Hello fellow Yellow Jackets
Last CFT on saturday we had an awsome debriefing about comms and i'd like to expand on this momentum. Here are some thoughts to discuss and brainstorm to anticipate the way we will communicate efficiently during an operation (OP).
@marcsand2 @Cugino83 @Reload @Tei @seriousseriouspunch @O-Lefty @August @IcaroSP @Montoya @Black Sunder @Printimus @Robilarr @Malarthyn @wmk @BUTUZ @Khristoph @Redwolfe @Ryonin Shonin @placid @Beaches @Zatellia @Jabus @Aramsolari @Han Burgundy @Lorddarthvik @Palmtree219 @DirectorGunner @Blind Owl @Sayora @Talonsbane @Sraika @Deroth @Will C.
Sorry i dont remember all names of people i've been playing with in op
I come from "military" space sim games like Eve online where communications were structured, allowing up to a thousand people in comms to fight together, and operation were made easy thanks to the friendly Eve user interface for fleet command and targets designation (see my thoughts here about fleet commanding in Eve vs SC).
But it is not the case in Star Citizen (YET), we do not have friendly UI to help our fleet commanders, and i do not see how we can apply the model from Eve or any other games here. We probably need to think the communication model from scratch according to our future needs in battle.
I would prefer that people avoid imposing a model here that wasnt built for SC (i've seen that a lot before in other games). What you have experienced before in a game or real-life (like military background) is potientially usefull but here we will need to adapt to the game when released, its UI and its combat mechanics.
While on the very small scale level we can still have friendly comms, this should not be the case as the fight scales up and we need to enforce some kind of dicipline.
I will try to raise questions with some basic operations (OP) exemples and needs, and i hope we can think about more questions or solutions that would help us later when our fights will scale up.
Every input is welcomed, even if you are not a fighter, it is about efficiency, logic and common sense first ! Defining a bit of theory and testing it is good before we jump into the mess of massive fleet fights ;)
Some basic scenarios for comm structure:
Roaming squad OP - under a dozen of people :
Tier1 CFT classification ?
- flight commander ?
- sub-level wing commander(s) ? (target calling is not efficient on flight command level if dogfighting spreads the fight too much).
Skirmish / Raider / Escort / Combat (...) OP - above a few dozens of people actually (50+ later on ?) :
Tier2 CFT classification ?
- fleet commander(s) ?
- flight commander(s) ?
- sub-level wing-commander(s) ?
- large-ship dedicated channels for crews and orders on ship level ?
Fleet Combined OP - the real deal, about a hundred of people and more, should be a model that adapt for thousands :
Tier3 CFT classification?
- fleet commander(s) ? (how to have a clear view of whats going on and organize comms on the flight command level on such a scale and for flight commanders to report situation ?).
- multiple flight commander(s) ?
- multiple sub-level wing-commander(s) ?
- multiple large-ship channels for crews and orders on ship level ?
Basic behavior required from people attending a combat OP in the future :
The tools we need to communicate with must have :
Some issues we will encounter in fight that we need to address regarding comms :
What we currently have in-game (3.9.1) to help targeting ennemy and call target :
- You can pin a target for others in your squad (but can they see it if not in range ? Is it only for party leader ?).
I'm going to expand this post later.
Cheers !
Last CFT on saturday we had an awsome debriefing about comms and i'd like to expand on this momentum. Here are some thoughts to discuss and brainstorm to anticipate the way we will communicate efficiently during an operation (OP).
@marcsand2 @Cugino83 @Reload @Tei @seriousseriouspunch @O-Lefty @August @IcaroSP @Montoya @Black Sunder @Printimus @Robilarr @Malarthyn @wmk @BUTUZ @Khristoph @Redwolfe @Ryonin Shonin @placid @Beaches @Zatellia @Jabus @Aramsolari @Han Burgundy @Lorddarthvik @Palmtree219 @DirectorGunner @Blind Owl @Sayora @Talonsbane @Sraika @Deroth @Will C.
Sorry i dont remember all names of people i've been playing with in op
I come from "military" space sim games like Eve online where communications were structured, allowing up to a thousand people in comms to fight together, and operation were made easy thanks to the friendly Eve user interface for fleet command and targets designation (see my thoughts here about fleet commanding in Eve vs SC).
But it is not the case in Star Citizen (YET), we do not have friendly UI to help our fleet commanders, and i do not see how we can apply the model from Eve or any other games here. We probably need to think the communication model from scratch according to our future needs in battle.
I would prefer that people avoid imposing a model here that wasnt built for SC (i've seen that a lot before in other games). What you have experienced before in a game or real-life (like military background) is potientially usefull but here we will need to adapt to the game when released, its UI and its combat mechanics.
