| Jerusalem | |||||||
| Hi, I'm not sure if this is a bug or not. But yesterday, one of my ships spotted a Pirate vessel. DTR SHIP Against Impossible Odds (9519) >TU 100: Move to System Quad {xxxx} {2} {15} Move to Beta 15 Scanned: PIRATE SHIP THE TEETH OF ESTHER RANTZEN (8244) - {20 Heavy Hulls} - Attacking Surveyor Class Troop Transport {No Armour} Failed to pin target for combat. Total TU cost for this action is 60. My ship in question here was moving as part of an Anti-Piracy Task Force Squadron of warships, which included fast-pinning vessels for just such eventualities. And yet all of the other ships in the squadron ignored the pirate sighting, and didn't react to it, despite having active enemy lists and support/defend all DTR. Does this mean that in order to catch small nimble enemy ships like this, your sensor ships also have to be your extremely fast pinning ships? So, yeah, basically just wondering why I didn't engage the enemy. | |||||||
| Thali Rahm | |||||||
| When a combat occur it is always possible to scan the ships involved (i.e. you have 100% chance to spot ships in combat if you pass them). But this is first when combat is initiated. Your ship never initiated combat as the pirate evaded you and your pin ship did not scan the pirate. At the same time, as your sensor ship never initiated combat with the pirate your other shisp could not support/defend it. There was no combat. There was a chase though... Cheers, Peter | |||||||
| Archangel | |||||||
I think that it makes good sense that for a ship to be able to try pinning something, it must be able to see it. Another ship spotting it in this case and yelling 'Look a pirate' will only result in the blind ships captain yelling back "Where? !!!" | |||||||
| HPSimms | |||||||
Which brings me to my favourite moan Lets face it, ships working more than 10 million miles apart would hardly be in a position to support/defend each other. Geoff | |||||||
| FLZPD | |||||||
If its works in combat (when all positions become transparent), then why not before? A scanner ship can pass the data to the others in the fleet, etc. Taken to its extreme, it would allow ships to all become so specialised that the advantage of having big ships (and all the underlying research) is taken away. You just create a sensor ship, a ship with lots of targetting computers, one with all the weapons, etc and then have them "pass the data to the others" (to quote myself<g>) so that they all work like a gestalt uber-ship. Mark | |||||||
| Mica Goldstone | |||||||
| When designing the game we considered it from the angle that space is big, navigation has a number of random factors caused by moving through subspace and therefore no two ships follow precisely the same path. The area swept out be sensors is relatively small compared to the region of space being navigated so even though you know where allied ships are, you are not always within sensor range of them. An analogy would be like running through a fog. You can call out to each other and know roughly where other people are if they answer but you will only have a very limited field of vision. If you came across somebody (an enemy), in order to get your friends to the correct location you would have to continually call them. Should the enemy flee however, unless you can keep up with him you will loose sight of him by the time your mates arrive to give him a good kicking. If there is already a fight going on, then there is a lot of noise in the fog and reaching the right location is simple. | |||||||
| Steve-Law | |||||||
Okay, not a bad analogy but what if you and each of your friends had a sophisticated communication/GPS/navigation computer? You spot your enemy and broadcast your position and the enemy's relative position to your mates. They now know where he is and home in on him while you keep your eye on the enemy following him and constantly updating your friends' trajectories... I am of course assuming that our Phoenix ships have such a kind of technology. If one of your ships spot something, why isn't that data relayed immediately to the rest of your ships? Space is big yes, but there must be a way to location yourself and other objects within it, or else space travel is unfeasible (It really goes without saying that we are assuming it is feasible in this game as it is the whole underlying premise of the genre). | |||||||
| Steve-Law | |||||||
| The other assumption that seems to have been made (as Geoff more or less hinted at) is that all the ships of a single fleet are not in the same general location. Wouldn't it make more sense to have ships fly in fairly close formation? So that in that case if one is in a position to spot something, it's likely that most of them are. Perhaps this is another useful place for squadrons? Squadrons stay roughly in the same location, so that one one sees they all see (or certainly an improved chance of spotting it). Ships in different, or no, squadrons are spread out (like explorers trying to cover a larger area). | |||||||
| ptb | |||||||
I think thats the point though, because he couldn't pin the other ship then we can also assume it could lose his 'tailing' action, assuming it noticed him, so the result is the same.
