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Fleet Formations

Author
Julius Rigel
#41 - 2014-03-27 06:14:02 UTC
Nevyn Auscent wrote:
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.
Who said anything about "perfect"? Humans aren't perfect. Either way, I agree that we need better tools for setting and determining speed and heading. But that has nothing to do with warping, which can only be done toward bookmarks and celestials.

Nevyn Auscent wrote:
Tactical bookmarks are great...... when you are in your home systems. When you are roaming through a bunch of systems, not so easy.
As I mentioned above, that's what covert ops frigates are for, in my opinion.

Nevyn Auscent wrote:
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.
[...]
This is a much more reasonable idea (although I take issue with your wording of "introduces the ability to fly formations", since formation flying is something I've been doing with my racing crew already for years) .

It's very similar to what I've talked about earlier in the thread and in previous threads regarding the flying interface. The warping component of this idea ("warp and keep relative position between fleet members") is also much simpler, and much more reasonable (compared to "warp all fleet members to precise distances and locations"). It preserves all of the human element of having to pick a position and heading manually

You might remember this previous thread on formations wherein there was discussion of exactly this type of idea.

Why don't you make the mock-ups, illustrate the interfaces, write up some considerations of possible exploits or abuses, and so on? Then you'll have a great start for a feature proposal.

Caldari 5 wrote:
I read the OP, however haven't read the entire thread
Read Nevyn Auscent's post, it includes the same idea.
Nevyn Auscent
Broke Sauce
#42 - 2014-03-27 10:05:33 UTC
I'm not a skilled graphic artist, though I have a visual in my head of what/how it would work having made the suggestion of the direct heading inputs before. If there are any skilled graphic artists who want to put their hand up to do said mock up I'd be most happy to work with them over skype to create some to send into CCP.
Lephia DeGrande
Luxembourg Space Union
#43 - 2014-03-27 10:12:09 UTC
TL;TR - Give Fleet Commander More Tools to visualy indicate Fleet Formation, because Voice Chat isnt enough and also improve Fleet Warping so the Fleet stays in this HANDMADE formations.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#44 - 2014-03-27 11:00:05 UTC
Lephia DeGrande wrote:
TL;TR - Give Fleet Commander More Tools to visualy indicate Fleet Formation, because Voice Chat isnt enough and also improve Fleet Warping so the Fleet stays in this HANDMADE formations.


If they introduce this change they should also introduce a new skill of fleet ops that reduces the standard deviation for a trained pilot by 10-15% per level. That way an unskilled fleet ops pilot can throw your fleet but well skilled pilots form a tighter more cohesive formation. Make fleet structure relevant and a real skill instead of blob A versus blob B
Jane Shapperd
Quafe Commandos
The Obsidian Front - Reborn
#45 - 2014-03-27 11:20:51 UTC
well i like the idea and all but here is what i think

first it always takes one to welp a whole fleet .

why give an fc all the power to do that ? in fact why not give the fc and option to jump the fleet or even to be able click f1 to every1 ?

people in fleet need to learn what to do and what not to do , to not mess the fleet up

this idea gives more options for a fleet commander , but it also make it really easy for people not willing to learn about the game mechanics to participate in fleets which is a bad thing

all members should know when to warp themselves when to cloak and what not , its not the responsibly of the fc to do everything for them .
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#46 - 2014-03-27 11:28:33 UTC
Jane Shapperd wrote:
well i like the idea and all but here is what i think

first it always takes one to welp a whole fleet .

why give an fc all the power to do that ? in fact why not give the fc and option to jump the fleet or even to be able click f1 to every1 ?

people in fleet need to learn what to do and what not to do , to not mess the fleet up

this idea gives more options for a fleet commander , but it also make it really easy for people not willing to learn about the game mechanics to participate in fleets which is a bad thing

all members should know when to warp themselves when to cloak and what not , its not the responsibly of the fc to do everything for them .


