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training:guides:fleet_command [2017/02/18 17:54]
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training:guides:fleet_command [2017/04/29 01:05] (current)
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 Disorder is also contagious, and a good Fleet Commander will work hard to keep control of his/her fleet. Particularly when a fleet is doing well, players may become excited and offer up many ideas - and it is vital that these ideas be put into gang chat, where they may be safely used or ignored. If voice communications are saturated with ideas, it causes a variety of problems: Disorder is also contagious, and a good Fleet Commander will work hard to keep control of his/her fleet. Particularly when a fleet is doing well, players may become excited and offer up many ideas - and it is vital that these ideas be put into gang chat, where they may be safely used or ignored. If voice communications are saturated with ideas, it causes a variety of problems:
-Lack of clarity on the "​real"​ plan +  * Lack of clarity on the "​real"​ plan 
-Encourages other people to flood comms with comments too (which can lead to all sorts of problems; missed warnings, frustration,​ etc) +  ​* ​Encourages other people to flood comms with comments too (which can lead to all sorts of problems; missed warnings, frustration,​ etc) 
-Apparent failure of control on the part of the FC +  ​* ​Apparent failure of control on the part of the FC 
-Serves as a distraction from what should be going on+  ​* ​Serves as a distraction from what should be going on
 It may very well be that some ideas are good ones, and that some folks offering ideas on voice chat are not intentionally challenging your authority (in fact, most people are excited and want to help you) but it is important that you politely remind folks of Combat Communications,​ and direct them to the gang chat. By hearing only one or two voices in a stressful combat situation, this serves to reassure pilots - they know there is central control. It may very well be that some ideas are good ones, and that some folks offering ideas on voice chat are not intentionally challenging your authority (in fact, most people are excited and want to help you) but it is important that you politely remind folks of Combat Communications,​ and direct them to the gang chat. By hearing only one or two voices in a stressful combat situation, this serves to reassure pilots - they know there is central control.
  
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-People in a combat situation are often in a high-stress,​ "Fight or flight"​ mode. When someone is in that mode, their brain functions differently,​ and memory functions work differently. Instincts kick in, and their awareness of strategy/​orders tends to falter. (We've all seen pilots do stupid things when emotions and stress kick in, right?) +People in a combat situation are often in a high-stress,​ "Fight or flight"​ mode. When someone is in that mode, their brain functions differently,​ and memory functions work differently. Instincts kick in, and their awareness of strategy/​orders tends to falter. (We've all seen pilots do stupid things when emotions and stress kick in, right?)\\  
-In order to get commands followed in this environment,​ keep them short - six or seven words max. Repeat them twice smoothly but swiftly, in case someone wasn't paying attention. This also serves to build confidence for players who think they'​re doing the right thing, but aren't sure. + 
-Examples of good commands: "​Primary,​ Joe. Secondary, Steve. Damps on Bob." "Warp to gate at optimal."​ "​Coverts get position on Dan." "Orbit at jump range."​ "Warp out immediately,​ regroup on Poitot."​ +In order to get commands followed in this environment,​ keep them short - six or seven words max. Repeat them twice smoothly but swiftly, in case someone wasn't paying attention. This also serves to build confidence for players who think they'​re doing the right thing, but aren't sure.\\  
-Examples of bad commands: "​Everyone shoot at Joe but make sure to lock Steve because he's next and damp Bob he's a long way away." "​Everyone warp to the gate at whatever range is the best for you." "​Let'​s get some covert ops behind Dan out there so we can warp to you and get him." "​Everyone keep moving around the gate so you can't be shot but stay in jump range."​ "BAIL OUT! BUGGER OUT! RUN! JUST GET OUT AND GO FOR POITOT!"​+ 
 +  * **Examples of good commands:** "​Primary,​ Joe. Secondary, Steve. Damps on Bob." "Warp to gate at optimal."​ "​Coverts get position on Dan." "Orbit at jump range."​ "Warp out immediately,​ regroup on Poitot."​ 
 +  * **Examples of bad commands:** "​Everyone shoot at Joe but make sure to lock Steve because he's next and damp Bob he's a long way away." "​Everyone warp to the gate at whatever range is the best for you." "​Let'​s get some covert ops behind Dan out there so we can warp to you and get him." "​Everyone keep moving around the gate so you can't be shot but stay in jump range."​ "BAIL OUT! BUGGER OUT! RUN! JUST GET OUT AND GO FOR POITOT!"​ 
 Rambling and explanations are wasted time - in combat, situations change quickly, so you need to keep things short and pay attention. Rambling and explanations are wasted time - in combat, situations change quickly, so you need to keep things short and pay attention.
  