Of course this makes my previous point mute as assuming the ships are close, which as you point out makes sense for a squadron, then the commincation and scan data transfer times are likly to be in the second range, rather than the minute range, so your combat vessels should be down on that pirate like a pack of wolves. | |||||||
| ptb | |||||||
| Although i suppose, by the same argument, if all your ships in the squadron are in a close packed formation then each addition ship, over the one with the highest sensor rating, isn't going to be as effective as if they where spread over a large area in the same quadrent. Everyone scanning the same space so to speak. | |||||||
| Steve-Law | |||||||
Out of interest does ISR speed have any effect on this? Because it should IMO. A ship with slower or even the same ISR speed should not be able to out run the ship that spotted it (unless it jumps of course). You could argue against the same speed case with out-maneuvering (perhaps officer experience?) but its hard to outrun a faster ship (after all, space is big remember with little or no "obstacles to dodge around or hide behind - this isn't quite like a car case where James Bond can out smart those BMWs in his 2CV by ducking into the back of a parked lorry or something (oh wait he went down the side of a big hill while they all drove around the winding road, not really relevant in space | |||||||
| Steve-Law | |||||||
So you use several smaller, balanced squads as opposed to one big one. Better at finding your enemy, but less efficent with ships designs and submitting orders. | |||||||
| ptb | |||||||
| But what i'm saying is if you make it so a squadron benifits by letting it's members moving into to attempt combat when the attached scanner ship locates something, then you equally have to make it less effective at finding anything then the identical makeup of non-squardron grouped ships. (something along the lines of ignoring all but the best scanner, or totaling up the number of sensors and finding a group sensor power etc etc) The actual number of squadrons a player uses to balance combat, orders and scanning will of course depend on the player. | |||||||
| Jerusalem | |||||||
| So basically the way things stand at the moment, there isn't much point in my running squadrons of warships including a relatively slow Caravel sensor ship, escorted by rapid pinning ships? The Caravel itself would really have to be fast and nimble enough to drag things into combat? | |||||||
| Steve-Law | |||||||
You don't make any individual ship less effect but yes you make the squadron as a whole less effective at the initial spot, but more effective at making use of the information. As things are then yes, you have a much beter chance of finding your enemy by splitting up, but as pointed out, its very often useless information s you don't get to engage. I would take the higest sensor rated ship as the one that does the main check. After that each of the other ships makes an additional check at a vastly reduced chance of spotting anything different (they might *just* be in a slightly better position to scan something, but it's unlikely to make a difference due to lesser scanner power). And again, the best solution in this case, as in the way things are now, is to make your scanner ships also fast pinners so they can hold anything they spot. I was just suggesting a different model for how fleets (squadrons) might behave in the "bigness" of space | |||||||
| Steve-Law | |||||||
Well, it would have to be fast and carry weapons and have a naval officer (you'd have to use tractor beams as your weapon as a Caravel is never going to be very fast in combat a Heavy hulled scanner/pinner would be best as they get the best combat speed). | |||||||
| ptb | |||||||
Oh yer, but i like your idea so wanted to point out things/problems/etc that would need to be changed before we could convice 'them' to use it Giving a squadron global scan knowleadge in exchange for the number (or power) of scans makes sense. Fleets should behave differently than a bunch of ships, i mean thats half the benifit of them. | |||||||
| HPSimms | |||||||
| I would expect a fleet of ships in a quad/ring looking for trouble to be spread in a search pattern that would give maximum benefit for the sensors available with the hardest hitting ships concentrated near the centre of the pattern. This is comparable to wet navy pre-radar fleets that had frigates and sloops of war spread out with just their masthead lookouts and signal halyards in sight of the next one. One ship spots a target and signals the nearest, who passes it on down the line. Geoff | |||||||
| Thomas Franz | |||||||
