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Fleet Formations

Author
Torsnk
Mustang Capital
#1 - 2014-03-23 03:22:30 UTC
So there I was…

I was in a stealth bomber fleet composed of 150 players. We were accompanied by a 100-player conventional fleet of battleships and below. Our mission was to destroy an enemy iHub with torpedos.

Shortly after being bridged into system and arriving on grid with our target, a single enemy showed up in local, then a cyno appeared and a local spike of hostiles followed quickly after.

“Cloak up and take fleet warp,” the bomber FC commanded. I followed the order and hit the cloak button.

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.

EVE is a great game which enables a single player to have huge impacts in the game. With that said, this particular story highlights a deficiency in the tactical aspects of fleet warfare. What is the deficiency you ask?

The lack of formations.

It doesn’t make tactical sense for -every- fleet (regardless of composition or role) to -always- land on grid in a disorganized and chaotic sphere. The fleet commander should have some control over the size, orientation, spread, etc. of the fleet as a whole. Here are a few ways this could be implemented:

-Let the FC set the default warp-in range for particular squads (i.e. squad 1 will warp at 0, squad 2 will warp in at 50km, squad 3 will warp in at 30km, etc.). That way, ships with similar weapons/optimals could be grouped together by squadron.

-AND/OR Let the FC set the default warp-in range for particular ship types . i.e. battlships at 50, interceptors at 0, logistics at 60, etc.

-Let the FC position certain types of ships (or particular pilots) at specific locations throughout the fleet while landing on grid (i.e. cruisers fit with rapid light missile launchers could be distributed evenly throughout the fleet in order to provide protection against interceptors or other fast tackle. That’s just one example, but the possibilities are limitless).

-Let the FC set a default “spread” for the fleet, squad, and/or ship type (i.e. a tight formation for DPS ships (or whatever) a loose formation [of greater than 2000 meters from every other ship] for cloaked ships so that the mistake of a single pilot doesn’t cause a massive chain reaction decloak, etc.).

Furthermore, I think some mechanism which enables the fleet to maintain a decent formation after exiting warp (besides just declaring an anchor and setting orbit at 500 meters) for particular ship types makes sense as well.

Formations have been, and will always be, an important aspect of military tactics. The Roman legions organized themselves in formations to take advantage of the mutual support that individual soldiers provided to each other. Our modern Air Force continues to rely heavily on formations, both within individual flights of fighters/bombers as well as within the larger context of entire “strike packages” of aircraft performing specialized roles (Air Superiority fighters and SAM killers in front, followed by strikers (bombers and air-to-ground configured fighters), command and control assets [like the AWACS] further back, and tankers [like logistics ships] in the back). Furthermore, those assets are deconflicted by altitude, distance, or time (to prevent them from running into each other [much the way cloaked ships could be deconflicted in EVE])

All in all, I think EVE would be more fun if fleet formations were successfully implemented. It would add a layer of complexity and customizability to fleet combat which would enhance the richness of the experience.
DrysonBennington
Eagle's Talon's
#2 - 2014-03-23 03:26:28 UTC  |  Edited by: DrysonBennington
You mean formations where the FC can click a formation button and be able to set up a Wall, X, Cover or Defense type of formations automatically?
Xavier Thorm
Caldari Provisions
Caldari State
#3 - 2014-03-23 03:40:04 UTC
DrysonBennington wrote:
You mean formations where the FC can click a formation button and be able to set up a Wall, X, Cover or Defense type of formations automatically?


Someone here remembers Homeworld :P

The idea of formations has been brought up in these forums before, but I'm not sure if we have seen a response from CCP before, so I don't know what kind of technical limitations or challenges they would be looking at to implement this. Based on the video from Fanfest two years ago which showed a more complex, RTS-style, command interface prototype, I suspect this is something they are at least considering.
Sentamon
Imperial Academy
Amarr Empire
#4 - 2014-03-23 05:07:45 UTC
In before rage at AFK play.

+1 to idea.

~ Professional Forum Alt  ~

Torsnk
Mustang Capital
#5 - 2014-03-23 15:30:07 UTC
Xavier Thorm wrote:
DrysonBennington wrote:
You mean formations where the FC can click a formation button and be able to set up a Wall, X, Cover or Defense type of formations automatically?