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-It is a common mistake for a Fleet Commander to allow mistakes to pass uncorrected;​ and a worse mistake for a Fleet Commander to hammer a pilot publicly. The first one causes other pilots to notice that following orders and keeping a tight fleet isn't that important - it causes everyone to get more slack, and allows a sharp opponent to pick you off. +It is a common mistake for a Fleet Commander to allow mistakes to pass uncorrected;​ and a worse mistake for a Fleet Commander to hammer a pilot publicly. The first one causes other pilots to notice that following orders and keeping a tight fleet isn't that important - it causes everyone to get more slack, and allows a sharp opponent to pick you off.\\  
-Unfortunately,​ some Fleet Commanders make the opposite mistake - they ruthlessly harass any pilot who screws up, occasionally injecting dramatic sighs or harsh words. While understandable - FC'ing is hardly an easy job - this is no better than saying nothing at all. No one responds well to public humiliation;​ responses vary from outright defiance to sullen acceptance and then later not returning.+ 
 +Unfortunately,​ some Fleet Commanders make the opposite mistake - they ruthlessly harass any pilot who screws up, occasionally injecting dramatic sighs or harsh words. While understandable - FC'ing is hardly an easy job - this is no better than saying nothing at all. No one responds well to public humiliation;​ responses vary from outright defiance to sullen acceptance and then later not returning.\\  
 When dealing with a pilot who is screwing up, use names only as an absolute last resort. By all means, notice who is absolutely never aligned for warps, or who is not at the gate, and remember their name, but speak generally. It's also okay to go a little longer on these commands, since generally they'​re not under combat stress: When dealing with a pilot who is screwing up, use names only as an absolute last resort. By all means, notice who is absolutely never aligned for warps, or who is not at the gate, and remember their name, but speak generally. It's also okay to go a little longer on these commands, since generally they'​re not under combat stress:
-"​Let'​s all make sure to align ahead of time, please."​ "I know battleships are slow boats, but let's make an effort to haul them into alignment."​ +  * "​Let'​s all make sure to align ahead of time, please."​ "I know battleships are slow boats, but let's make an effort to haul them into alignment."​ 
-"​It'​s important that we're all on the gate." "​Let'​s all tighten up on the gate if you're not already."​ +  ​* ​"​It'​s important that we're all on the gate." "​Let'​s all tighten up on the gate if you're not already."​ 
-"Check targeting - we've got stray damage."​ "All fire on (PRIMARY name) please!"​+  ​* ​"Check targeting - we've got stray damage."​ "All fire on (PRIMARY name) please!"​ 
 Calling a pilot out is an absolute last resort; even if you fix the problem, it creates a stigma in the minds of other pilots, and both the error-maker and all the other pilots will remember who screwed up. When people ask, even if you're annoyed, just say "​It'​s not important who - just that we got it fixed."​ Calling a pilot out is an absolute last resort; even if you fix the problem, it creates a stigma in the minds of other pilots, and both the error-maker and all the other pilots will remember who screwed up. When people ask, even if you're annoyed, just say "​It'​s not important who - just that we got it fixed."​
  
