Fleet Cohesion and Alignment

Due to the way that mines works I think it's important to revisit the way that fleet cohesion works..

I think that it is important that certain parts of a fleet jump in system first and that other jump last.

Case in point.  If I have a fleet assembled I naturally want my scouts to jump in system first - especially  now with the way mine fields can pound a fleet.  I also would prefer my carriers to jump in last.  I also would like flaks to be groups better in the fleet so that some protect my cap ships and some protect my frigates

I think that fleet should maintain formation or get back into formation prior to jumping into another system.  The only time this should be different is in the case of a tactical retreat - in which case you should select the fleet - disband them and then command them to jump out - 

The reason I point this out is because during an end game I love a level 9 detroyer when I requested my fleet to jump out and ending  up jumping right into an astreroid field the cap ship was the first in and died ASAP.  If the scouts had jumped in  first the cap shit might have seen the asteroids and would have been able to defend itself.

2,160 views 5 replies
Reply #1 Top

An interesting idea, perhaps being able to desgnate some type of "jump priority scout" option or even easier, have it programmed so any fleet with a scout ship in it jumps 5-10 seconds after the scout ship does?

Reply #2 Top

Five-ten seconds is NOT enough time to clear all the mines, you'd be better off just sending a scouting party ahead and find the mines then destroy them.  Good enough though to get you an idea what you'd be getting into so you can start forming strategies.

I like the idea that various ships jump first though.  Send in the anti-fighter and normal (disciple, etc) frigates as well as heavy cruisers.  Then Capitols and Long Range units, then support, then planetary assault ships.

Reply #3 Top

The problem is everyone is going to have their own preferred order at one point or another, which will be rather nightmarish to try and program.

Reply #4 Top

Maybe just making 2-3 different teams would solve people problems? (admittedly it'd get cumbersome but wouls work for now.)

Ahother idea is to add in the ability to designate jump teams inside each team. Team 2 jumps 1 mintue (or however long is practical) behind team 1, and team 3, 1 minute behind team 2.

This gives flexibility to each person and less of a nightmare to program.

Reply #5 Top

I don't care the order so much as I care not to lose a level 9 CAP ship because it foolishly jumped first. This will work well if my other 2 requests are answered.

 

1.   Mine fields are represented in clusters of 10 (they blow in a chain effect)- makes them faster to clear.

2.   The scout has the ability to detonate mines (send out a pulse or something to make them go boom).

 

So now say your fleet is jumping in - the scouts jump first right in to a mine field - some may get blown up but you should have just cleared a path for the fleet.