Topic: Fleet Control in OP  (Read 6098 times)

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Offline Bonk

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Fleet Control in OP
« on: July 28, 2004, 06:43:02 pm »
What are your favorite tricks to control a fleet in OP?

Here is my basic  approach to fleets in OP:

1) Build them according to SFB CnC, it usually works out for the best anyway.
2) Pick a formation for the situation and stick with it (we know that control is unreliable - but see number 11 for clarification).
2a) I tend to go with the line astern  formation as a set  it and forget it kind of thing - especially in terrain.
3) Do not change speed and direction too quickly or too often, you'll confuse the simple minded  AI.
3a) Do not go to fast, pick speeds, accelerations and decelerations and rates of turn that all of the ships in your fleet are capable of (also to give the slow AI a chance to clue in...). Excess  speed is the most common cause of AI falling from formation, keep it slow and calculated and they will stay close.
4) Stay in the flagship or carrier, don't jump around command if you can avoid it, this also confuses the simple AI.
5) Never let the AI control a carrier while it has fighters/PFs.
6) Strip your AI of shuttles to prevent their suicidal tendency to weasel at the drop of a hat.
7) Always set your AI ships to fire on your target  and usually only on your command (they pick the worst times if left on their own).
8 ) Only set your AI ships to overload rarely, when you are sure the whole fleet will be going slow enough for 2 or 3 turns.
9) The AI 's respond well to well timed capture and tractor commands - use them.
9a) Abuse captured ships...  don't try to keep them in formation as they are usually damaged, leave em behind, though ocassionally I have recycled marines from one captured ship to capture another.
10) Stay away from planets  and map edges - AI are very scared of them, not quite as scared of asteroids.
10a) Mines are the enemy of  your formation as the AI seem to fear them most, bear  this in mind, and use it.  (I've used drones or even my own ship to clear mines to maintain formation)
11) Be aware that the fleet formation control is relative to the first ship in the list, not the ship you are in, this can be confusing sometimes. 

I may think of more to add later, feel free to add your  own.  ;D




Offline FPF-DieHard

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Re: Fleet Control in OP
« Reply #1 on: July 29, 2004, 10:26:00 am »
12).  Fly cheap escorts.   They die a lot.
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Offline Mog

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Re: Fleet Control in OP
« Reply #2 on: July 29, 2004, 11:10:57 am »
"3a) Do not go to fast, pick speeds, accelerations and decelerations and rates of turn that all of the ships in your fleet are capable of (also to give the slow AI a chance to clue in...). Excess  speed is the most common cause of AI falling from formation, keep it slow and calculated and they will stay close.
"

This is where I detest the fleet control system. You've stripped the other ships of their shuttles and are travelling slowly with no sudden turns. Makes you plasma bait. That might be ok for your Gorn PFT squadron, but what about Lyrans? They're meant to be going fast, nipping in for quick swipes when the opportunity presents itself.

Not to mention, in D2, with the disengagement rule in effect, having multiple ships in play either means players trying to group together (with the flaky drafting system) to combat them, or they fly multiple ships themselves.
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Offline Bonk

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Offline Bonk

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Re: Fleet Control in OP
« Reply #4 on: July 29, 2004, 01:12:07 pm »
This is where I detest the fleet control system. You've stripped the other ships of their shuttles and are travelling slowly with no sudden turns. Makes you plasma bait. That might be ok for your Gorn PFT squadron, but what about Lyrans? They're meant to be going fast, nipping in for quick swipes when the opportunity presents itself.

Not to mention, in D2, with the disengagement rule in effect, having multiple ships in play either means players trying to group together (with the flaky drafting system) to combat them, or they fly multiple ships themselves.

Fly two ships and tractor your AI.

The disengagement rule stinks if you ask me, the situation you describe is no different than a light cruiser vs a CVA, the only difference being is that currently I'd need to fly ~20 hours a day for about a week to be able to compete... fleets make it much fairer for the non-nutter.

So it is better that I am forced to devote my life to amassing enough PP to compete? That is a better solution? It doesn't ignore a huge portion of the game?

