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Lygos
Interstellar Starbase Syndicate
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Posted - 2006.12.16 19:46:00 -
[1]
1)Members need to be able to apply to squads causing a pop up (ugh) to the squadron commander. This way gangs can self-organize a little more efficiently. Anything under 3 hours is efficient at this point.
2)Squads need labelling options.
3)We need warp-to back in local. Currently, it seems that only the new gang system is the option for warp-to. It is extremely hard to dig through all those wings to find a warp-to target.
4)It would be nice to have small flags on icon tab in channels. Particularly for roles. Settable by either directors or fleet/wing/squad commanders. Examples would be: -Designated quartermasters for distroing information and ships. -Rally point operators. -Designated cyno operators (so you can convo them). -Normal roles, like tackler, or rifleman for distributing fighters efficiently. -Settable Flags for covops so nobody "accidentally" warps to them.
--- T2 Risk |

Sun Sliver
Minmatar Shinra Lotka Volterra
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Posted - 2006.12.21 16:58:00 -
[2]
adding to this thread. put my stuff in a different thread somewhere else, restaing here cause it fits the direction...
I've had a couple goes at managing big fleets using this new system. Overall my impression is its very handy for situations requiring simultaneous actions.
Also Its structure allows for growth to the situation. When in a gank squad I just make a wing, make squads as space is needed and go...presto easy mgmt. On the other end of the spectrum it DOES allow for some great improvements on communication at large fleet lvls, but there's a cavait only someone who understands how the gang system works, can commit full time to managing it, and actually uses it can use it as intended. Still, when this does happen in your fleet you can tell based on gang chat and ts. Less talking on ts about orders, more on gang chat and it is at wing and squad lvls. EX. Wing 1 gather at point x. Wing 2 assignment - squad 1 on XX gate, squad 2 on YY gate, etc.
And you wanna talk about some new ways of target calling. make your wing cmdrs primary callers and focus fire at squad lvls...when its done right you have a implementable way of focus firing on multiple targets and interlacing fire groups.
Atm its rare to get all these benefits b/c its just a buttwhip to organzie and requires constant attention to maintain at peak levels. But to make this effective IMO: wing and squads need to be namable wing to squad cmdrs lvl chat for wing cmdrs, or fleet to wing cmdrs lvl chat for fleet cmdr. keep gang chat for overall use. These last two are a bit more involved but HUGE improvements in gang mgmt will come from it. Allow players to put in a short description of what they are flying when accepting gang invite and updatable under gang options. Ex. Long range BS, tackler - inty, tackler - recon, nos BS, covert. Knowing what everyone flys makes assigning SO MUCH easier Have a skill lvl indicator next to player on gang overview (FC/WC/L). Ex. DaUberCmd 4/5/6 or ChumpCmdr 0/0/1
all that and I think im forgoting something...oh yeah
REDUCE THE TIME MULTIPLIER ON WING AND FLEET COMMAND SKILLS...think I've mentioned that before 
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Sun Sliver
Minmatar Shinra Lotka Volterra
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Posted - 2006.12.26 17:16:00 -
[3]
bumpage...almost time to train fleet command...time multiplier still looking awfully out of balance 
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CrestoftheStars
Deviance Inc SMASH Alliance
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Posted - 2006.12.26 17:22:00 -
[4]
there was once a Exstremely well argumentet and discriped fleet bonus post, with what should be there to let people go into a speciel formation etc...
was really good... sadly i can't seem to find it...
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