Someone here remembers Homeworld :P

The idea of formations has been brought up in these forums before, but I'm not sure if we have seen a response from CCP before, so I don't know what kind of technical limitations or challenges they would be looking at to implement this. Based on the video from Fanfest two years ago which showed a more complex, RTS-style, command interface prototype, I suspect this is something they are at least considering.


Giving the FC the simple ability of setting default warp-in distances for individual squads would be a great start. Obviously, there are a lot of ways formations could be implemented (some more technical than others), but I think it would be easy to start implementing a few minor changes in the short term which would really enhance gameplay.

All in all, specialized ship roles don't really get to shine (and be as fun to play) as they should be when everyone just warps in as a haphazard sphere.
Arthur Aihaken
CODE.d
#6 - 2014-03-23 15:40:44 UTC
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?

I am currently away, traveling through time and will be returning last week.

Torsnk
Mustang Capital
#7 - 2014-03-23 16:30:35 UTC
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.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#8 - 2014-03-23 16:34:47 UTC
Wouldn't a simple solution be to form up in a few fleets, one for range dps, one for tackle etc etc...

With a few cloak scouts can't you then drop your purposed fleets at the correct ranges?
Arthur Aihaken
CODE.d
#9 - 2014-03-23 16:49:28 UTC
Torsnk wrote:
"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.

Wouldn't splitting the fleet up into smaller groups have minimized this to some extent…?

I am currently away, traveling through time and will be returning last week.

Torsnk
Mustang Capital
#10 - 2014-03-23 16:50:44 UTC
Corraidhin Farsaidh wrote:
Wouldn't a simple solution be to form up in a few fleets, one for range dps, one for tackle etc etc...

With a few cloak scouts can't you then drop your purposed fleets at the correct ranges?


This works in theory, but in practice it isn't very possible.

Fleets are typically controlled via voice comms (either in game voice, mumble, etc.). There is a central FC (to call primaries, warp outs, aligns, etc.). I don't think it is possible to maintain organization with several specialized fleets (one for tackle, one for cruisers, one for battleships, one for logistics, etc.) all at one time for the overwhelming majority of fleet fights. Specifically, many fleet fights begin and end relatively rapidly and having 3 or more "FCs" trying to coordinate their fleets all at one time really wouldn't work to well (in most circumstance). I agree that in some instances (if given enough time to stage the grid) you could have multiple squads warp to different cloaked scouts at varying ranges, but very often that doesn't happen because of an inherent lack of time/coordination.

Giving the FC the ability to set default warp-in ranges/spreads for squads and/or ship types then selecting "warp fleet to zero" or "warp fleet at set ranges" to whatever point would enhance tactics in the game.



Torsnk
Mustang Capital
#11 - 2014-03-23 16:56:49 UTC
Arthur Aihaken wrote:
Torsnk wrote:
"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.

Wouldn't splitting the fleet up into smaller groups have minimized this to some extent…?


As with my previous response, this works in theory, but the mechanics of the operation are cumbersome. Which ultimately leads to it never (or very rarely) being utilized in game (which detracts from what could otherwise be great tactical decisions implemented in game).

Giving the FC the ability to set default warp-in ranges (and spreads amongst individual ships) for squads and/or ship types then selecting "warp fleet to zero" or "warp fleet at set ranges" to whatever point would enable a more realistic use of the mechanic.
DrysonBennington
Eagle's Talon's
#12 - 2014-03-23 18:04:17 UTC
Xavier Thorm wrote:
DrysonBennington wrote:
You mean formations where the FC can click a formation button and be able to set up a Wall, X, Cover or Defense type of formations automatically?


Someone here remembers Homeworld :P

The idea of formations has been brought up in these forums before, but I'm not sure if we have seen a response from CCP before, so I don't know what kind of technical limitations or challenges they would be looking at to implement this. Based on the video from Fanfest two years ago which showed a more complex, RTS-style, command interface prototype, I suspect this is something they are at least considering.



A lot more than you realize or most players realize...but yes I develop maps for a HW2 Modding corp.

I really don't think that CCP would have to much problem implementing a Fleet Formation Script.


Lets say for example the FC initiates a Fleet Warp. All of the ships present and within range of the FC align to selected target prior to warping. This would create a link between the FC and each ship present where the alignment is based off of the FC's selected target which becomes relative to the other ships in the fleet.