Offline FPF-DieHard

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Re: Fleet Control in OP
« Reply #5 on: July 29, 2004, 01:44:34 pm »
This is where I detest the fleet control system. You've stripped the other ships of their shuttles and are travelling slowly with no sudden turns. Makes you plasma bait. That might be ok for your Gorn PFT squadron, but what about Lyrans? They're meant to be going fast, nipping in for quick swipes when the opportunity presents itself.

Not to mention, in D2, with the disengagement rule in effect, having multiple ships in play either means players trying to group together (with the flaky drafting system) to combat them, or they fly multiple ships themselves.

Fly two ships and tractor your AI.

The disengagement rule stinks if you ask me, the situation you describe is no different than a light cruiser vs a CVA, the only difference being is that currently I'd need to fly ~20 hours a day for about a week to be able to compete... fleets make it much fairer for the non-nutter.

So it is better that I am forced to devote my life to amassing enough PP to compete? That is a better solution? It doesn't ignore a huge portion of the game?

But OOB does help the casual.   Limit the "big iron" like J'inn is doing on GW so that 90% of the players are in smaller ships (yeah, I know a CCH is not a small ship, but a "CC-Fest" is better than a BCH-fest IMHO).   The need to be in a large ship to compete is eased greatly.

Who'd thunk that Star-castling was the root of all evil . . .


Offline Bonk

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Re: Fleet Control in OP
« Reply #6 on: July 29, 2004, 03:56:51 pm »
But OOB does help the casual.   Limit the "big iron" like J'inn is doing on GW so that 90% of the players are in smaller ships (yeah, I know a CCH is not a small ship, but a "CC-Fest" is better than a BCH-fest IMHO).   The need to be in a large ship to compete is eased greatly.

True, the "Slot" concept helped a lot too... I just don't think that prices should be the reason we don't fly fleets and miss out on a large part of the game (IMO)... but this thread was for fleet control tips, I've led us off topic a bit here. I was curious if anyone else had some good fleet control tricks I haven't thought of or discovered.

Offline airBiscuit

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Re: Fleet Control in OP
« Reply #7 on: July 29, 2004, 05:29:49 pm »
13.  Be careful dropping mines whilst in tight formation, especially if line-astern or echelon formation. 

Gave my friendly DD+ a nasty wakeup call last night by that lapse in judgement.

Offline Mog

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Re: Fleet Control in OP
« Reply #8 on: July 29, 2004, 05:45:19 pm »
Yes, off topic, but my main point is that multiple ships are better for some races, but not all, thus creating an imbalance.

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Offline Bonk

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Re: Fleet Control in OP
« Reply #9 on: July 29, 2004, 06:58:34 pm »
That may be so, but I'm not so sure myself. I see it rather like a card game when playing multiplayer hidden race SFC, its fun. Usually the best battles occur when traditional enemies are the combatants. (Hydran vs Lyran, Gorn vs Rom, Fed vs Klingon.. etc...) I think that traditional map layouts will therefore make the best D2 campaigns as well. This is part of why the GW series continues to do well. I admit I really just throw the maps together for my servers as I'm preoccupied with the technical. I think I'll work with that in mind next time a make a map...

As long as traditional map boundaries are observed, the variation of fleet combinations available, can make for a balanced campaign that allows fleets. If ship prices are reasonable and some still restricted the game will become more complex in the matchups possible and more about the territory and strategies possible, than amassing pp by running huge numbers of missions.

Pretty much it boils down to: I like fleets, and would like to see a fleet friendly server that works.

My main point is fleets are fun!  :spam:



Offline KBF-Crim

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Re: Fleet Control in OP
« Reply #10 on: July 29, 2004, 07:29:48 pm »
Inverse CNC restrictions based on Rank....

This allows casual players to fly what they want and places curbs on the nutters...

We have all these cools toys to play, with but they arent allowed off the shelf... :banghead:

If stuff keeps getting "removed" for the sake of balance ,then the only thing left to fly will be tourney ships....and someone will STILL cry about balance....

Need a counter for droner fleets?

Escorts

Need a counter to carrier fleets? 

Escorts

Need a counter to escorts?

PF tenders

need a counter to PF tenders?

Droner fleets...

And the beat goes on....

