[Discussion] Fleet movement / formations / organisation of said fleet

Should we have a pyramid command structure

  • yes

  • no, change it up a bit


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Snakey

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this branches from this discussion here :


#1
So what I was thinking is that its all well and good thinking about divisions, but we should also be thinking about how we organise our fleets and what formations to fly in for example: a main battle group would consist of: An idris/pegasus. A few fighters/fighter bombers, leaving space for emergency landings, Bombers (retalliator etc.), scout ships like a constellation and aurora, a comms ship or just use the main ships communication and finally a few drop-ships​

If all shit hits the fan then you need a reaction squad. this would consist of:
  • A javelin or idris
  • Anti capital ship bomber/s (1 or 2)
  • fighters armed to kill, not to scout and on rare occasion stealth.
  • drop-ships filled 2/3rds of the way for survivors
of course, the ship numbers vary on price / members, which shouldn't be too much of a problem unless economic depression. which would result in budget cuts

Trading would be a different story, you would have
  • A freelancer, aurora etc.
  • 2x fighter escort
  • someone with comms to a battle-group (see #1)
The ships should be close to a fleet (battle-group) so they can get a response team over in serious scenarios

logistics should be similarly operated but with bigger numbers for bigger fleets and smaller numbers for smaller fleets.

we should have a base ship make for logistics if docking can only be done through the same make of ship eg: freelancer cant dock with a constellation and vice versa.

below is fleet diagrams up for change:

upload_2015-7-18_22-45-45.png


I think our commie command structure may need a little change XD. We should have some guys who knows more about this than me eg: Montoya

I will be on holiday for 3 weeks so i will have little time to be active on the forums.
have a good one!
 

Shive

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Too early for making decisions like these in my opinion.
 
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NKato

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Reaction squads are going to be kitchen sink fleets. I will, however, promote a policy of maintaining ready-hot assets on the flightline in our hubs' hangars so that people can jump in straight from the local pub and fly out to defend our brothers.

Ultimately, it is a bit early to discuss the finer details of fleet deployments and management, but it's not a bad idea to have it in mind.
 

Snakey

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Reaction squads are going to be kitchen sink fleets. I will, however, promote a policy of maintaining ready-hot assets on the flightline in our hubs' hangars so that people can jump in straight from the local pub and fly out to defend our brothers.
.
forgot to mention they should be active at all times with shifts switching
 

NKato

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forgot to mention they should be active at all times with shifts switching
This is where you start running into problems with an all-volunteer org like TEST. Mandating shifts and activity times will turn off a lot of members.

Which is why I don't plan on advocating for having a "standing fleet" at all times. Now, if we're in a state of war, the circumstances change.
 

Snakey

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This is where you start running into problems with an all-volunteer org like TEST. Mandating shifts and activity times will turn off a lot of members.

Which is why I don't plan on advocating for having a "standing fleet" at all times. Now, if we're in a state of war, the circumstances change.
i agree, needs refining so we dont become like a DCS clan XD
 

NKato

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please can you explain what you mean by kitchen sink fleets
A Kitchen Sink Fleet is basically comprised of ships that members have handy and available for responding to a Call-To-Arms.
 

NKato

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i agree, needs refining so we dont become like a DCS clan XD
You let me worry about that when the time comes. I have several ideas in mind that we can test, but without a game to test it on, they're only ideas.

They are:

1. We can stage pre-armed and fueled combat ships in an org hangar that is accessible to anyone in the system, allowing them the ability to quickly land in their Freelancer, and swap over to say, a TEST Gladius that's been prepped for on-call defense.

2. We can simply let the members make their own individual plans for system defense - this means it will be up to the initiative of each individual member to prepare for any fleet defense.

3. We maintain a squad of volunteers with rotating schedules in that system.
 

Snakey

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You let me worry about that when the time comes. I have several ideas in mind that we can test, but without a game to test it on, they're only ideas.

They are:

1. We can stage pre-armed and fueled combat ships in an org hangar that is accessible to anyone in the system, allowing them the ability to quickly land in their Freelancer, and swap over to say, a TEST Gladius that's been prepped for on-call defense.

2. We can simply let the members make their own individual plans for system defense - this means it will be up to the initiative of each individual member to prepare for any fleet defense.

3. We maintain a squad of volunteers with rotating schedules in that system.
we could also have members who would stay in jump points close to the fleet. but this would be resource straining
 

NKato

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we could also have members who would stay in jump points close to the fleet. but this would be resource straining
My philosophy regarding TEST assets is to be "lightweight, nimble, and responsive".

I want to avoid an entrenchment mentality where we get stuck in one place for too long and we end up having a harder time moving locations because of it.
 
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Sethious

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There is a lot left that is unknown for too much worry at this stage. A good example is the fact that we still don't have a good knowledge of ship persistence or NPC's. Let alone what we will want to be doing in the game because we don't know mechanics yet. Good on you getting involved Snakey, we have this pop up about every six months, and there are plenty of good threads on hear that a lot of us have posted fairly decent information in if you are interested in.
 

Snakey

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There is a lot left that is unknown for too much worry at this stage. A good example is the fact that we still don't have a good knowledge of ship persistence or NPC's. Let alone what we will want to be doing in the game because we don't know mechanics yet. Good on you getting involved Snakey, we have this pop up about every six months, and there are plenty of good threads on hear that a lot of us have posted fairly decent information in if you are interested in.
Thanks for letting me know. PS: wifi in the U.S. is farley shit XD
 
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