Topic: Fleet Control in OP  (Read 6099 times)

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Offline FPF-DieHard

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Re: Fleet Control in OP
« Reply #20 on: August 06, 2004, 12:33:21 pm »

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)




Doh!   Should re-word that to "Command ship" and not "Command Cruiser."
Who'd thunk that Star-castling was the root of all evil . . .


Offline _Rondo_GE The OutLaw

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Re: Fleet Control in OP
« Reply #21 on: August 06, 2004, 04:49:13 pm »
I will admit I was a little pied off at how Taldren wrecked the old fleet control 14 Pt East had set up.  "Formations" are marginally useful in SFC.  The "Line Ahead" is the most pravelent I saw online followed by the "Line abreast" formation used by Feds to form a firing line.  Back in SFC1 there was a "come to lead ship" command you could use to rope in your errant ships.  But i havent found anything like that in this fleet control.  I lobbied for Taldren to put the command in throughout SFC2 and SFC OP but they never did.

One way I found to stop WW production is to jump from ship to ship in the very beginning and "cancel" the ww currently being made.  That has seemed to work for me. (or it used to work maybe that has changed) (they don't seem to make another one right away).   

The problem with stripping shuttle is when you fly droners that like to use SCATTERPACKS.  The AI keeps making them until either the drones or the shuttle are gone.  if you strip all the shuttle you won't have any scatterpacks.

Another thing I need to find out (I used to know) was what settings are "held" by the Ai and what settings are not.  I still think overloads are held by the AI if you set them by jumping to the AI ship.  It will hold overloads until you jump back and change it...good for defensive plasma when you need it.  I don't think the Overload button (if it is still there) ever worked on the fleet control panel.  I also want tp experiment with X ships since the AI never overloads X phasers.

There used to be a command that you could use to "jump" into a PF.  I forgot what it was...(shift right click???).  Something like that.  God I hope they didn't take that out or maybe the command has been forgotten.

...anyway once you got command of the PF you could set your tractor on and tractor a capital ship just long enough for your capital ship to slam it with drones or plasma.  Also lots of players like to run from PFs and then pick em off with phasers.  You could sometimes grab the runner and "dead stop"...slowing him down so the others PFs could catch it and slam it with plasma or whatever.

It was also pretty cool flying a PF.  They accelerate like an SPZ and turn on a dime.  The only problkem is if your capital ship gets whacked the thing blows up.   That was about as stupid a thing as it gets.

Well that what I remember.  It's kind of hard to get people to play fleets online so most of the time it's against the AI.  But fleet battles online vs another player can be a lot of fun even wioth the lousy fleet control we have.

Offline KBFLordKrueg

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Re: Fleet Control in OP
« Reply #22 on: August 06, 2004, 11:48:16 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 :'(


I am am forced to agree with my esteemed college.
Especially with the current races in play and the presence of the new P/F abilities.
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Offline Commander Maxillius

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Re: Fleet Control in OP
« Reply #23 on: August 06, 2004, 11:52:11 pm »
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*



I like this idea!  Kroma: G-CC    Maxillius: I-CVLS    Hexx: Dr. Strangelove <snicker>
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Offline Bonk

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Re: Fleet Control in OP
« Reply #24 on: August 07, 2004, 12:19:39 am »
Another thing I need to find out (I used to know) was what settings are "held" by the Ai and what settings are not.  I still think overloads are held by the AI if you set them by jumping to the AI ship.  It will hold overloads until you jump back and change it...good for defensive plasma when you need it.  I don't think the Overload button (if it is still there) ever worked on the fleet control panel.  I also want tp experiment with X ships since the AI never overloads X phasers.

There used to be a command that you could use to "jump" into a PF.  I forgot what it was...(shift right click???).  Something like that.  God I hope they didn't take that out or maybe the command has been forgotten.


I find the AI will hold settings to capture and tractor, I think I have gotten them to stick to "special" or overloaded weapons modes using the fleet control too, but they don't manage it well, being AI... (set to fire only on your command and they do better)

re: shuttle stripping - I find a weaseling/dead ship is less useful than one without scatterpacks. I can't be bothered to hop around causing my command ship to do dumb AI type things...

re: PF control - to control a PF select it as the target and press "Control-Backspace", use the same technique to return to the carrier or other PFs.

Thanks for the thoughts Rondo.  ;D

Offline Bonk

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Re: Fleet Control in OP
« Reply #25 on: August 07, 2004, 12:24:30 am »
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 :'(


I am am forced to agree with my esteemed college.
Especially with the current races in play and the presence of the new P/F abilities.

I also agree with this thinking.
"Inverse CNC restrictions based on Rank...." <-- good thought, counter-intuitive, but makes sense.

Offline KBF-Crim

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Re: Fleet Control in OP
« Reply #26 on: August 07, 2004, 12:33:48 am »
Well....if your looking for counter-intuitive thinking...I'm your Klink :P...everyone tells me I do things ass backwards...

Who knew it would pay off some day...;D

Offline _Rondo_GE The OutLaw

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Re: Fleet Control in OP
« Reply #27 on: August 07, 2004, 09:02:10 am »
Ya,

the heck with that order of battle stuff. 

The best combo for Gorns I've come up with is One BB with plasma D PFs and two light cruiser adv warships.  The ADV ships are very hardy and fast. and I've won up to 1.82 in COOP Ace...so far.  Depends on the setting really.


Offline KBF-Crim

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Re: Fleet Control in OP
« Reply #28 on: August 07, 2004, 09:42:31 am »
LOL...well...I'm NOT suggesting to throw out OOB....OR CnC....just to reverse the effects...

As it is right now....and most servers....nutters are rewarded for nutting....

IE...the more you play...the faster you amass PP...and gain rank....and loosen restrictions on what you can fly....

So you not only out gun everyone sooner....you can also easily replace everything sooner...(simply because you have the cash...)

My senario evens the playing field just a bit by freeing up what you can fly at low rank....by the time you amass enough PP to gain rank (and start buying HEAVY iron)....THAT's when Cnc restrictions start kicking in...

I'm also NOT saying that anyone should be able to run 3 "Drone frigate" fleet's....only that low ranks should be able to field a three CnC/OOB legal fleet.....as i point out...by the time you get enough cash to by seriously deadly ships.....you wont be able to fly three ships fleets be cause you'll be high enough rank to face restrictions...

as to the other idea....

Placing a VC point or two on someones head when they gain "high rank"...simulates the persons value as a nutter and an asset in themselves...

After all...shouldnt killing the high officers of your enemy be some advantage on the bettle field?

I'm not suggesting punishment of people who play more...only looking to give the people who play less a leg up when they do play...so it doesnt seem so futile.... ;D


Offline Rod ONeal

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Re: Fleet Control in OP
« Reply #29 on: August 07, 2004, 03:52:53 pm »
I like the extra VC for killing high profile targets. If someone is a "true" warrior you'd think that they'd relish having a bounty on their heads. Kinda like legendary captain status, in reverse.
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Offline KBF-Crim

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Re: Fleet Control in OP
« Reply #30 on: August 07, 2004, 03:59:50 pm »
"you VC now!...MAO!...MAO!" ;D