 - 2012-12-24 04:17:39 UTC  |  Edited by: Velarra
Kitt JT wrote:

-------------------------------------------------> door


But! But! The key card CCP recently gave out doesn't work P It won't open /o\ !! Shocked

Otherwise, yes, i'm aware of what you're referring to. If anything, the notion of more eye candy mixed with function is an appealing thought particularly in fleets.

Edit:

Oh! As for manual flight it's good entertainment with a joystick, xpadder & Eve. The only tricky bit is setting up the mouse movements & clicks with xpadder at first.
Zan Shiro
Doomheim
#6 - 2012-12-24 06:57:39 UTC
Velarra wrote:
In In closure, - how many of eve's original promises left unfulfilled for years may contain solutions / viable alternate game play options for the state eve is in today? Particularly if past ideas were unfeasible in 2002 but are now much more practical given the nature of 'Moore's Law'?



Moores law tbh has not been applicable to production level for quite sometime. Prototypes that meet the law usually make great secondary appliances like.....hot plates and convection ovens lol.


CPU manufaturers cheat to go bigger and better. And moores law only applies to theoretical realms, business realm a different beast enitrely. If you study networking you will learn about the 7 layers of the OSI model. This is a lie....there are 8 layers. 8th layer is politcal.

Which encompaases getting the proposal signed off to buy new gear. really hard to do when then gear you bought 1-2 years ago has not met ROI...and won't for another 2-3 years. Even harder when your bleeding edge has bean counters zeroing on that big fat number in a sea of other numbers...bleeding edge never has a cheap price tag.


And the formation flying....should and hopefully always will be a manual process. Lots of eve pvp already breaks down basic things. Turn tank on, target ship, press f1. If a fleets works at it to get all 100 people acros all racial ships hand flown to thier optimals for max effect they are rewarded usually. If a fleet has 100 mavericks going wtf is fc on about and go OFP (own f'ing program).....they are well on their way to a loss. The way it should be. Game dumbs down enough stuff as is, lets have pvp require some kind of skill to work well.
Velarra
#7 - 2012-12-24 07:44:13 UTC
Zan Shiro wrote:
And the formation flying....should and hopefully always will be a manual process. ... Game dumbs down enough stuff as is, lets have pvp require some kind of skill to work well.


I'm not trying to dumb things down here in the suggestion. I've no aversion to skilled manual piloting, i think it's great as much as extremely useful regardless of one's weapon platform or situation, really.

Eve's full of things that are arbitrary for the most part or random - where you land after jumping a gate. The visual arrangement of ships in a fleet after jumping from one location to the next. Then you have command ships and their boosting along side the on-grid/offgrid aspects of these ships. These things either end up being random or automagically happen.

What i'm getting at is - wouldn't it be cool, if the arbitrary things on grid, unrelated to necessary/useful manual piloting, - had an element of formation visuals attached to their existence, where the results weren't random or locked into a certain form but something that could be chosen or recognized on sight?
Nevyn Auscent
Broke Sauce
#8 - 2012-12-24 12:05:20 UTC  |  Edited by: Nevyn Auscent
Tesselation + LoF mechanics.
At the point you start having to hold shots (presumably automatic) because a friendly is briefly in the way, you are loosing DPS.
Tesselation allows you to accuratly determine if they are in the way.
At this point, formations are used to ensure every ship has a clear firing zone for them to use. The exact scope of the firing zone determined by the formation. A sniping fleet can stack several ships wide with very narrow arcs of fire, since their targets are a long way away. A brawling fleet will want wider arcs of fire, so might do a stepped wall, intending to always stay 'underneath' the enemy formation.
Once this occurs, you can do meaningful manouvering of formations, attempting to use their basic formation pattern against them.


A quick look at how this might work.

  1. Individual pilots in a fleet get another 'Autopilot' function. Label it 'Navigation Slaving' or something like that.

    • Minimal effort on the part of an individual pilot, but they are putting their trust in their commander at this point, to not screw the formation up. The Pilot can unselect Navigation Slaving at any time and take control of his own ship. With whatever consequences the other players in his fleet decide from there. Keeping with CCP's Actions have Consequences.

  2. Squad commanders get a basic pattern tool. This allows them to select things like a line, a square, a V, or an L. And to select if it is horizontal, vertical, or on an angle. And a basic spacing of the ships tool. The individual pilots in their squad then fill into the slots in the formation in the selected order if they have navigation slaved. (Random if Squad commander doesn't care, or allocated front/middle/rear positions)

    • Not a huge amount of work, he only has 10 pilots to place in a very simple formation. The Formation then moves according to his navigation. This is just extending the current 'Squad/Wing/Fleet Align/Warp functions a little further basically.

