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Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Roxanna Kell
BURN EDEN
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Posted - 2006.11.07 19:00:00 -
[151]
New gang system is badly done. the end.
Quote: "Don't touch the RED butt
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Alex Harumichi
Gallente Gradient Namtz'aar k'in
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Posted - 2006.11.07 19:30:00 -
[152]
Originally by: Roxanna Kell New gang system is badly done. the end.
Well, that was well reasoned and informative.
Ok then, I'm sure the CCP boys will get right on it and scrap the current system and recode everything until it meets your approval. Have a chair while you wait.
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Malena
Perpetual Dawn
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Posted - 2006.11.07 22:08:00 -
[153]
Originally by: DrAtomic Love the new gang system, however.... How is this supposed to fit on your screen, especially when you are a drone user...
QFT!!!!
This is darned close to my line of thinking...although I went more to the "I wonder if I will actually be able to see my ship on the screen with all this other stuff on there..."
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Joerd Toastius
Octavian Vanguard
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Posted - 2006.11.07 22:46:00 -
[154]
Originally by: Miranda Duvall Current "Squadron Command" becomes "Warfare Link Specialist"
This change is already in place on SiSi
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Satal Sonshi
Minmatar Republic Military School
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Posted - 2006.11.07 23:08:00 -
[155]
Originally by: Dwight Hammerhead Edited by: Dwight Hammerhead on 07/11/2006 16:13:11 Aahaha, which is a nerf to gang module users, which as i said are not always the actual fleet commanders. Make a seperate role for thos ppl ffs, this is a bloody stupid and unnecesarry nerf.
An intereseting discussion here, and a lot of valid points and nice suggestions, although i still stand by what I said earlier - reward the high Charisma ppl, dont punish the rest. Ppl in Command ships are not always Fleet Commanders. I fly mine because I like giving bonuses to the other ppl, not because I want to lead a fleet. I cant. If this system enters the game as it is considered atm it will be extremely stupid and frustrating. Gimping ppl and removing functuonality is not the way to go just because u cant fix your server problems any other way.
I think I agree with you, but I haven't yet tested it. I'm logging into SiSi right now, and invite everyone who wants to test the Gang System to get ahold of me. My plan is to create a full-bore fleet and experiment with what our capabilities really are without having trained enough. What new functionality do we get, other than the ability to organize ourselves better in our overview
The *one* problem that I have with the new system (btw, Thank You TomB! That's the kind of definitions we need!) is that you can't command a wing until you've trained so far. I think that this fact will not actually solve the issue that many people in this thread have: wait times for functionality == teh suck.
I do not believe that limiting functionality is the way to improve warefare mechanics. The system just described looks like it will still promote BLOB Warefare, because there are too many commanders needing too much skill time in order to gain the command functionality of the new Fleet System. It will allow groups to head out under command of their squad leader, yes, but the person in control of those squad leaders should be recognized as such in-game, and not have to rely on having 5 10-man squads and just telling them what to do on TS. That commander should be IN COMMAND, bar none.
- Limited advantages should be what applies, not limited functionality.
- *Anyone*, or at most, all those having trained Leadership 5, should be able to be a commander of a Fleet or a commander of a Wing. It shouldn't just be an empty spot. Someone should be able to command it and have the functionality of control over said Fleet/Wing.
- However, those commanders should not give out bonuses unless they have trained enough to *give* Wing bonuses; or *give* fleet bonuses.
This way, you still promote training the skills, but you don't gimp warefare and control.
If the intent is to get rid of BLOB warefare and improve the system, this is the way to do it. Give all, or a large, easily grown subset of, characters access but make them work to gain advantage.
-= Satal =-
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Dalekplunger Slick
Caldari DPS Holding Corporation
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Posted - 2006.11.07 23:24:00 -
[156]
Edited by: Dalekplunger Slick on 07/11/2006 23:23:59 Oh god tell me how to rename my fleet and wings and squads! Wing 1 Wing 2 Squad 1 Squad 2 just won't do the trick
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Kappas.