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-As was mentioned above - people in combat are under stress. In real military, you can tell them to shut up and deal. We don't have that luxury in EVE, and so as a result, you have to deal with that most annoying of human characteristics:​ emotions. +As was mentioned above - people in combat are under stress. In real military, you can tell them to shut up and deal. We don't have that luxury in EVE, and so as a result, you have to deal with that most annoying of human characteristics:​ emotions.\\  
-Whenever possible, insert those token words of civility and politeness: please and thank you. Small praises like Excellent, Great, nicely done, and so on go a long way to keeping people tolerant. Taking orders in a game is rarely enjoyable, so not being obnoxious when delivering messages can help keep pilots tolerant of them.+ 
 +Whenever possible, insert those token words of civility and politeness: please and thank you. Small praises like Excellent, Great, nicely done, and so on go a long way to keeping people tolerant. Taking orders in a game is rarely enjoyable, so not being obnoxious when delivering messages can help keep pilots tolerant of them.\\  
 Sharp and harsh orders will usually get the same results - what it won't get you is that same pilot back the next time you're running an operation. Pilots who enjoy an operation and endure being given orders are far more likely to come back, and while you can't guarantee they'​ll enjoy every op (because sometimes things go bad) you can at least make the memory not sting as much. Sharp and harsh orders will usually get the same results - what it won't get you is that same pilot back the next time you're running an operation. Pilots who enjoy an operation and endure being given orders are far more likely to come back, and while you can't guarantee they'​ll enjoy every op (because sometimes things go bad) you can at least make the memory not sting as much.
  
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-Fleet Commanders invariably have a great deal of information being thrown about them: enemy position reports, goals, their own fleet composition,​ etc. As a result, cutting down the amount of specific tasks the Fleet Commander needs to watch is vital.+Fleet Commanders invariably have a great deal of information being thrown about them: enemy position reports, goals, their own fleet composition,​ etc. As a result, cutting down the amount of specific tasks the Fleet Commander needs to watch is vital.\\  
 Make sure your boss (ideally, another Fleet Commander) is knowledgeable about how to set up fleets for leadership purposes. The boss will be shuffling wing commanders, creating squads/​wings,​ etc. Wing Commanders will need to designate squads (occasionally by purpose) and help sort squad leaders. Squad leaders should be looking for updates on the locations of their squad members and so on - most importantly,​ though, all of this needs to be going on without any Fleet Commander interaction. Delegate people who can take care of this without you thinking about it - you have enough to do. A proper Fleet Command simply assigns a Boss and perhaps a Wing Commander or two, and then sets his mind to other matters, while invites and leadership sorting is taken care of elsewhere. Make sure your boss (ideally, another Fleet Commander) is knowledgeable about how to set up fleets for leadership purposes. The boss will be shuffling wing commanders, creating squads/​wings,​ etc. Wing Commanders will need to designate squads (occasionally by purpose) and help sort squad leaders. Squad leaders should be looking for updates on the locations of their squad members and so on - most importantly,​ though, all of this needs to be going on without any Fleet Commander interaction. Delegate people who can take care of this without you thinking about it - you have enough to do. A proper Fleet Command simply assigns a Boss and perhaps a Wing Commander or two, and then sets his mind to other matters, while invites and leadership sorting is taken care of elsewhere.
  
