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Fortior
STK Scientific Ascendant Frontier
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Posted - 2006.10.30 11:42:00 -
[1]
I haven't had a chance to go to SiSi, so bear with me... For all I know Kali is already like this.
Currently Gangs and Fleets are the same things. We form a Gang, all the various Leadership and Command ship bonuses are bunched up. In our world, a Fleet is just a big ol' Gang.
What I think, and what I hope, is that CCP is splitting the two.
Gangs in Kali will be just a group of players moving at the same time. It's a Gang that gets no benefit from the bonuses of either kind. Very easy. This way basic gang functionality is preserved for all groups of players without them having to sacrifice training times. Let's just put a hard cap on Gangs to limit them to 50 members.
So what will be the difference compared to Wings/Squads/Fleets? (I never get the names right) The difference will simply be that these groups are more organized making the Leadership and Command ship bonuses kick into action.
So, in short:
Gangs = 50 members max, no bonuses applied, no skills needed to form. Gangs as today but no bonuses really.
Wings/Fleets = number of members regulated by the coming skills, benefits from Command ship and Leadership, needs the coming skills to form. Fleets will be organized groups of players.
So while playing we would have "Form Gang with" or "Form Wing with". The end result? I hope it will be smaller scale, more organized combat. Implementation with VoIP should prove interesting and finally Charisma has a use outside of the Missioning-crowd. Being a Fleet Leader will actually be a skill in skill points, not only in r/l skill.
There. What do all you crazy people think about that?
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Laythun
Undercover Brothers
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Posted - 2006.10.30 11:47:00 -
[2]
Think smaller..think gangs of 10..i think
Undercover Brothers It's great being Amarr, aint it?Ö |
Fortior
STK Scientific Ascendant Frontier
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Posted - 2006.10.30 11:51:00 -
[3]
Originally by: Laythun Think smaller..think gangs of 10..i think
Sure, I have no idea really what suitable cap would be. 10 would work
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Patch86
Di-Tron Heavy Industries
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Posted - 2006.10.30 12:47:00 -
[4]
Edited by: Patch86 on 30/10/2006 12:50:28
Originally by: Fortior
Originally by: Laythun Think smaller..think gangs of 10..i think
Sure, I have no idea really what suitable cap would be. 10 would work
10 is what it is, I do believe. I tried to find the thread with it all in, but I can't find it. It has screenshots from Sisi of the relevent skills.
EDIT: Found it. -----------------------------------------------
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2006.10.30 14:01:00 -
[5]
I can see why they've done it....
- It prevents super-blobs of 100+ pilots.
- It probably means you have to rely on more than one pilot carrying all the bonuses.
- It allows better management of gangs.
- It requires 'fleets' to be more tactical with their gangs. Rather than just blobbing a system until node death.
What I do the rest of the time - Vote for a Jita bypass! |
Gius Adoma
Amarr Times of Ancar THE R0NIN
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Posted - 2006.10.30 14:09:00 -
[6]
Very good idea and needs doing, hopefully get more strategic battles happening :)
= Times of Ancar =
< THE R0NIN >
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Viktor Fyretracker
Caldari Worms Corp
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Posted - 2006.10.30 14:13:00 -
[7]
ok with gang limts on size and wings and fleets we need major changes to our Battlecruisers.
Tech 1 BCs: can apply their gang mod bonuses to only a gang Field Command(T2 BC): can Apply gang mod bonuses to an entire Wing(stacks with gang level BCs however the most skilled in the wing applies the wing wide effects) Fleet Command Ships: can apply the mod bonuses to the entire fleet(stacks with wing and gang but not with the same mod of another fleet).
now to allow this idea to work we would need fleet and field command modules on top of gang. each respective ship can use its module and the ones below it so that if you say lack any Ferox you arent stuck from having ships able to work at the gang level. so Tech 1 BC: gang mods Field Command: Field mods and gang mods Fleet Command: Fleet, Field and Gang Mods
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John Grimm
The Taining corp Knights Of the Southerncross
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Posted - 2006.10.30 16:29:00 -
[8]
Originally by: Viktor Fyretracker ok with gang limts on size and wings and fleets we need major changes to our Battlecruisers.
Tech 1 BCs: can apply their gang mod bonuses to only a gang Field Command(T2 BC): can Apply gang mod bonuses to an entire Wing(stacks with gang level BCs however the most skilled in the wing applies the wing wide effects) Fleet Command Ships: can apply the mod bonuses to the entire fleet(stacks with wing and gang but not with the same mod of another fleet).
now to allow this idea to work we would need fleet and field command modules on top of gang. each respective ship can use its module and the ones below it so that if you say lack any Ferox you arent stuck from having ships able to work at the gang level. so Tech 1 BC: gang mods Field Command: Field mods and gang mods Fleet Command: Fleet, Field and Gang Mods
Good idia on the tiered level bonuses, but i don't think bonuses should stack. Imagen a septor, even T1 frigs, fleet with a Ferox: Speed Mods, Field: Speed Mods, Fleet: Speed mods, that will be insane, if they stacked on one onather.
"I have not failed, I've just found 10,000 ways that won't work" |
FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2006.10.31 12:24:00 -
[9]
Better to rename them Gang/Squad/Wing/Fleet command ships then, surely?
What I do the rest of the time - Vote for a Jita bypass! |
Montaire
Lacedaemon. Sparta Alliance
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Posted - 2006.10.31 15:15:00 -
[10]
Im actually hopeing there will be some new tools in there like :
Jump Gang - so a FC can jump an entire gang at once. He just hits "Gang Jump" instead of "Gang Warp" when he wants them to jump the gate.
Que Jumping - Entire gang / wing jumps in at once instead of one at a time through a que.
FC Controll - A Fleet Commander can warp wings in and out as needed. So if he has his covert next to the snipers he can use a slick gui to warp an assault wing in on top of them.
Im very optimistic, truth be told
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