correct. And this I think is the crux of the current situation since it simply makes sensor ships useless at finding ships in order to engage them. I think this thread has elaborated explanations for and against the current situation, the question to me is not 'how do you justify this in game' amy more but more is the current situation how it should be or not. Lets take the intial question of this thread as an example. I think a squadron of 5+ ships should have an edge on outrunning a scanned enemy position simply for the numbers (cutting off angels etc). This is currently not possible since the roles of finding (sensor) and pinning (combat speed) cannot be spread across different ships. This simply does not sound right to me. To bring it even more to the point, (as far as I remember) Mica and David have always been saying that the game was designed (as well) in a way that 'you cannot have it all' in a single position. The current situation contradicts with this I think. Thomas | |||||||
| ptb | |||||||
| Which is basicly what we have now, ships spread out searching then calling for help, of course that gives your target time to escape, as it did in those days. Although at that time scanner range and commincation range were both limited to line of sight, with useful commincation range being the slightly shorter of the two. Placing your ships so their scanners overlapped would still, probably, be considered a close packed formation considering the relative size of a quad/ring. Of course that depends on the range of scanners i guess, how the hell do we find anything at all anyway | |||||||
| Steve-Law | |||||||
| There seems to be two parts to this. 1) Being unable to follow a ship that you spot: If you can scan a ship you must be able to scan which direction it moves and thus follow it (you would only give chase if it is on your enemy list of course). When chasing a ship in deep space ISR speed should be the important factor to keep up with the target; combat speed is only an issue in actual combat. 2) Sharing data between positions: As it is though, even if your sensor ship scans the ship, and could keep sensor lock on it forever (until it jumps) - i.e. follow it - it doesn't help the rest of the fleet in any way as they each need to be able to scan it themselves as if they were the only ship in the quad/squad. So even if we "fix" the follow target part we still need to address the shared data part. (I think a follow ship order/flag would be useful even outside of combat - if you spot a ship entering your system that is not an enemy, but may be suspicious, wouldn't it be useful to be able to follow it? I agree that once a ships jumps to another system you would not be able to follow it (unless you introduce some new tech that can analyse a jump field? - how about a jump field blocker as well while you are at it | |||||||
| David Bethel | |||||||
| Micas 'excuse' does not cover orbits, landing at a sectors etc where it is all still true. Basically i agree with geoff. With the advent of squadrons scanning by one ship should mean scanning by all. Actually getting down to doing that.... different issue. I would have to look into when i have have finished to current bit i'm on | |||||||
| Gandolph | |||||||
| what David has stated above about the squadron scanning together, and if one spots the enemy ship they all do, is the death knoll for all pirates and scouts. simply put, have 1 surveyor pakced with engines and 1 light photon gun, have 1 caravel packed with a crap load of sensors and a couple of warships in the squadron, and if a pirate or scout is spotted by the freighter it passes the info to the surveyor with a combat speed above virtually everything to pin it and the warships take over. it may be good news to get rid of pirates, but im not overly confident its a good thing overall | |||||||
| David Bethel | |||||||
| Just so you remember - i have no say in anything new that goes _into_ the game. You have to get it through a poll to get something in. I'm not sure why it would be so bad for pirates. This would only apply on an atcive move. When the ships were not running orders they would not work as a squadron. ie it would only effect things on an active movement. | |||||||
| Duckworth-Lewis | |||||||
| If you go down this route then I'd suggest you would need; 1) A staggered approach to combat. That is - if a squad is spread out, then it stands to reason that not all of the ships will neccessarily reach the battle in round 1. Perhaps this would give a targeted ship the chance to break it's pin and break away from combat (see below) 2) A standing order that if a ship knows it has been spotted it will attempt to jump - its all very well a sensor ship spotting an enemy, but if it can't pin it itself then why would the target hang around for the cavalry to arrive? The suggestion that squads can spread out also implies that it should be possible to ambush ships by jamming their communications, without the remainder of its squad finding out. | |||||||