  3. Wing commanders then get a similar tool, but instead of placing pilots, they are now organising the squads under their command. And much like the Individual Pilot, at any time, a Squad Commander could turn off 'Navigation Slaving' and take his entire squad out of the formation.

    • Again this isn't a huge amount of work for the wing commander, since they only have a few squads, and they don't have to worry about individual pilots. A quick example might be taking three squads, of heavy armour ships in one, then missile ships behind them for long range, then logistics right at the back. A basic formation which if you hold the superior position keeps them from clean shots at your vulnerable vessels, yet if they get the drop on you from the wrong side, your logistics are exposed. Allows for strategy ahead of time.

  4. This then goes right up to the Fleet Commander, who can now position entire wings. Again it works the same way, placing a small number of pieces, but it is more complicated as you have to be aware of exactly how each layer underneath you has organised their squads & wings formations, and make sure you aren't cancelling anything out.


Additionally with this kind of effect going on, missiles gain some headway back onto the PvP field (in contrast to what some on the forums have been saying that missiles are dead in PvP), since a missile can go around a ship in the way, though it will cut into flight time a little obviously, so missile ships will suffer less from an obstructed firing line.

Of course, as I said right in the first line, Eve as it's engine is now simply doesn't have the tech to do this in a meaningful way, since the same 'hit boxes' that are currently used to bump ships, would be the ones being used to determine if a ship is blocking another ship. And given how massive they are, a cruiser could block most of a Titans firing angle, which would just be silly. So really the future of formations entering into the game in a meaningful way really depends on Tesselation, or some similar engine tech entering the game that allows for much more accurate collision modeling, and vector projections.

Footnote to those saying 'But every pilot should have to pilot it manually or there is no skill involved'. An Autopilot to keep in a simple formation isn't removing skill, it's removing a tedious interface issue, since eve's flight control system is not particularly controllable. It's very hard to pick a precise vector with a random double click in space, and if two ships 'align' to an object and then move there, they eventually converge, they aren't actually flying side by side, but both aiming for exactly the same co-ordinates.
This sort of system would really make FC'ing a massivly important role, since you have taken over flying the direction for other ships in your formation. A good FC will get an awesome & well deserved reputation, and people will stick under their command even when things start to go badly.
A bad FC on the other hand, when the fleet starts to take losses would have pilots taking back their own manual control and going every which way they think is best for their own survival.
Isn't that EXACTLY the sort of scenario that you would love to have happen in Eve?
Scatim Helicon
State War Academy
Caldari State
#9 - 2012-12-24 17:32:56 UTC
Fleet formations are a solution in search of a problem, and CCP repeatedly indicated at last Fanfest they felt the concept was not really worth pursuing further.

Every time you post a WiS thread, Hilmar strangles a kitten.

Velarra
#10 - 2012-12-24 19:11:18 UTC
A problem such as Fleet booster ships and the leadership skill set as a whole and how it applies or is applied to fleets?
How ships land after jumping from one location to the next?
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2012-12-24 19:56:22 UTC
Velarra wrote:
A problem such as Fleet booster ships and the leadership skill set as a whole and how it applies or is applied to fleets?
How ships land after jumping from one location to the next?




And how would bonuses based on formations work with...well, with fleets? Would the entire fleet move at the speed of the slowest ship in order to get their bonuses (in which case logis, recons, tackle, dictors and other support ships get no bonuses for anything ever)?


As for how ships land, clumping up, even in a formation, at every chokepoint ever is an enormous boost for bombers and camps.



Neither of what you suggested there are actually problems.
Bienator II
madmen of the skies
#12 - 2012-12-24 20:08:16 UTC  |  Edited by: Bienator II
sadly eve doesn't involve as much flying as it could. Its mostly about warping, camping, approaching, orbiting and running.

sure, there are a lot of cool ideas out there like combining formations with fleet boosts.. V would reduce signature, wall improve defense. A blob could give senor strength penalties etc. Warpin formations which put the interceptors in front of the fleet, logistics behind etc

but since you don't fly that much in eve (not counting the basics mentioned above) i am not sure if its worth the effort. (unless FIS mechanics change).

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Velarra
#13 - 2012-12-24 20:14:06 UTC
Danika Princip wrote:
Would the entire fleet move at the speed of the slowest ship in order to get their bonuses (in which case logis, recons, tackle, dictors and other support ships get no bonuses for anything ever)?


Well, if the above posting mentioning things such as "Long line of sniping fleets spreading out, Ball of death ie:ahacs
firewalls, long range DPS, and logistics surrounded by a cloud of interceptorsis" are any mild indication, i get the impression people prefer player based flight skill over automagical fleet boosts & effects applied to their members.