Actually this is also a very good point. A fleet should be about the individual pilots being skilled in operating as a fleet and should work from squad level up. New pilots would be squaddies under command of their leader. (s)he should know their limitations and work to them. Wing commander should know the squads etc etc. If there is some reason why a well trained fleet doesn't outperform a blob there is a problem with blobs, not the fleet control methods.
Julius Rigel
#47 - 2014-03-27 11:30:01 UTC
Lephia DeGrande wrote:
TL;TR - Give Fleet Commander More Tools to visualy indicate Fleet Formation, because Voice Chat isnt enough and also improve Fleet Warping so the Fleet stays in this HANDMADE formations.
Yup, there you go. All the idea and none of the important details about how it would actually work. Good job.

Corraidhin Farsaidh wrote:
If they introduce this change they should also introduce a new skill of fleet ops that reduces the standard deviation for a trained pilot by 10-15% per level. That way an unskilled fleet ops pilot can throw your fleet but well skilled pilots form a tighter more cohesive formation. Make fleet structure relevant and a real skill instead of blob A versus blob B
Uhm... I don't know how to say this in an intelligent way, so here goes:

I don't think reducing a random number by a percentage is a good feature idea. In my opinion, changes should make the game better.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#48 - 2014-03-27 11:45:51 UTC
Julius Rigel wrote:

I don't think reducing a random number by a percentage is a good feature idea. In my opinion, changes should make the game better.


I was thinking along the lines that the more accurately you pilots warp the tighter formation you can design giving more spider tank option, better concentration of fire etc. Thinking of the B17 box formations in WWII, the thighter the pilots flew the more likely the turret fire was to drive away fighters (or at least put them off to reduce their effectiveness).

I retract the suggestion though in favour of fleets actually needing skilled pilots to manage such things. It kind of bugs me that blob tactics work best, it just seems that a skilled fleet with varied squads should be able to wipe a blob out but from all I see this isn't the case. Maybe that's just my perception based on the chatter in the forums though.
Lephia DeGrande
Luxembourg Space Union
#49 - 2014-03-27 12:00:56 UTC  |  Edited by: Lephia DeGrande
Corraidhin Farsaidh wrote:
Lephia DeGrande wrote:
TL;TR - Give Fleet Commander More Tools to visualy indicate Fleet Formation, because Voice Chat isnt enough and also improve Fleet Warping so the Fleet stays in this HANDMADE formations.


If they introduce this change they should also introduce a new skill of fleet ops that reduces the standard deviation for a trained pilot by 10-15% per level. That way an unskilled fleet ops pilot can throw your fleet but well skilled pilots form a tighter more cohesive formation. Make fleet structure relevant and a real skill instead of blob A versus blob B


Tbh i would rather introduce a skill which gives skilled pilots in good formations an advantage rather then punish then, so you have to think if you prefer a fast/emercency like approach (just warp in without any advantages) vs. Slow/Sophisticated aproach (in a organized Fleet formation).

The FC had to choose from several Formations, around the FC will apear indicator where your Fleet Member have to be, and then after clicking "aligning in Formation" the FC can warp the fleet, after arrival the whole fleet gets (depending on which Formation it is) a small buff where the duration depends on each indiviudal "Formation Skill".

The small buff could be, increased resis for Wall Formation for a few seconds (depending on (Formation Skill) or something like that.

Julius Rigel wrote:
Lephia DeGrande wrote:
TL;TR - Give Fleet Commander More Tools to visualy indicate Fleet Formation, because Voice Chat isnt enough and also improve Fleet Warping so the Fleet stays in this HANDMADE formations.
Yup, there you go. All the idea and none of the important details about how it would actually work. Good job.


Thank you.
Julius Rigel
#50 - 2014-03-27 12:22:53 UTC
Lephia DeGrande wrote:
The small buff could be, increased resis for Wall Formation for a few seconds (depending on (Formation Skill) or something like that.
No, the formation is its own reward. If there's a tactical advantage to making a formation, then you don't need to add an artificial advantage on top of that. If there's no tactical advantage, then I don't see the point of implementing the feature. We have enough links and fleet bonuses and implants and skillbooks and ship bonuses and all that. No need to add more.