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-Most EWAR vessels can generally shut down 2-3 ships each, so configure your fleet approximately 1/3 EWAR and 2/3 damage - with a fleet the same size as the opposing fleet, your EWAR will be enough to shut down the entirety of the enemy fleet without wasting extra damage sources on over-saturating EWAR. +Most EWAR vessels can generally shut down 2-3 ships each, so configure your fleet approximately 1/3 EWAR and 2/3 damage - with a fleet the same size as the opposing fleet, your EWAR will be enough to shut down the entirety of the enemy fleet without wasting extra damage sources on over-saturating EWAR.\\  
-Make sure your fleet knows the proper EWAR discipline - if you have a great deal of the same kind of EWAR, make sure that each pilot spreads their EWAR across multiple ships, instead of piling it all on the same one. If everyone spreads it widely, you can be sure that almost every ship is receiving some jamming or dampening - enough to keep them shut down. If you have a wide variety of EWAR, make sure it is assigned appropriately - damps on snipers, jams on enemy EWAR, disruptors on the close-range damage boats. In extremely large situations, create a distinct EWAR Wing, and have the EWAR wing commander set up squads according to tactics and needs. (Make sure the EWAR Wing Commander knows EWAR backwards and forwards.)+ 
 +Make sure your fleet knows the proper EWAR discipline - if you have a great deal of the same kind of EWAR, make sure that each pilot spreads their EWAR across multiple ships, instead of piling it all on the same one. If everyone spreads it widely, you can be sure that almost every ship is receiving some jamming or dampening - enough to keep them shut down. If you have a wide variety of EWAR, make sure it is assigned appropriately - damps on snipers, jams on enemy EWAR, disruptors on the close-range damage boats. In extremely large situations, create a distinct EWAR Wing, and have the EWAR wing commander set up squads according to tactics and needs. (Make sure the EWAR Wing Commander knows EWAR backwards and forwards.)\\  
 Interdictors and interceptors also need role-specific orders and preparations. Interceptors should know whose job it is to strike the primary and the secondary; two tackles on one target lets the other leave. Divide this up alphabetically,​ size-wise, or with whatever criteria you wish - but make sure it is divided. Interdictors should also be likewise pre-planned in their roles; is it their job to chase down enemy frigate-class vessels? Shall they run out at snipers and bubble them? Are they to travel towards the largest enemy blob and hold them all down? Bubble-and-jump?​ High-speed ship pilots must know before combat what they are expected to do - their job is too swiftly done for them to wait for orders. Interdictors and interceptors also need role-specific orders and preparations. Interceptors should know whose job it is to strike the primary and the secondary; two tackles on one target lets the other leave. Divide this up alphabetically,​ size-wise, or with whatever criteria you wish - but make sure it is divided. Interdictors should also be likewise pre-planned in their roles; is it their job to chase down enemy frigate-class vessels? Shall they run out at snipers and bubble them? Are they to travel towards the largest enemy blob and hold them all down? Bubble-and-jump?​ High-speed ship pilots must know before combat what they are expected to do - their job is too swiftly done for them to wait for orders.
  
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-If your force is well-prepared and well-positioned (or has the ability to become well-positioned) for an engagement, they already have the ability to unleash a tremendous amount of damage on an opponent. What becomes important, then, is recognizing what can ruin a well-prepared fleet'​s ability to do damage: misdirecting your force, or loss of direction. As long as planning exists to prevent both of these problems, you approach the point where a well-led, well-constructed fleet simply cannot lose. All that remains now is not to give your opponent a chance to disrupt your plans. +If your force is well-prepared and well-positioned (or has the ability to become well-positioned) for an engagement, they already have the ability to unleash a tremendous amount of damage on an opponent. What becomes important, then, is recognizing what can ruin a well-prepared fleet'​s ability to do damage: misdirecting your force, or loss of direction. As long as planning exists to prevent both of these problems, you approach the point where a well-led, well-constructed fleet simply cannot lose. All that remains now is not to give your opponent a chance to disrupt your plans.\\  
-See Also :+
 The [[training:​game_mechanics:​tactical_bookmark|Tactical Bookmarks]] page for Tactical use of Bookmarks in engagement. The [[training:​game_mechanics:​tactical_bookmark|Tactical Bookmarks]] page for Tactical use of Bookmarks in engagement.
  