Galaxy Punks Freelancer Alliance
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Posted - 2006.11.07 23:58:00 -
[157]
I'd like to ask if they could make the gang window (displaying members, status, etc) detachable and moveable, probably more for Gallente (drone users)
The reason I'm asking this is because unless you play the game on a one million by one million resolution, it makes it difficult to be able to see all your gang/squadron/fleet members and status, as well as manage your drones in space.
I usually just have the gang bar minimised, but I guess with the changes i cant keep it like that any more
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Skeltek
Caldari Asgard Schiffswerften Dusk and Dawn
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Posted - 2006.11.07 23:59:00 -
[158]
this way a lvl4 spec character will not feel totaly useless when somebody with lvl5 is present. I don¦t really understand you guys. I got almost minimized charisma and it takes me 5-6 days to become basic wingcommander(leadership5+wingcommand). Every alliance¦s fleetcommander has to train the new skills if they are needed. You will not get a big disadvantage if you need 65 days instead of 60 in comparison to them.
Regarding the "mining foreman skill": It really shouldn¦t be a problem of training 6-7 days to be able to lead a 20-30 man sized miningop.
Only every TENTH person needs leadership5(5 days training). Even lvl4(1 day training) will do in most cases. The FC doesn¦t need to have warfare links, his wingcommanders should suffice for that. I think it is perfect like CCP planed it, even though I¦ll have to train longer with my int>mem>perception>willpower>charisma character. And in most of the cases, new gangleaders start out commanding smaller gangs anyways, can proove themselves as WingCommanders and maybe also command a Fleet one day with others giving the gangbonuses.
kind regards, Skeltek
ps: I am stunningly suprised that the new gangsystem turned out EXACTLY as I speculated it to be the best solution in our forums; regarding lag, effect, cause and easyness to use.
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Riley Craven
Caldari Black Eclipse Corp Band of Brothers
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Posted - 2006.11.08 03:43:00 -
[159]
The ONLY problem I see with this new system realized to its full potention is in the scout group. The real issue is that if you are a scout group it is HIGHLY unlikely you will all be in the system and therefore none of you will get gang bonuses, which is just ***. Scouting is group effort, yet scouts mostly work solo. Sadly this post will get lost at the end of this very long thread and never get seen by devs... such is the way of life :(
PS. By group I mean squad.
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SengH
Black Omega Security The OSS
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Posted - 2006.11.08 04:49:00 -
[160]
seamless map + fleet gang mode currently causes the display to get permanently stuck in system map mode. Bug report being filed in a moment. ---------------------------------------- Back for a month cus Awu5 finished..... |
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hantwo
S.A.S
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Posted - 2006.11.08 08:07:00 -
[161]
I don't think i've been in a big gang where someone hasn't become gang bugged somewhere along the line, thats in the current "simple" gang format, i forsee many many many problems in this new hyper complicated gang format.
Random fleet command rages are gonna be all the rage 
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Tek'a Rain
Gallente Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2006.11.08 08:31:00 -
[162]
Edited by: Tek''a Rain on 08/11/2006 08:32:49 I dont want to be a freaking Commander Ive been training for an Eos.. Because Its A Great Logistics Platform! heck, thats a required skill! Logistics! Im not a pwnmobile or sniper or strategic mastermind, im just the girl who tries to makes everyones life a bit better by being around. giving boosts, remote reps/repper drones, improving their systems.
new system? lesse.. I could be a commander.. but Im not a commander. so it would simply be a huge artificial limit that ruins My gameplay. any system that had me in a command position would be a workaround to help a REAL commander, who knows tactics and planning, get around the FOOLISH limitations that this poorly designed, first-person-shooter inspired, kludgy, screen-hogging and system bogging Nightmare will bring. and it looks to get shoved down our pipes hard, rough and ungreased.
