|
|
|
 |
|

November 22nd, 2006, 12:51 AM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Fleets & Task Forces are way broken
Ok, I can set Core, Escort and Picket designations so there must be a way to designate the Leader, right? Tell me I can set the Leader somehow and I'm just not seeing it. Please tell me that there is a way to do this and I'm not looking at another UI debacle. Sorry for sounding negative, but I'm expecting that there is no way to do this.
__________________
Slick.
|

November 22nd, 2006, 01:16 AM
|
 |
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Fleet & Task Force (L)eaders
I assume you mean in game as apposed to modding?
Having not really looked at it lately, I would assume that whatever is the first ship added would probably be the leader...
|

November 22nd, 2006, 08:45 AM
|
 |
Colonel
|
|
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fleet & Task Force (L)eaders
Anybody knows what is the difference in action/movement of ships designated as core/escort/picket?
|

November 22nd, 2006, 09:49 AM
|
 |
Private
|
|
Join Date: Oct 2006
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fleet & Task Force (L)eaders
Slick: I have tried to determine the Task Force leader with no luck. Even if you remove all ships from the task force except for the single ship you'd like to be leader, I found when re-added they retake the same positions in the task force as before they were deleted. I got the impression that maybe the first ever ship added to the task force determines the leader... if so then maybe deleting the task force and recreating it may help, if you add the intended leader in first and your left button holds out for all the clicking required!
Q: I've experimented quite a bit so far, and I believe that Core, Picket and Escort merely influence the positions within a task force formation, and have no bearing on engagement behaviour - they just all follow the Task Force strategy and more or less stay in that position unless that tactic includes "Break Formation Immediately".
In general I have much less success with formations compared to breaking formation. While in formation the edge ships obsess over maintaining the shape of the ranks while the front craft get hammered by the enemy; when the formation is broken your starting formation degenerated into a big clump of ships that while is as ugly as hell, concentrates so much more firepower on the enemy at any given time. I hear adjusting the tightness of ships within a Task Force formations is possible, and without doubt the introduction of area-effect weapon types would quickly deter people from clumping their ships together like that.
|

November 22nd, 2006, 12:08 PM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Fleet & Task Force (L)eaders
Incredible. The whole point of a task force is to stay in formation with the leader (if not breaking formation). At first glance, it would seem to be a good strategy to put non-combatant ships in a separate task force and designate them as Core ships and add some tough hombres assigned to Escort duty - with the task force having the strategy of "Don't Get Hurt" or some custom non-combat strategy. But you can't specify the leader; *you can't even tell who he is*. The Leader is probably one of the Core ships, probably the first one listed, but who knows.
What the UI needs is an in-game Formation/Task Force interactive placement screen. Drag & Drop ships (or Task Forces) as desired for formation, then designate Leader, Core, Escort or Picket. It would also be nice to save these formations for use in the same or other games.
__________________
Slick.
|

November 22nd, 2006, 12:23 PM
|
 |
Private
|
|
Join Date: Oct 2006
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fleet & Task Force (L)eaders
Yes, this is one area where a UI upgrade would make so much difference.
Another frustration here: the AI players rarely if ever create fleets. So they generally attack with the clump of ships I mentioned above. This means if you experiment with formations you will be punished by coming off worse in those fights!!!
Having said that - it has been mentioned that UI upgrades are likely to be worked on at some point in the future, albeit at a lower priority than game killer bugs or AI improvements. That's fair enough, and we'll just have to cope with these niggles for the time being.
The combat simulator has brilliant potential though! It'll be far better in the long run that it has been vastly improved from 4, but currently has some quirks. It wasn't practical or enjoyable to watch combats in SEIV, which for me detracted from the fun a lot compared to the memories of Orion 2 (despite its simplicity). Being able to watch the combats play out in front of you makes researching all those ship technologies worthwhile!
|

November 23rd, 2006, 05:46 PM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Fleet & Task Force (L)eaders
I changed the title of this thread because I didn't want to create another thread, but here's another thing that is fubar with fleets:
If a task force retreats, then the fleet is split up. There will now be 2 (or more) "versions" of the original fleet - and yes, they all have the same name too. The original task force assignments in the original fleet are all messed up now and can be reassigned to other random ships which now occupy the same slot(s) in the fragmented fleet(s). Further, each fragmented fleet with its task forces can further fragment if it gets into battle and part of them retreat - their orders are still based on the orignal fleet orders.
I haven't tested this thoroughly yet and some of the above may be a little inaccurate, but the general problem exists. This is based on a single game, having 2 separate fleets get fragmented and trying to figure out what was going on.
Sheez. It's not gonna take much more before I give up on this game for good.
__________________
Slick.
|

November 23rd, 2006, 05:53 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Fleet & Task Force (L)eaders
Perhaps e-mail Aaron your observation plus maybe a recommendation or two about it - after all this is a relatively young addition to the game. You can also remind him about choosing task force leaders etc. as well.
|

November 23rd, 2006, 05:58 PM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Fleet & Task Force (L)eaders
I'll probably do that later. I don't want to sound so negative in an email. But for the life of me I can't understand why Aaron doesn't care enough to occasionally check out this forum. Spending 10 minutes once a week lurking to get feedback can't be that hard. It's like, "If they don't email me, then it must not be that important; and I sure won't go looking for feedback on my own."
__________________
Slick.
|

November 23rd, 2006, 06:10 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Fleet & Task Force (L)eaders
I bet that the se5.com forums have scared Aaron away from forum reading forever...
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|