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   * Megathron (possible drone threat)   * Megathron (possible drone threat)
 Of these, the most damage capacity is the Dominix - Drones and NOS (or possibly turrets.) The Raven has six available real damage sources, and the Typhoon four available missiles and drones (but no drone damage bonuses.) In priority for attack, then: Of these, the most damage capacity is the Dominix - Drones and NOS (or possibly turrets.) The Raven has six available real damage sources, and the Typhoon four available missiles and drones (but no drone damage bonuses.) In priority for attack, then:
-  * Damage Threats-Jam Only+  * Damage Threats - Jam Only
     * Dominix     * Dominix
     * Raven     * Raven
     * Typhoon     * Typhoon
     * Megathron     * Megathron
-  * Closerange possible threats - disrupted+  * Closerange possible threats - Disrupted
     * Tempest     * Tempest
     * Apocalypse     * Apocalypse
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     * Heavy Assault Ships     * Heavy Assault Ships
     * Tier II Battlecruisers     * Tier II Battlecruisers
-  * Long range Battleships/​EWAR Cruisers - dampened+  * Long range Battleships/​EWAR Cruisers - Dampened
     * Scorpion/​Blackbird     * Scorpion/​Blackbird
     * Rook/Falcon     * Rook/Falcon
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 As anyone training to be a Fleet Commander should be aware, the loss of direction for a fleet can be an utter disaster to its survival. While we cannot always be certain to survive as any particular member of the fleet, there are certain measures we can take to insure the fleet remains under firm direction: fly ships which are difficult/​impossible to kill, and make sure that in the event of your own destruction,​ you have suitable backup commanders. As anyone training to be a Fleet Commander should be aware, the loss of direction for a fleet can be an utter disaster to its survival. While we cannot always be certain to survive as any particular member of the fleet, there are certain measures we can take to insure the fleet remains under firm direction: fly ships which are difficult/​impossible to kill, and make sure that in the event of your own destruction,​ you have suitable backup commanders.
  
-  * Survivability is a simple question of choosing the right ship: Destroyers, T1 frigates and cruisers are probably not the ships of choice; neither is a purely "​gank"​ setup of battleship. Interceptors and Assault Frigates are also probably not good choices - any ship which requires frequent significant attention will distract a Fleet Commander. Good choices of Command Vessels are: +  ​* **Survivability is a simple question of choosing the right ship:** Destroyers, T1 frigates and cruisers are probably not the ships of choice; neither is a purely "​gank"​ setup of battleship. Interceptors and Assault Frigates are also probably not good choices - any ship which requires frequent significant attention will distract a Fleet Commander. Good choices of Command Vessels are: 
-  * Recon Cruisers: The ability to direct a fight while cloaked may mean very few killmails, but it means your likelihood of getting killed is very low indeed. Disadvantage here is that you have no real means of watching the health of your targets, and anticipating when the next target may need to be called. With practice, though, this can be overcome. Most Recon Cruisers also have great "​emergency response"​ abilities, allowing you to neutralize one ship quickly to change the course of a battle. +  ​* **Recon Cruisers:** The ability to direct a fight while cloaked may mean very few killmails, but it means your likelihood of getting killed is very low indeed. Disadvantage here is that you have no real means of watching the health of your targets, and anticipating when the next target may need to be called. With practice, though, this can be overcome. Most Recon Cruisers also have great "​emergency response"​ abilities, allowing you to neutralize one ship quickly to change the course of a battle. 
-  * Sniper Vessels: A sniper vessel is not quite as "​safe"​ as a cloaked one, but does enjoy the advantage of generally being too far to be attacked often. (Trying to survive, after all, is a bit distracting!) In addition, most sniper pilots have fast lock times, allowing a commander to quickly shift targets and potentially harass difficulty-causing EWAR vessels. +  ​* **Sniper Vessels:** A sniper vessel is not quite as "​safe"​ as a cloaked one, but does enjoy the advantage of generally being too far to be attacked often. (Trying to survive, after all, is a bit distracting!) In addition, most sniper pilots have fast lock times, allowing a commander to quickly shift targets and potentially harass difficulty-causing EWAR vessels. 
-  * Passive-Tank Supertanks: If you have no way to avoid the front lines of combat, try to do so in a ship with a very strong tank that requires no real attention. Passive tanks simply "​go"​ and so require no attention from the pilot. It can still be a bit disconcerting to know you're being pounded, but at the very least, you don't have to spend time trying to prevent your own demise - if you're going to pop, you can't do much to change that! +  ​* **Passive-Tank Supertanks:** If you have no way to avoid the front lines of combat, try to do so in a ship with a very strong tank that requires no real attention. Passive tanks simply "​go"​ and so require no attention from the pilot. It can still be a bit disconcerting to know you're being pounded, but at the very least, you don't have to spend time trying to prevent your own demise - if you're going to pop, you can't do much to change that! 
-  * Supertank Battleship/​Command Ships: The least desirable choice, but still an acceptable one, is a vessel heavily overtanked. Most opponents will know relatively swiftly who the Fleet Commanders of their opposition are (if they have any sense, anyhow.) Because of this, fitting a Battleship for heavy damage is just asking to have your own fleet beheaded. By fitting a supertanked battleship, though, you may be able to soak up fire for some time, simply by counting on the fact that you're going to be pounded on. For the same reason, a Command Ship can make an excellent...well... commanding ship... because it can endure a tremendous amount of punishment.+  ​* **Supertank Battleship/​Command Ships:** The least desirable choice, but still an acceptable one, is a vessel heavily overtanked. Most opponents will know relatively swiftly who the Fleet Commanders of their opposition are (if they have any sense, anyhow.) Because of this, fitting a Battleship for heavy damage is just asking to have your own fleet beheaded. By fitting a supertanked battleship, though, you may be able to soak up fire for some time, simply by counting on the fact that you're going to be pounded on. For the same reason, a Command Ship can make an excellent...well... commanding ship... because it can endure a tremendous amount of punishment.
  