| Steve-Law | |||||||
I wasn't suggesting that can spread out, I was suggesting that that's how they have been implemented already. If different ships in the same squad can scan different ships then that suggests they are all in different locations within the quad, thus spread out. I was suggesting that they should act more as one big ship (i.e. in the same part of the quad, thus able to share data and respond to a target as one). | |||||||
| Gandolph | |||||||
| ok David, yes that seems more sensible, it wasnt fully explained, so a vessel coming into a sector and scanning a ship would still not be stopped under the scanning rules. its upto the squadron to do the chasing, which is better in my view. ok although i have to say Ducks points are valid | |||||||
| Romanov | |||||||
| I’m against the idea that we can just change the way the sensor/sweep rules work to give one side of the equation an advantage which was never there at the start of the game. While moving in formation obviously should give advantage for sweeps, the squadron rules have been introduced because players were writing their own code to allow squadron/batch orders not to automatically allow them to move in formation. This means that Mica’s statement about ships taking multiple routes through space still stands true. If we are to allow squadron sweeps with combined sensors then this should have some penalty associated with it. I would suggest a Scan Formation order issued after a Squadron Start order that has a detrimental effect on the speed of movement. If your ships want to sweep in a formation that picks up scouts you have to co-ordinate this movement and it therefore takes more time to sweep a system. If your ships are just interested in moving as a squadron to get from A to B, you allow the ships to go on separate routes but you don’t get to intercept scouts that others in your squadron might see. I would also point out that better designed sweeping ships would improve “hit ratios” equally as well as changing the orders. Adding sufficient tractor beams to sensor ships will help to negate some of the speed bonus that scouts will have, using normal hulls rather than light will allow faster combat speeds for the sensor ship and you only need +140% sensor power if you want to see 20 hull normal ships 100% of the times that you scan them. Multiple ships with 100% sensor rating would be better than 1 ship with 140%, and the reduction in sensors will allow you to place plenty of tractor beams. | |||||||
| Gandolph | |||||||
| im in agreement with romanov, not sure about the last statement though, seeing a 20 hulled ship everytime etc, i think the quad you are located in has a percentage element change of your scanning ability also | |||||||
| Clay | |||||||
| Romanov does make a lot of sense here. We have to consider the issue of hidden platforms/outposts/asteroids as well. As for that last part Gandolph, I think Romanov is saying that it gives a 100% chance to scan the ship if you come within sensor range, which is a factor of the Quad you are in. | |||||||
| Nik | |||||||
I agree in part with what Nic has written. This originally started as a misunderstanding of how squadrons work rearding scanning/pinning. Given what Mica has written, then there should be no change to the program without some form of penalty. Thus I think that there should be a new squadron order which allows the squadron to move in closer formation with communication allowed between the ships. This should be in the form of a time penalty in moving between OQs (say 10-20% extra). However, I do not think that sensor power should be combined across a fleet. What I think should happen is that if one ship scans an enemy vessel but cannot pin it, then there is a chance that other faster ships in the squadron can get to the required location in time to pin it. The chance would depend on ISR, thrust and/or combat speed of the ships in question. So even then there is a chance that the enemy ship can get out of there without being caught. This then, whilst giving a patrolling squadron an added benefit of pinning an enemy ship, would not place an enormous bias against the enemy ship. As has been said, ship configuraitons can be changed so that the scanning ship is also very fast and liable to pin an enemy, but this again is a compromise of speed and scanning power over the dedicated ships. I think this would lead to a fair baance to both sides. Nik |