One man's cheese is another mans only means of survival :P


The list of what you CANT fly is getting almost as long as the list of stuff you CAN fly...and thats fupped duck :'(


Offline Cleaven

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Re: Fleet Control in OP
« Reply #11 on: July 29, 2004, 10:48:21 pm »
Use of fleets: I am terrible at it. Too hard to get the AI ships to fire effectively. Maybe in the late game when the Romulans get PF tenders it's worth while, but until then there is no way you'll get me into a fleet. It's been a while since I did the 3xWE thing but that was a receipe for very long missions.

My alternate race is Lyran, and that is just as bad. Due to the speed problems you will never catch me spending PP on a Lyran fleet either.

So that fixes the question of how to control a fleet.

Of course just because I can't use fleets doesn't mean anybody with drones should be prevented from using them. Drone fleets should be allowed because they are so effective and easy to control, whereas non-drone users should go and do something else.




Not sure I can be bothered, but as you are the Doc, can you run an AI standard patrol in 2 minutes in a KRC? If so, there is no problem and I am utterly wrong. If you cannot, then the KRC is a worse ship for AI missions than ones I know can.

Offline FVA_C_ Blade_ XC

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Re: Fleet Control in OP
« Reply #12 on: July 29, 2004, 11:25:28 pm »
Inverse CNC restrictions based on Rank....

This allows casual players to fly what they want and places curbs on the nutters...

We have all these cools toys to play, with but they arent allowed off the shelf... :banghead:

If stuff keeps getting "removed" for the sake of balance ,then the only thing left to fly will be tourney ships....and someone will STILL cry about balance....

Need a counter for droner fleets?

Escorts

Need a counter to carrier fleets? 

Escorts

Need a counter to escorts?

PF tenders

need a counter to PF tenders?

Droner fleets...

And the beat goes on....

One man's cheese is another mans only means of survival :P


The list of what you CANT fly is getting almost as long as the list of stuff you CAN fly...and thats fupped duck :'(




What da ridgehead said.

I also agree with Moggy ISC is one of the races ment to be inna fleet.
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Offline KBF-Crim

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Re: Fleet Control in OP
« Reply #13 on: July 30, 2004, 12:06:56 am »
Here's an odd Idea...

Pilot ratings....

Earn a high rating....NO CHEESE FOR YOU!!!!

This could be a combination of your DV PP totals/ missions flown and your PvP tally...

Aces get no cheese...

Casuals and average players....get a little nacho sauce...

NooBs get to fly stinky cheese....

*Crim ducks as the Anti aircraft guns are locked and loaded*


Offline Bonk

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Re: Fleet Control in OP
« Reply #14 on: July 30, 2004, 06:39:20 am »
Interesting idea Crim, but sounds like a lot of work to maintain and enforce.

Use of fleets: I am terrible at it. Too hard to get the AI ships to fire effectively. Maybe in the late game when the Romulans get PF tenders it's worth while, but until then there is no way you'll get me into a fleet. It's been a while since I did the 3xWE thing but that was a receipe for very long missions.

My alternate race is Lyran, and that is just as bad. Due to the speed problems you will never catch me spending PP on a Lyran fleet either.

So that fixes the question of how to control a fleet.

Of course just because I can't use fleets doesn't mean anybody with drones should be prevented from using them. Drone fleets should be allowed because they are so effective and easy to control, whereas non-drone users should go and do something else.


Yes, drone fleets are easier to fly. Your sarcasm does not go unappreciated. Don't forget I'm also in favour of strict CnC. Drones don't do so well against a well constructed, human piloted fleet however. A well used escort can completely negate drones altogether. I enjoy flying plasma fleets more. I've even flown Lyran fleets successfully. A good hellbore fleet can be a blast! ...and 12 proxies... wheeee! C7 and 2x D5 hull fleets can be quite nice too, dizzies everywhere...

"you will never catch me spending PP on a..." <-- There we go again, the game should not be about how much PP you can amass and how much things cost... sounds like Monopoly to me.

Practice makes perfect!