+5 points for effort, Devs. -20 for effect
can I have those Leadership SP back now?
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Eewec Ourbyni
Caldari
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Posted - 2006.11.08 09:50:00 -
[163]
Originally by: Oveur
Originally by: Saerid Edited by: Saerid on 04/11/2006 16:40:45 Edited by: Saerid on 04/11/2006 16:29:43
Originally by: Oveur
No, the limit will not be increased. If you have a group of 50 people and none of them are able to create the basic squads (and if they have leadership to any extent today, they can), I'm not sure what you are trying to achieve, noob rush? 
Performance. Gangs deliver the minimum feature set required , ie. you can gang warp and got that one channel. For the most part the coordination side of things happens on voice comms anyway. All the fancy gang skills won't do you any good if you're waiting for the system to load for 5 minutes while it shuffles bonuses around or you're relogging after the n+1:th node drop of the day. Not to mention it seems you're planning to remove exactly the parts that caused the performance hit from the gangs. Namely the damage updates and gang skills. Not a bad deal, eh?
This would be considering we've had node drops with 40 vs 40 and anything truly decisive nowadays is at least 100 vs 100. That said, reducing the load from BM handoffs and the constant stream of buddy list spammage while logging in after a node drop does look good. Wait and see I figure.
To reiterate, the three things needed for fleet battles nowadays would be 1) Server performance 2) Server performance 3) Server performance. All the other stuff is just arranging the deck chairs on the titanic if you can't deliver the one thing that enables the rest, and that's enough server stability and performance to make trying it out worthwile. Keeping in mind all the gang/formation skills and such seem to be aimed at larger scale pvp activity. If you want to mine you can use a gang. Or maybe split the barges into their own squad for that sweet sweet mining foreman skill. It doesn't take a multitiered structure though.
What the new gang limitations and the split into squadrons are addressing is the performance hit on your gang, where your gang is what's crashing the node. It's not only the damage indicators, it's also the multitude of possible gang bonuses that can now possibly come from any gang member on any stat, which may or may not be active and when active/inactive, has to be propagated to all the members of your gang, which are then calculated into anything affecting those gang members, like, getting shot at.
So... basically, we're moving away from team game play and towards a loose collection of players who happen to share the same leader?
This is a sig...
-- You think this guys post is nuts.... you should see his bio --
... good, ain't it! |

James Don
Gallente KDM Corp Firmus Ixion
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Posted - 2006.11.08 10:06:00 -
[164]
I may have the wrong end of the stick here but as an FC with Leadership 4 atm I'm obviously not too happy at the prospect of 3 months skill training to get wing commander lvl5 to be able to make an effective fleet.
If it is indeed the case that this will become a required level of skill for all FC's then can someone at CCP please look at the skill multiplyer on the skill as I feel this is just too harsh a penalty for a position that is often enough of a task.
James
-------------------------------------------- notify : Your cloaking systems are unable to activate due to your ship being within 2000 meters of the nearby Snowballs. |

Alex Harumichi
Gallente Gradient Namtz'aar k'in
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Posted - 2006.11.08 10:45:00 -
[165]
Originally by: James Don I may have the wrong end of the stick here but as an FC with Leadership 4 atm I'm obviously not too happy at the prospect of 3 months skill training to get wing commander lvl5 to be able to make an effective fleet.
It will take you 3 months to train Leadership V + Wing Commander V? 
What the hell is your charisma, 5?
With any sort of non-twinked stats, Leadership V is about 4,5 - 5 days... are you really saying that it will take you 85 days to train a rank8 skill to V? Wow. Sucks to be you. 
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James Don
Gallente KDM Corp Firmus Ixion
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Posted - 2006.11.08 10:53:00 -
[166]
Originally by: Alex Harumichi
Originally by: James Don I may have the wrong end of the stick here but as an FC with Leadership 4 atm I'm obviously not too happy at the prospect of 3 months skill training to get wing commander lvl5 to be able to make an effective fleet.