 If you are popped as a commander, though, it is generally not a good idea to try and continue commanding from your pod. Get out and if possible, re-arm and return. Pod-command puts you at serious risk of implant loss (everyone likes squishing pods), and limits you greatly as far as monitoring target health and maneuverability. If you are popped as a commander, though, it is generally not a good idea to try and continue commanding from your pod. Get out and if possible, re-arm and return. Pod-command puts you at serious risk of implant loss (everyone likes squishing pods), and limits you greatly as far as monitoring target health and maneuverability.
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 ====EWAR - Fashionably Late==== ====EWAR - Fashionably Late====
 Particularly when taking the last tactic into account, having your EWAR forces visible at the scene of the battle is asking for trouble. Have an interceptor create a bookmark approximately 500km from the site of the conflict. Then, have your EWAR forces sit at that mark, aligned to the expected battle site. Approximately three seconds after the first primary is called, signal the EWAR force to warp in. This has a variety of benefits: Particularly when taking the last tactic into account, having your EWAR forces visible at the scene of the battle is asking for trouble. Have an interceptor create a bookmark approximately 500km from the site of the conflict. Then, have your EWAR forces sit at that mark, aligned to the expected battle site. Approximately three seconds after the first primary is called, signal the EWAR force to warp in. This has a variety of benefits:
-  *Surprise addition to your numbers at the conflict side if the enemy is unwary. ​Even if your opponent suspects the maneuver, he may not know precisely what EWAR is coming, and how many. Even if your opponent knows how many are coming, and what they are, it denies them the ability to pre-position their covert operations vessels. (They can't know where the EWAR will land precisely.) ​Because the EWAR is arriving late, it is likely that the enemy fleet is already targeting specific ships, and changing primaries is rarely done easily or smoothly.+  *Surprise addition to your numbers at the conflict side if the enemy is unwary. ​ 
 +  *Even if your opponent suspects the maneuver, he may not know precisely what EWAR is coming, and how many.  
 +  *Even if your opponent knows how many are coming, and what they are, it denies them the ability to pre-position their covert operations vessels. (They can't know where the EWAR will land precisely.) ​ 
 +  *Because the EWAR is arriving late, it is likely that the enemy fleet is already targeting specific ships, and changing primaries is rarely done easily or smoothly.
  
 ====Stick and Move==== ====Stick and Move====
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-After the Final Flash - Post Combat+=====After the Final Flash - Post Combat=====
  
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training/guides/fleet_command.1487440446.txt.gz · Last modified: 2017/02/18 17:54 by conscript