Now when the FC calls for a Fleet Formation the alignment issue would be a relative distance from the FC theirself. Lets say the FC calls for a Wall Formation and clicks the Wall Formation Icon on their Fleet Formations Screen. Each ship present would then aligned itself at lets say 5,000 meters around the FC in a squared box like formation where the FC becomes the alignment target similar to the fleet warp target.

The script would function by placing the closest ship to the FC above the FC at 5,000 meters or at the 12 o'clock position. The next ship closest to the FC would then be placed at 5,000 meters from the FC at the 1 o'clock position until the first twelve position had been filled. The process would then begin again with the next ship being placed at the 12 o'clock position and 10,000 meters from the FC and so forth until the entire fleet had been formed to create the Wall.
Zan Shiro
Doomheim
#13 - 2014-03-24 01:53:52 UTC
Arthur Aihaken wrote:
Torsnk wrote:
"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.

Wouldn't splitting the fleet up into smaller groups have minimized this to some extent…?



blobbers gonna blob lol.


I was in the blob. You don't see this organization outside of skirmish crews sadly very often. As skirmishers, imo, tend to foster team flying with player tactics refined. Put anotheer way when you only have say 10 peeps in roam....you tend to need all 10 not being window lickers.

Why I usually -1 these ideas. Its generally on the blob and those in them that they they choose this route of bulk warp to and press f1. For whatever reason many blobs tend to not care about this stuff outside of prepping teams for AT.

NOt saying all of the blob has to be AT ready but.....most times they tend to focus on hot drop press F1 vice sponsoring getting good habits skirmish tends to foster. I did have some blob fc's spice this up however. Fleet BS' would get several warps ins. Caldari go to player A, minmatar go to player b, etc.

Specialists like bombers had there own fleet. Comms issue resolve by the basic undestanding of a chain of command. FC would say player D is your fc. PLease speak Player D.....player d speaks. THis voice and my voice are the only ones you take action on. Unless I counter his order....do what player D says like I was ordering it. People dicking up cloaking to wreck the run....thats by design.

Bombers are potentiall massive amounts of dps for marginal skills and costs (I have millions and miliions of sp to tweak my fleet bs' and now dread to get as much pain as I can from them). Thier catch is if flown poorly they tend to not be so great. This is by design. CCP learned from the mistake they made with easy to apply AOE in the era of aoe DD titans. These were idiot proof I win buttons. Drop in and boom. Then it was double and triple DD....and party over soon after lol.


Yun Kuai
Garoun Investment Bank
Gallente Federation
#14 - 2014-03-24 07:59:54 UTC
Torsnk wrote:
Corraidhin Farsaidh wrote:
Wouldn't a simple solution be to form up in a few fleets, one for range dps, one for tackle etc etc...

With a few cloak scouts can't you then drop your purposed fleets at the correct ranges?


This works in theory, but in practice it isn't very possible.

Fleets are typically controlled via voice comms (either in game voice, mumble, etc.). There is a central FC (to call primaries, warp outs, aligns, etc.). I don't think it is possible to maintain organization with several specialized fleets (one for tackle, one for cruisers, one for battleships, one for logistics, etc.) all at one time for the overwhelming majority of fleet fights. Specifically, many fleet fights begin and end relatively rapidly and having 3 or more "FCs" trying to coordinate their fleets all at one time really wouldn't work to well (in most circumstance). I agree that in some instances (if given enough time to stage the grid) you could have multiple squads warp to different cloaked scouts at varying ranges, but very often that doesn't happen because of an inherent lack of time/coordination.

Giving the FC the ability to set default warp-in ranges/spreads for squads and/or ship types then selecting "warp fleet to zero" or "warp fleet at set ranges" to whatever point would enhance tactics in the game.






Sorry -1. As some others have mentioned, it makes it to easy for AFK gameplay. Having a tactical layout and formation is only good for a single player RTS. The fun of taking a fleet out is coordinating all the challenges If you want squads warping in at different ranges based on their ship fit and fleet role, then you have to coordinate that beforehand with delegated squad commanders. If you want different squads going after different objectives, then you have to set that up beforehand by getting people into the right squad based on ship type or fleet role. That means pre-grouping your squads with the appropriate ships and then assigning a squad commander to give out order. I believe TS and Mumble can both allow for the main FC to talk to several different channels at once, which means you can have squad/wing commanders micro-managing different aspects while the main FC gives the main strategy.