It will take you 3 months to train Leadership V + Wing Commander V? 
What the hell is your charisma, 5?
With any sort of non-twinked stats, Leadership V is about 4,5 - 5 days... are you really saying that it will take you 85 days to train a rank8 skill to V? Wow. Sucks to be you. 
Thanks for the helpful advice :p
I just got into kally and saw that Squad command has been removed and Wing command is still there, adding Fleet command with a multiplyer of 5
My charisma is cursed with being high, if you took a second to see what I was saying Leadership lvl5 = 5 days, Squadron command 5 = 33 days Wing command 5 = 44 days that adds up to alot of training.
Squad command has been dropped so an FC can get to lvl 1 with just the wing command training so its not as bad as I first feared -------------------------------------------- notify : Your cloaking systems are unable to activate due to your ship being within 2000 meters of the nearby Snowballs. |

dfsgaergaerg
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Posted - 2006.11.08 11:01:00 -
[167]
i think this new system totally *****.
1: only commander giving boosts. First of all that means that the commander if you wanna profit from any gang modules means has to be in a command ship > eos/claymore (you get the idea). While atm fleet commanders best sit in a cloaky to be able to see everythnig clearly without having to worry about hp and targeting. Means that commanders have to do twice as much. While they the ammount they are doing atm is already an art on it's own.
2: commanders will have to train skillz. This while they don't want to train skillz for something that is not gonna work anyway.
3: people who have trained and put all their effort into flying a cs with gang modules and stuff are just pwn'ed. Because most of them will prolly not be fleet commander or don't have to experience to be so. This means they have trained for nothing.
4: The sentences(dunno what to call them else) like i need armor, enemy spotted. Waste of time. You are already getting loads of info and this means even more info. + good pvp corpo's have voice communication as a "must have" in most application rules. Meaning that this system will force good pvp corpo's to go from 100% voice communication to a semi 50-50 voice/read communcation styl. That is precisely what we don't want.
5: If somebody comes on-line and action is going on. Or if somebody comes in system he wants to be invitid to the gang asap. That is perfectly possible atm, but will become a problem in the new system. Which wing, which squadron, who invites me, who should invite me, etc etc.
In short. The gang system we have now works perfectly fine. Except for a few minor bugs and update problems. Optimising should be the word (like the 1 line for hull armor shield). The new gang system is a example of what we see in daily life with politics. It's creating somekind of bureaucratic way of leading and forming a gang. > it gives you alot of option and can provide very detailed info in theory > but because of all that stuff you get trown at you. You can't see what you wanna see anymore.
waste of time. Gang system like it works now works fine. Optimize it don't overhaul it. Will kill gangs and general.
Dutchfighter
PS i have led gangs from 5-110 peepz so i think i know what i am talking about. Open for cunstructive critism.
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dutchfighter
Chickens with an Attitude
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Posted - 2006.11.08 11:02:00 -
[168]
stupid alts
above post is mine
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Alex Harumichi
Gallente Gradient Namtz'aar k'in
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Posted - 2006.11.08 11:47:00 -
[169]
Edited by: Alex Harumichi on 08/11/2006 11:58:31
Originally by: James Don
Thanks for the helpful advice :p
I just got into kali and saw that Squad command has been removed and Wing command is still there, adding Fleet command with a multiplyer of 12
My charisma is cursed with being high, if you took a second to see what I was saying Leadership lvl5 = 5 days, Squadron command 5 = 33 days Wing command 5 = 44 days that adds up to alot of training.
Squad command has been dropped so an FC can get to lvl 1 with just the wing command training so its not as bad as I first feared
Ok, sorry I was a bit snarky there, there's just quite a bit of hyperbole about the training reqs flying about these days. 