While on the very small scale level we can still have friendly comms, this should not be the case as the fight scales up and we need to enforce some kind of dicipline.
I will try to raise questions with some basic operations (OP) exemples and needs, and i hope we can think about more questions or solutions that would help us later when our fights will scale up.
Every input is welcomed, even if you are not a fighter, it is about efficiency, logic and common sense first ! Defining a bit of theory and testing it is good before we jump into the mess of massive fleet fights ;)
Some basic scenarios for comm structure:
Roaming squad OP - under a dozen of people :
Tier1 CFT classification ?
- flight commander ?
- sub-level wing commander(s) ? (target calling is not efficient on flight command level if dogfighting spreads the fight too much).
Skirmish / Raider / Escort / Combat (...) OP - above a few dozens of people actually (50+ later on ?) :
Tier2 CFT classification ?
- fleet commander(s) ?
- flight commander(s) ?
- sub-level wing-commander(s) ?
- large-ship dedicated channels for crews and orders on ship level ?
Fleet Combined OP - the real deal, about a hundred of people and more, should be a model that adapt for thousands :
Tier3 CFT classification?
- fleet commander(s) ? (how to have a clear view of whats going on and organize comms on the flight command level on such a scale and for flight commanders to report situation ?).
- multiple flight commander(s) ?
- multiple sub-level wing-commander(s) ?
- multiple large-ship channels for crews and orders on ship level ?
Basic behavior required from people attending a combat OP in the future :
- Not allowed to speak at all unless needed or told, comms need to be clear, only commanders should speak. This needs to be a culture in every fleet OP, that's not the case sometime, but it is normal since it is still an alpha and people dont loose any asset (or almost) when they disturb the OP. When people will start loosing stuff because of lack of discipline they will change ;)
The tools we need to communicate with must have :
- Multi-level comms app like Guilded (where we are heading now). I am not familiar with Guilded multi-channel comm structure, is it infinite? Like we have a first level of comm, then a sub-level, then a sub-sub-level and so on and we can communicate from any level to any other level ? Or is it a straight chain of command level ? Discord is limited for that, and Teamspeak is a bit dated but used to be efficient ;
- Ability to mute someone if need for a fleet/flight/wing commander (covered) ;
- Push to talk mandatory (covered).
Some issues we will encounter in fight that we need to address regarding comms :
- Efficiency of general combat awareness for the top fleet commander : can the leader of the OP have a clear view of whats going on during a fight in the actual sate of the game? (i dont think so) does he need to delegate this awareness and act only as a coordinator not fighting himself ? ;
- Target calling : what mechanics should we need ingame to improve target designation and calling them in comms (on what level? fleet commander? flight-commanders? delegation and micro-management at wing level? we will probably need a bit of all according to the scale and the spread of the fight, this is potential wishlist for CIG) ;
- Visibility & range of ennemy / spread of fight / target calling : an ennemy can be out of range thus not visible for some in the squad, preventing efficient fire focusing and target calling, and dogfighting tend to spread the combat over a large distance. Do we need to operate with multiple small wings calling targets for themselves? How to organize the wings from a global perspective for the flight commander to understand what is going on ? ;
- Orders to be given within a single ship to its crew, and interaction between crew members : this cant be told on same comms as fleet/wing comms, we obviously need dedicated sub-comms for ships with crew, but crew also need to hear whats going on at least on the wing comm level ;
- Standardization of comms : in most games when groups are playing together they tend to develop a form of standard comms. This will be the case here when we will play with our allies, we probably need to think about a structure of command that can easily adapt with other groups for comms. If we do not, it will mean that every org will act independently on the field and it is not good.
- People need to understand whats going on in comms : if we partition comms too much using Guilded channels, they wont have a picture of what's going on globaly and only the fleet commander will. Sometime, an isolate initiative from someone understanding what's going on can save the day ! How to prevent this technically with Guilded?
- When a commander dies : we need to know who is taking over. Every commander needs to designate a few others before battle to step up when needed. Regular CFT training with good comms will anyway allow anyone to understand how this works, and to be a potential replacement commander during a fight.
- Casual players involved in an OP : they need to understand the vocabulary used for the OP, that is what Brevity is meant for, but if someone has to figure for 15 minutes what he needs to do before understanding and imitating others, it can be a weakness. Brevity needs to be distributed on a large scale to our player base. It also needs to be used in every OPs in TEST, not only run by Yellow Jackets.
What we currently have in-game (3.9.1) to help targeting ennemy and call target :
- You can pin a target for others in your squad (but can they see it if not in range ? Is it only for party leader ?).
I'm going to expand this post later.
Cheers !
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