The point is, having the wings and different squads is more than enough to accomplish what you want to do. You now have to use the people power to accomplish it. Good luck as it will take a lot of work and practice, but once you achieve it people will bow down to your fleets Bear

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Julius Rigel
#15 - 2014-03-24 09:08:39 UTC
Torsnk wrote:
-Let the FC set the default warp-in range for particular squads (i.e. squad 1 will warp at 0, squad 2 will warp in at 50km, squad 3 will warp in at 30km, etc.). That way, ships with similar weapons/optimals could be grouped together by squadron.
That's what squad commanders are for.

Not to be all high-horsey or whatever, but if you seriously can't figure out how to delegate the simple task of getting individual wings or squads to their optimals, then you have no business being FC. Commanding the fleet is literally your entire responsibility, as is commanding the wing the responsibility of the wing commander, and the squad of the squad commander. Those already are the tools that enable you to warp squads to different locations. Use them.

Torsnk wrote:
Furthermore, I think some mechanism which enables the fleet to maintain a decent formation after exiting warp (besides just declaring an anchor and setting orbit at 500 meters) for particular ship types makes sense as well.
I think if the FC's entire tactical repertoire consists of "orbit this guy at 500", then the problem is the FC, not the game, and the solution is to fix the FC, not the game.

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.

Finally, my little disclaimer that I seem to have to post every time this topic comes up:

I don't "hate fun" or think the game is "too easy" - the problem isn't that EVE is less difficult than before, the problem is that it requires less playing the game and learning to sandbox. "Aligning" was a real skill you had to learn in PVP. If you were good at it, you could warp out faster, make fleet warps more cohesive, and contribute to operations. If you were bad at it, it would slow down the fleet, and it could cause trouble. You had to actually make mechanical inputs involving choices and precision, and for better or for worse, your gameplay had an impact on the game.

Whether or not that sounds good to you, EVE is still intended to be a sandbox game, and that means having all the control and freedom of doing things from scratch.
Lloyd Roses
Artificial Memories
#16 - 2014-03-24 10:21:34 UTC
Flying in abulk of 100 bombers is ofc such an issue. However, every half-decent FC knows that someone WILL mess the cloaking up. It just happens. So there are two possible solutions:

- only take 7 bombers into a squad, for bombing reasons mainly
- don't fly bombers for their torps, use caracals
- NEVER WARP ANYTHING, CLOAKY OR NOT, FROM ONE OBVIOUS SPOT TO ANOTHER TO EXACTLY 100, i fish many brainactivity-zombies like that sitting cloaked off gates/wormholes. If I was flying for an FC commiting to those stupid mstakes (terrible warpchoice + not expecting the obvious) I'd probably orientate to another group.

Either way, with current fleetmachanics, it should be quite obvious that you warp your logi at range, your brawlers to 0 and your kite-ships to their optimal, it's nothing ccp needs to add a button for you to do, just warp exactly like proposed. You can form squads and wings simply for that purpose, use it.
Torsnk
Mustang Capital
#17 - 2014-03-24 13:48:24 UTC
Lloyd Roses wrote:


Either way, with current fleetmachanics, it should be quite obvious that you warp your logi at range, your brawlers to 0 and your kite-ships to their optimal, it's nothing ccp needs to add a button for you to do, just warp exactly like proposed. You can form squads and wings simply for that purpose, use it.


How would making it easier for the FC to set the warp in ranges of individual squads/ship types make it less fun than telling everyone over voice comms "squad 1, warp to 0, squad 2 warp to 30" etc.?

That's like saying we shouldn't have hot keys. Everything should be accomplished via right clicking and navigating through multiple drop down menus. Or that there shouldn't even be a fleet warp function at all. Everyone should just warp on their own.

I just don't see how a built in formation function of some form would detract from fleet warfare (or for that matter how it wouldn't make it more fun than it already is). Furthermore, this notion that it would lead to "AFK" fights doesn't make sense to me either. I'm not suggesting that the FC should be able to operate modules on other players ships. I'm simply saying the FC should have more control over squad's/ship types orientation upon landing out of warp (and possibly after as well) rather than having to always use voice comms.
Julius Rigel
#18 - 2014-03-25 09:22:06 UTC
Torsnk wrote:
How would making it easier for the FC to set the warp in ranges of individual squads/ship types make it less fun than telling everyone over voice comms "squad 1, warp to 0, squad 2 warp to 30" etc.?