I'm suggesting some implementation of fleet formations requiring both SP & player ship control skill as a response to otherwise magical fleet bonuses that require limited player skill to acquire. Aside from isk / plex and patience.

Danika Princip wrote:
As for how ships land, clumping up, even in a formation, at every chokepoint ever is an enormous boost for bombers and camps.


The clumping following jumps, via gates or otherwise tends to be random and happens either way. I'm suggesting the ability to have some control over the locations if a fleet wants to land in a certain posture.
Velarra
#14 - 2012-12-24 20:22:42 UTC
Bienator II wrote:
but since you don't fly that much in eve (not counting the basics mentioned above) i am not sure if its worth the effort. (unless FIS mechanics change).


Well, if you look at micro jump drives it'd seem there is some degree of willingness to change up some of the antics on grid of what & how people fly their ships.

Combine this with the challenge of what to do about ongrid-offgrid fleet boosting and the notion of looking to formations comes to mind. Not with the intent that they'd give automagical boosts, as much as actual player flight skill / tactics being rewarded alongside the leadership skillset.
Danika Princip
GoonWaffe
Goonswarm Federation
#15 - 2012-12-25 00:07:52 UTC
Velarra wrote:
Danika Princip wrote:
Would the entire fleet move at the speed of the slowest ship in order to get their bonuses (in which case logis, recons, tackle, dictors and other support ships get no bonuses for anything ever)?


Well, if the above posting mentioning things such as "Long line of sniping fleets spreading out, Ball of death ie:ahacs
firewalls, long range DPS, and logistics surrounded by a cloud of interceptorsis" are any mild indication, i get the impression people prefer player based flight skill over automagical fleet boosts & effects applied to their members.

I'm suggesting some implementation of fleet formations requiring both SP & player ship control skill as a response to otherwise magical fleet bonuses that require limited player skill to acquire. Aside from isk / plex and patience.

Danika Princip wrote:
As for how ships land, clumping up, even in a formation, at every chokepoint ever is an enormous boost for bombers and camps.


The clumping following jumps, via gates or otherwise tends to be random and happens either way. I'm suggesting the ability to have some control over the locations if a fleet wants to land in a certain posture.



So...you've never been in a large fleet fight then?
Velarra
#16 - 2012-12-25 00:17:15 UTC
Danika Princip wrote:
So...you've never been in a large fleet fight then?


There's next to no evidence tied to this character to support any claims I have been.

Further, i'm looking at the leadership skill set and fleet boosting in conjunction with positioning ongrid.

Currently fleet boosting requires a ship in system to directly improve the performance of its fleet members.
masternerdguy
Doomheim
#17 - 2012-12-25 00:47:01 UTC
Horrible idea. You want a magic bonus to DPS or tank with no effort.

Things are only impossible until they are not.

Velarra
#18 - 2012-12-25 00:53:00 UTC
masternerdguy wrote:
Horrible idea. You want a magic bonus to DPS or tank with no effort.

In those terms, i'm pointing out that some effort to even receive any boosts would be entertaining as contrasted by current magic boosts which exist in system, whether you take particular advantage of them via positioning, or not.
Nevyn Auscent
Broke Sauce
#19 - 2012-12-25 03:44:47 UTC
masternerdguy wrote:
Horrible idea. You want a magic bonus to DPS or tank with no effort.

The one person may be. Others of us who want fleet formations simply want them for the strategy & thought value, and possible tactics that come into play once actual formations exist. I disagree with Formations giving any kind of magic benefit, but believe mechanics for formations should be considered, and the natural game mechanics any ships have, solo or group, should help make formations of benefit some of the time.
Velarra
#20 - 2012-12-25 05:08:22 UTC
Nevyn Auscent wrote:
Others of us who want fleet formations simply want them for the strategy & thought value, and possible tactics that come into play once actual formations exist.


This where i'm looking with mention of fleet formations.

Nevyn Auscent wrote:
I disagree with Formations giving any kind of magic benefit, but believe mechanics for formations should be considered, and the natural game mechanics any ships have, solo or group, should help make formations of benefit some of the time.


This too, is great and quite sensible. My only following question would be how do you feel about the leadership skillset as a whole? The existence of fleet boosting ships & their modules who grant magic abilities - that require no player skill.

Do you think leadership boosting skills should exist at all? (re: remove the leadership skillset boosting abilities entirely / change them radically)

Or be changed to only be active when certain player skill dependent tactical fleet arrangements are taken?

I'm personally not strictly advocating either direction, merely looking at the idea of formations as well as the leadership skill-set.
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