As far as I understand it:
- Leadership now gives you +2 squad members per level (rank 1) - Wing Commander gives you +1 squad per level (rank 8) - Fleet Commander gives you +1 wing per level (rank 12)
The skill Squadron Command has been renamed to Warfare Link Specialist or some such, it works as before (boosts gang mods and is a req for command ships). The naming is confusing, Leadership should really be called Squadron Command, but TomB said that they can't currently rename it due to resource problems (the name "Leadership" is used in lots of places, including voice recordings). Oh well.
So Leadership V gives you max 10 people (and is trivial to train for).
Wing Commander V gives you max 5 x 10 + 1 = 51 people (and is a ***** to train to V, but not too bad to lvl4 which gives you 41 max)
Fleet Command V gives you max 5 x 51 + 1 = 256 people (and is a horror to train fully). Of course, once you have Wing Commander V the first 3 levels of Fleet Command are still quick, which gives you 154 people in your fleet. After that it gets slower.
Or maybe I've misunderstood something.
Maybe the rank of Wing Commander should be toned down a bit, since it's the biggest hurdle here. Not all that many need to lead 200+ people fleets, but lots of people would need more than 41 people and requiring a rank 8 to level V is a bit steep, admittedly.
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Roxanna Kell
BURN EDEN
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Posted - 2006.11.08 11:59:00 -
[170]
Originally by: Alex Harumichi
Originally by: Roxanna Kell New gang system is badly done. the end.
Well, that was well reasoned and informative.
Ok then, I'm sure the CCP boys will get right on it and scrap the current system and recode everything until it meets your approval. Have a chair while you wait.
The way they done it, 3 different lines of command? with a commander on each? it will take hours to orgenise a gang.
Quote: "Don't touch the RED butt
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Alex Harumichi
Gallente Gradient Namtz'aar k'in
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Posted - 2006.11.08 12:06:00 -
[171]
Edited by: Alex Harumichi on 08/11/2006 12:07:59
Originally by: Roxanna Kell
The way they done it, 3 different lines of command? with a commander on each? it will take hours to orgenise a gang.
Hard to say yet, of course, but I don't think so.
You form a gang just like now. Then you convert it to a fleet. Then you decide who is FC, and who are the sub-commanders. It's pretty close to what happens now, except that the game now dictates some structure. Still, I don't see it as being all that different from the current way gangs and fleets form -- you need organization anyway.
There's still an FC. There is no real need to really use squad commanders or wing commanders as "commanders", unless you want to -- you can just assign them based on who has the best skills, and all follow the FC like before.
Sure, I expect some additional overhead, especially in the beginning before people figure out how everything works. I also expect gangs/fleets to run more efficiently after that, with all the new toys and structure in place.
Otoh, I could be tragically wrong. We'll see. 
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James Don
Gallente KDM Corp Firmus Ixion
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Posted - 2006.11.08 12:21:00 -
[172]
Originally by: Alex Harumichi Edited by: Alex Harumichi on 08/11/2006 11:58:31 Ok, sorry I was a bit snarky there, there's just quite a bit of hyperbole about the training reqs flying about these days. 
All is forgiven thanks for the top notch info I am a little happier now 150 - 200 would be ok for the fleets I lead so at least I dont have to do fleet command lvl5!
-------------------------------------------- notify : Your cloaking systems are unable to activate due to your ship being within 2000 meters of the nearby Snowballs. |

Heretic Angel
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Posted - 2006.11.08 13:27:00 -
[173]
Originally by: dfsgaergaerg i think this new system totally *****.
1: only commander giving boosts. First of all that means that the commander if you wanna profit from any gang modules means has to be in a command ship > eos/claymore (you get the idea). While atm fleet commanders best sit in a cloaky to be able to see everythnig clearly without having to worry about hp and targeting. Means that commanders have to do twice as much. While they the ammount they are doing atm is already an art on it's own.
2: commanders will have to train skillz. This while they don't want to train skillz for something that is not gonna work anyway.