Offline Cleaven

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Re: Fleet Control in OP
« Reply #15 on: July 30, 2004, 06:58:21 am »

"you will never catch me spending PP on a..." <-- There we go again, the game should not be about how much PP you can amass and how much things cost... sounds like Monopoly to me.

Practice makes perfect!

The game shouldn't be, but the currency of getting into a better ship, getting spares, mines, marines etc is PP. Now if you think you can get along in the game without PP, by loosing an escort every second or third mission, then you are going to get yourself into a PP negative situation. at least that is what happens to me.

So by all means go and use your fleets, but just don't expect me to, and please don't tell me that I need to get a fleet to deal with an opponent. It's not going to happen because they are too slow and too expensive.

Not sure I can be bothered, but as you are the Doc, can you run an AI standard patrol in 2 minutes in a KRC? If so, there is no problem and I am utterly wrong. If you cannot, then the KRC is a worse ship for AI missions than ones I know can.

Offline FPF-DieHard

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Re: Fleet Control in OP
« Reply #16 on: July 30, 2004, 08:21:36 am »

...and 12 proxies...

Maybe it the AI weren't so fricking stupid and actually would match EW.  I've tried this, doesn't work.  You can get the AI morons to manuver and get a firing solution but they don't match EW.
Who'd thunk that Star-castling was the root of all evil . . .


Offline FPF-DieHard

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Re: Fleet Control in OP
« Reply #17 on: July 30, 2004, 08:26:03 am »
These are my work-in-progress CnC rules.   Figure i'll throw them out here for feedback.

EDIT:   Fighter CnC is not done yet and this assumes all races have both fighters, PFs, and casual tenders.

CnC Rules:

Hull Size:

For the purpose of CnC/OOB classification, below are ship size classes:

BB (2 Move Cost)
DN/CVA (1.5 Move Cost)
BCH/CA/NCA (1 Move Cost)
CL, HDW (K-D6 variants)
DD/DW
FF


All Bombardment Ships, Fast Cruisers, and HDWs must be flown solo.

Command Cruisers:

Pilots may fly 2 ships once they reach Captain Rank. The first ships must be a command cruiser and the second ship is a vanilla-line ships 1 Hull Class smaller.
EXAMPLE: F-CC+ and F-NCL+ is a legal combination.

Pilots may fly 2 ships at Commodore rank. The first ships must be a Command Cruiser and the other 2 ships must be a line ship of the same Hull Class or smaller. Second ship cannot be larger than a CA/NCA
EXAMPLE: K-C7, K-D5W and F-CLC, F-NCL+ are legal combos.

True Carriers and Tenders:

True Carriers and PF Tenders may be flown solo at Captain Rank.

At Commodore Rank, pilot may fly one ESCORT ship with the carrier/tender provided it is 2 Hull Class sizes smaller than the Carrier.
EXAMPLE: F-NCV, F-DWA, and K-C7V, K-FWE are legal combinations.

Only ESCORTS may escort a carrier/tender.


PF CnC:


Full Tenders: Full Tenders are ships with 4 PFs. They are allowed the following:
1 PF Leader (May be a Leader Variant)
1 Variant PF
2 Standard PFs

Below are examples of legal flotillas:
G-PFDL, G-PFD, G-PF+, G-PF+
K-G1DL, KG1D, K-G1, K-G1

Casual Tenders: Casual Tenders have 2 PFs. Casual tenders are limited to standard PFs.
EXAMPLE: K-C7F + K-G1(x2), L-CWLF + L-PF+ (x2)
Who'd thunk that Star-castling was the root of all evil . . .


Offline FPF-DieHard

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Re: Fleet Control in OP
« Reply #18 on: August 06, 2004, 11:16:07 am »
Bump.   3 days and no comments?
Who'd thunk that Star-castling was the root of all evil . . .


Offline Bonk

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Re: Fleet Control in OP
« Reply #19 on: August 06, 2004, 12:27:14 pm »
Me thoughts:

Quote
All Bombardment Ships, Fast Cruisers, and HDWs must be flown solo.

Don't like that so much as max of one per fleet.

I like the graduated access to fleets with rank but without the requirement for a CC (e.g. an FFL, FF combo should be legal)

No solo carriers/PFTs... any escort legal

PF CnC looks good.