That's like saying we shouldn't have hot keys. Everything should be accomplished via right clicking and navigating through multiple drop down menus.
Alright, so, you're confusing two rather subtle, but very importantly different aspects of a game:

1) The first one is what you might call a "gameplay mechanism". This is an action that you can perform in the game.

2) The second is interface. This is simply a layer of interaction between the user and the software.

What you are describing is a gameplay mechanism. Enabling one playing to warp another player, or choose where a player warps, is a gameplay feature. This is a change to what happens in the game world.

On the other hand, hotkeys are simply part of the user interface. Whether you access a gameplay mechanism, or if you like "mechanic", through a button, or through a drop-down menu, or by doing a little dance in front of your webcam, has absolutely no impact on what that mechanism does within the game. Gameplay is gameplay. Interface is simply a question of usability.

Now, with that cleared up, it should be easier to understand my viewpoint on this issue; you are proposing a gameplay mechanism that takes a bunch of actions (gameplay) which multiple players (squad commanders, wing commanders, etc.) have to perform, and consolidates them all into a single click for a single player. This is bad. We don't want PVP to boil down to one person clicking one button. Then there would be no point in having multiple players. EVE is a game, and we want to play it.

Torsnk wrote:
Or that there shouldn't even be a fleet warp function at all. Everyone should just warp on their own.
Yes, that's exactly what I'm saying.

In case that wasn't entirely clear:

There shouldn't even be a "fleet warp" function at all. Everyone (every player) should warp on their own (play the game).

Again, to reiterate:

Hotkeys are hotkeys. Make the hotkeys easier. Don't take the gameplay away from the players.

Torsnk wrote:
I just don't see how a built in formation function of some form would detract from fleet warfare (or for that matter how it wouldn't make it more fun than it already is).
It would detract from fleet warfare by requiring less gameplay from each individual player.
Sigras
Conglomo
#19 - 2014-03-25 10:09:32 UTC
Julius Rigel is correct, the solution is to remove the ability for one person to control another person's ship.

You realize that your FC could have had his WCs warp their perspective wings to different safe spots because "warp wing" is a thing just like warp fleet is a thing. Why didnt he? Probably lazyness, or difficulty. If that is indeed the case, what makes you think that same person would take the time to even set up the sectioned warp like that?
Torsnk
Mustang Capital
#20 - 2014-03-25 12:33:42 UTC
Sigras wrote:
Julius Rigel is correct, the solution is to remove the ability for one person to control another person's ship.

You realize that your FC could have had his WCs warp their perspective wings to different safe spots because "warp wing" is a thing just like warp fleet is a thing. Why didnt he? Probably lazyness, or difficulty. If that is indeed the case, what makes you think that same person would take the time to even set up the sectioned warp like that?


I think your focusing too much on my one particular example which pertained to cloaked bombers and had more to do with "spread" (how far apart individual ships should land from each other upon exiting warp) which there is currently no way to control in the game (with the exception of warp to 0, warp to 10, warp to 30, warp to 50, etc.) but that doesn't enable a large fleet to really manage spread (i.e. having everyone land at a centralized point as a sphere, but a much larger sphere [or smaller] at their choosing).

Like I said, my example was more concerned with "spread" between individual ships.

In regards to what you're referring, and what I mentioned after my example, which pertains to default warp in ranges for individual squads/wings/etc.:

I fully understand that it is possible for squad/wing commanders to warp their individuals units at whatever range they want (warp to 0, warp to 50, warp to 70, etc.). HOWEVER, there is NO way for them to land on grid at the same time using this methodology. Especially now that warp speed changes have taken effect. If an FC were to divvy up the squads by ship type, which makes sense tactically (i.e. logisitics in one squad, battleships in another, fast-tackle/anti support in another) and direct those squads to land at different ranges they would get there at different times. It would only amount to a dozen or so seconds, but those seconds matter and it detracts from the cohesion of the fleet. It doesn't make sense tactically for that to happen.

Now, I fully understand (and agree with) the idea that individual players should play the game (not have their ship controlled arbitrarily by the FC). So this is my amended proposal:

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 would meet my intent (the ability to better control and coordinate the actions of a fleet [which would enrich the game]) and it would still necessitate coordination between individual players.
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