3: people who have trained and put all their effort into flying a cs with gang modules and stuff are just pwn'ed. Because most of them will prolly not be fleet commander or don't have to experience to be so. This means they have trained for nothing.
4: The sentences(dunno what to call them else) like i need armor, enemy spotted. Waste of time. You are already getting loads of info and this means even more info. + good pvp corpo's have voice communication as a "must have" in most application rules. Meaning that this system will force good pvp corpo's to go from 100% voice communication to a semi 50-50 voice/read communcation styl. That is precisely what we don't want.
5: If somebody comes on-line and action is going on. Or if somebody comes in system he wants to be invitid to the gang asap. That is perfectly possible atm, but will become a problem in the new system. Which wing, which squadron, who invites me, who should invite me, etc etc.
In short. The gang system we have now works perfectly fine. Except for a few minor bugs and update problems. Optimising should be the word (like the 1 line for hull armor shield). The new gang system is a example of what we see in daily life with politics. It's creating somekind of bureaucratic way of leading and forming a gang. > it gives you alot of option and can provide very detailed info in theory > but because of all that stuff you get trown at you. You can't see what you wanna see anymore.
waste of time. Gang system like it works now works fine. Optimize it don't overhaul it. Will kill gangs and general.
Dutchfighter
PS i have led gangs from 5-110 peepz so i think i know what i am talking about. Open for cunstructive critism.
totaly agree |

Gilbert Drillerson
DarkStar 1 Ascendant Frontier
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Posted - 2006.11.08 14:35:00 -
[174]
I hate the new system for gangs, the main reason is that I dont see any good in it at all, It seems to me that CCP inadvertantly killed the baby to avoid it drowning...
What i mean is: it seems the way gang bonuses are implemented are expensive for CPU... so lets make 99% of the people contributing to gang bonuses useless. While it probably solves the problem, it also ****es off a lot of players that have spent months training leadership skills for carriers and command ships.
To add insult to injury the training invested in Squadron command (obviousely a skill named for use with gangs) are made 100% irrelevant and now only applies to warfare links.. that you wont get ANY benefit from unless you invest MONTHS in the two new skills for gang leaders.
Once you have done that (spent 2 months training a rank 8 to 5 and a rank 12 to 4-5), you are WORSE off than before Kali:
* Smaller gangs (I have lead gangs bigger than 256 people) * Only 3 gang ppl's bonuses will apply to anyone (maximum) where as now it is MUCH higher * The gang UI that may be an advantage is useless as long as its attached to the overview, it is already a problem to have enough space for the targets... just imagine having another vital display under targets/drones...
Im sorry CCP, im usually a fan boi, but this is one for the Bin, you will have to do better 
Dont get mad - Get even |

Horsefly
Alcatraz Inc. Tactical Narcotics Team
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Posted - 2006.11.08 15:13:00 -
[175]
ItĘs not a big secret out there to the people I run around with that I think the new gang setup is quite nice a good for a change to keep things from getting stale.
I have had fears of myself with very high leadership skills in game but donĘt like to lead fleets that I would have to step up and perform like some others in my alliance. I have given some thought to this and I donĘt think itĘs going to be a big problem right now.
Imagine this scenario.
Old Way:
FC warps you from gate to gate and tells you over teamspeak or chat channel who to target you target and go PEW PEW PEW. So on and so forth. Ideally the FC is the one warping you around cause he knows where to go.
New Way:
Dedicated Leadership Specialist (IE me in this case.) May or may not be the best FC. Has to take Fleet command role in game. The true FC is on TS or in chat channel. Preferable a wing or at least a squadron commander. The real FC tells the guy with the gang skills that were going to XYZ solar system. That guy (the one with the skills) warps the gang or "fleet" around like the FC says to. FC tells however TS or chat channel primary and secondary. So on and so forth. So basically the guy/gal with the skills needed for the Fleet command position now takes care of the target identification and gang movement for the FC.