I think there is a natural advantage to be gained from formations, however, so I'm in the "redundant" camp rather than the "excessive" camp when it comes to why that is a bad idea.
Lephia DeGrande
Luxembourg Space Union
#51 - 2014-03-27 12:41:12 UTC
Julius Rigel wrote:
Lephia DeGrande wrote:
The small buff could be, increased resis for Wall Formation for a few seconds (depending on (Formation Skill) or something like that.
No, the formation is its own reward. If there's a tactical advantage to making a formation, then you don't need to add an artificial advantage on top of that. If there's no tactical advantage, then I don't see the point of implementing the feature. We have enough links and fleet bonuses and implants and skillbooks and ship bonuses and all that. No need to add more.

I think there is a natural advantage to be gained from formations, however, so I'm in the "redundant" camp rather than the "excessive" camp when it comes to why that is a bad idea.


This was only a Counter proposal why i think, we should reward player for playing together instead of punish already time expensive pre-fight coordination.

IMHO i dont want another Leadership skill or such kinds of buffs.

Anyway, Formation wouldnt be that hard, Fleet Boss choose Formation, Beacons apears Fleet can fly to them, everyone had to align to the destination over clicking his personal Beacon (like bridging) and finally the FC clicks to Warp Fleet.

Its easy, simple and fast.
Razor Rocker
Super Mother Fan Club
#52 - 2014-03-27 12:46:37 UTC
Caldari 5 wrote:
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.



Sounds like a good middle ground but most the time logi are not directly beside the fc. If they are 30km off the main fleet and the fc fleet warps the entire fleet to get away from a bomb run then when the fleet lands on gate the logi are a ways off.

Honestly some of these ideas are fine so long as they dont take too much control away from the individual. But we really dont NEED them. CCP should spend their time on stuff we need.
Torsnk
Mustang Capital
#53 - 2014-03-28 03:07:40 UTC
Julius Rigel wrote:
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.


I’m still not seeing how this relates to the ability to have a fleet land at different distances (or in preset formation positions) on grid at the same time. I understand that TiDi slows things down quite a bit and, in some instances, may allow someone to “make a cup of tea”, but that really doesn’t have to do with the idea I’m proposing. It has to do with TiDi.

Julius Rigel wrote:
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.


“Responsible for flying their ship” in a game which “flying a ship” requires mouse clicks and button actuations directly equals “pressing buttons”. Once again, if pressing buttons (or, as you said it, being “responsible for flying their [own] ship[s]”) is your primary concern then it could certainly be worked into my suggested mechanic by forcing the players to manually set their fleet warp landing distance (or formation position) prior to warp (as I explained in a previous post). From a control actuation/”responsible for flying their [own] ship” perspective, it would require about the same amount of control inputs/decisions from the player.

AND YES, I understand that the “timing” element would be removed (i.e. having to guestimate how long to wait before hit “warp” in order to roughly approximate a simultaneous landing on grid). However, my opinion is that it really doesn’t enrich the game to have to time the warp and it also doesn’t make sense tactically for that to always have to happen (specifically, I feel that ships should be able to land on grid at the exact same time if they choose [and coordinate] to). I am fully aware that you are really attached to the “timing” aspect of everything, but that is something we will have to fundamentally disagree on.
Torsnk
Mustang Capital
#54 - 2014-03-28 03:10:17 UTC
Julius Rigel wrote:
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.


Actually it does. Without going into what I do for a living, or inadvertently taking this discussion to the secret level, the concept of a “primary” and/or coordinated focused fire is tactically used in modern aerial combat. For example, a four-ship of F-15C’s could be directed to wall formation by their flight lead. From there, coordination over interflight radios could take place to distribute targets amongst the individual aircraft. At the command of the flight lead, the jets could simultaneously launch missiles against one or multiple enemy aircraft.

In Eve, coordinated focused fire already takes place by the FC directing the primary over comms. It’s up to the players to lock the target and fire. The mechanic exists to make that happen. However, when compared to a real life example of formation usage (i.e. a four-ship of F-15Cs rapidly moving to wall formation), in Eve there is no mechanic to quickly set up a formation in the overwhelming majority of circumstances. IF individual ships were no-kidding controlled by joystick and throttle then we wouldn’t need a formation mechanic, because hand-eye coordination would have a high-fidelity mechanism to affect the positioning of ships in the game. However, in my opinion, since ship control consists of mouse clicks and button actuations, there isn’t a sufficient level of control to enable the tactical usage of formations with the current state of game mechanics (in the overwhelming majority of instances). In reality, military aircraft can very rapidly maneuver into and out of different formation positions as the situation dictates.