Not sure if this helps but maybe if you look at it this way you may feel a bit better about the whole thing. If you train up the skills enough to be the fleet commander position honestly you are the type of person that will accept the responsibilities to help out your fleet commander.
Of course all the FC can continue to complain rather then try to find a solution and the advantages this system will provide for you. Hopefully this helps the Blob warfare I know everyone really hates.
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Roxanna Kell
BURN EDEN
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Posted - 2006.11.08 17:34:00 -
[176]
Originally by: Alex Harumichi Edited by: Alex Harumichi on 08/11/2006 12:07:59
Originally by: Roxanna Kell
The way they done it, 3 different lines of command? with a commander on each? it will take hours to orgenise a gang.
Hard to say yet, of course, but I don't think so.
You form a gang just like now. Then you convert it to a fleet. Then you decide who is FC, and who are the sub-commanders. It's pretty close to what happens now, except that the game now dictates some structure. Still, I don't see it as being all that different from the current way gangs and fleets form -- you need organization anyway.
There's still an FC. There is no real need to really use squad commanders or wing commanders as "commanders", unless you want to -- you can just assign them based on who has the best skills, and all follow the FC like before.
Sure, I expect some additional overhead, especially in the beginning before people figure out how everything works. I also expect gangs/fleets to run more efficiently after that, with all the new toys and structure in place.
Otoh, I could be tragically wrong. We'll see. 
is it necessary to introduce it? can't remember people complaining about the gang system
Quote: "Don't touch the RED butt
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Joerd Toastius
Octavian Vanguard
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Posted - 2006.11.08 19:58:00 -
[177]
Originally by: Roxanna Kell is it necessary to introduce it? can't remember people complaining about the gang system
You know the fleet lag everyone's been *****ing about for about a year? That's apparently almost entirely down to the gang system. So yes, people have been complaining about it, even if they didn't realise.
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Taaketa Frist
The Praxis Initiative Interstellar Starbase Syndicate
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Posted - 2006.11.09 00:52:00 -
[178]
Originally by: Horsefly Dedicated Leadership Specialist (IE me in this case.) May or may not be the best FC. Has to take Fleet command role in game. The true FC is on TS or in chat channel. Preferable a wing or at least a squadron commander. The real FC tells the guy with the gang skills that were going to XYZ solar system. That guy (the one with the skills) warps the gang or "fleet" around like the FC says to. FC tells however TS or chat channel primary and secondary. So on and so forth. So basically the guy/gal with the skills needed for the Fleet command position now takes care of the target identification and gang movement for the FC.
This is how it is currently with most 0.0 alliances.
Also should be noted there is sometimes those that call secondary targets as well (Primaries are usually kepted for guns with instant damage (Projectiles, Hybrid) when secondary is usually kepted for delayed damage (missiles, drones) this means when secondary cycle to primary and a new secondary is called. They are already softened up.
This will benefit the system now since Squardon/wing leaders can then have insta damage/delaid damage/intel wings with all the various commanders able to refine and process information back to the FC through in game techniques. --------------
Dang nabit |

CHAOS100
Momentum.
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Posted - 2006.11.09 05:41:00 -
[179]
Finally I have something to use my highest attribute for...
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Lienzo
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Posted - 2006.11.09 07:41:00 -
[180]
Edited by: Lienzo on 09/11/2006 07:44:10 Honestly, all I wanted for gangs was just:
-The ability to give other people invite ability.
-Appointable Gang warp ability.
-To limit access to gang health reports to economize on lag. Then, instead of updating N accounts with data on N gang members, 1 leader or logistics pilot will recieve data from N accounts. Much more efficient tbh.
-Gang member locktime adjustment that allows logistics ships to function better when warping with the gang.
Also, squads where each member picked a leadership specialty now have 4/5 members with useless sp. This is not a good thing.
I implore you to forget this concept of vertical hierarchy and go for something with more horizontal or linear specialization.
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