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


No, my opinion is that “doing things which are challenging and are affected by the human element” is extremely fun. On the contrary, I am asserting that the fleet mechanics, as they exist currently, don’t give players enough control authority to maneuver their ships as dynamically as they should (and thus, the human element is inhibited by the lack of control in fleet mechanics). Furthermore, I feel that enhancing fleet mechanics would create a more challenging style of play as fleet commanders and players would have to react to enemy fleet formations as well. Overall, it would add another layer of creativity to the game.

Julius Rigel wrote:
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.


I think your metaphor for an automated market system being, in principle, the same as my suggested fleet formation mechanic is an illogical stretch. I am not for “botting” or letting players run macros that automate fundamental aspects of the game which were designed to be manual. What I am suggesting is that “manual mode” (as you put it) with respect to fleet mechanics is lacking. Specifically, players don’t have enough control when it comes to coordinating their movements with other ships. My mechanic wouldn’t make fleet warping less “manual” (using your term). On the contrary, it would make it more “manual” by giving players a variety of new control options (instead of just taking fleet warp as a blob or warping individually).
Torsnk
Mustang Capital
#55 - 2014-03-28 03:11:51 UTC  |  Edited by: Torsnk
Julius Rigel wrote:
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.


Yes, that is exactly what I’m doing (“throwing different ideas into the mix”). This is a discussion thread after all. If I understand correctly, one of the advantages of a discussion thread is the ability to integrate ideas from multiple individuals in order to come up with a more optimum solution (or simply put: “brainstorming”).

Julius Rigel wrote:
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.


It is true that Covops/Interceptors/Etc. can do this to a certain extent, but it takes a decent amount of time and, in my opinion, an unnecessary level of coordination for something which should be easily controllable in a highly advanced faster-than-light-speed capable spacecraft. I am basically proposing that instead of just being able to alter your warp-in point along one axis (at a few distance selections from the direction you approached), we give the player six additional-axis to control with reference to the celestial the player lands on (up, down, left, right, forward, back [these could be positioned relative to the sun or to an arbitrary north in the system).

Also, I don’t think this would take away from what covops and interceptors currently allow. For one, on-grid warping would still be dependent upon fleet mechanics (i.e. warping to a ping provided by a ceptor, covops, etc.). Additionally, it would give those ships (covops/ceptors/etc.) an enhanced ability to provide warp-ins for the fleet. Specifically, if a covops ship wanted to create a warp in for a friendly group of ships at a specific angle or distance the ship would have more control by landing closer to their intended point and then burning to the exact location they wanted before calling in a ping.

Julius Rigel wrote:
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.


While there may be nothing which mechanically “Stops” (to use your phrase) players from executing these sorts of plans, there is a lack of control capability which in turn makes these sorts of tactical ideas prohibitively time consuming and cumbersome to execute in the majority of circumstances.
Julius Rigel
#56 - 2014-03-28 03:51:11 UTC
Torsnk wrote:
While there may be nothing which mechanically “Stops” (to use your phrase) players from executing these sorts of plans, there is a lack of control capability which in turn makes these sorts of tactical ideas prohibitively time consuming and cumbersome to execute in the majority of circumstances.
I agree that there is a lack of control capability. I don't agree that it is prohibitively cumbersome. Yes, it is cumbersome to maneuver.

But your idea doesn't do anything about the cumbersome interface, it just adds more features to be accessed via that interface.

It sounds like what you really want is an easier way to control your ship. If you think EVE would be better with a joystick, why not propose that instead?

Also, do take the time to read the other replies to the topic. Nevyn Auscent has an alternative solution that is both a "formation warp" warp feature while also leaving the human element intact. It seems like a reasonable compromise between the absolute software precision of warping together and the "cumbersome" nature of having to actually play the game.
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