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Thread: What group size reduction will do to JtL
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RSQViper
Thu Apr 14, 2005 12:03 am
#14
psikobunny wrote:Since when did they say this change was permanent?I'm still betting its a CU cap to easily normalize the experience code, and will not be imposed on Live. There's too many things it screws up, like Entertainment, and Space.
Since when did they say it wasn't??? In any case would you rather just sit back as it's implemented? And who tests with something that isn't going to be implemented?
Allia_Rain
Thu Apr 14, 2005 2:37 am
#15
Yes it is only on test at the moment but it is a part of the CU so we will be getting it on the live servers soon enough.
Message Edited by Allia_Rain on 04-14-2005 10:38 AM
GrimBear
Thu Apr 14, 2005 3:09 am
#16
Options to overcome management...
Create a Chat Channel and tell all strike team members to log into it.
For leaders to command multiple groups ... use multiperson tells and set up an alias to make it quick.
/alias scom /tell Luke,Han,Liea
then to send orders you type:
/scom this is my order
and the following appears in chat
you tell Luke "this is my order"
you tellHan "this is my order"
you tell Liea "this is my order"
Coreena
Thu Apr 14, 2005 5:25 am
#18
I hate the SWG chatchannels.
They're unsecure (enemy pilots can log in when its an open channel, and if its private then someone has to coordinate it and a few people are not in it, probably don't even know it exists), buggy and a real effing pain in the backside to get rid of again, once they're not needed anymore.
I tried to delete a chatchannel for 3 days once and it ALWAYS popped back up
They're unsecure (enemy pilots can log in when its an open channel, and if its private then someone has to coordinate it and a few people are not in it, probably don't even know it exists), buggy and a real effing pain in the backside to get rid of again, once they're not needed anymore.
I tried to delete a chatchannel for 3 days once and it ALWAYS popped back up
FightmasterJorak
Thu Apr 14, 2005 5:56 am
#19
Coreena wrote:
I hate the SWG chatchannels.
They're unsecure (enemy pilots can log in when its an open channel, and if its private then someone has to coordinate it and a few people are not in it, probably don't even know it exists), buggy and a real effing pain in the backside to get rid of again, once they're not needed anymore.
I tried to delete a chatchannel for 3 days once and it ALWAYS popped back up
Same here, I hate them, too much trouble.
RSQViper
Thu Apr 14, 2005 6:22 am
#20
Exactly. They still need to address this.
Coreena wrote:
Oblox wrote:
Read the latest TC patch, space groups still same as ever.
Wrong
You can invite 30 people now to your POB ships, but we're talking about grouping 20 people in fighters here, and I doubt that will be possible post-CU
Allia_Rain
Thu Apr 14, 2005 12:32 pm
#21
Untill the CU arrives anyway
DarthGorilla wrote:
This isn't EQ.
TomoRainer
Thu Apr 14, 2005 12:35 pm
#22
SheenaBrelya wrote:
20 people in one group in space is an extreme pain to try to coordinate. I understand it might be convenient in some cases, but without additional tools (like TeamSpeak, et al) it can be very hard to control a group of that size and make it efficient as a fighting force. I've found the most efficient groups tend to hover around 4 to 6 members, while 8 can be fun when up against a large objective (like a Corvette convoy). It seems, to me at least, that three groups of 6 to 8 with an overall Commander would be a better system than one group of 20. This opinion does not mean I *want* the max group size lowered, as unless there is a *space-based* reason to do so then I do not think it should happen. I think that good arguements *for* a 20 person limit are hard to come up with, though, given the up and coming ability to have up to 30 people in a POB ship.
Shona
I find the opposite to be true: one group of 20 is much easier to coordinate than two or three or four separate groups, especially once it's used to combat discipline. There's simply no time in space for an active commander to relay orders to three different squads; he needs to be able to communicate to everyone at once. Forcing commands to be repeated to a number of squads means some squads are just not going to get their orders in a timely fashion, resulting in confusion and lots of sitting around for orders that are delayed or never come at all. Players sitting around mean players aren't having fun. This has happened to us a couple times in Starsider's big battles and it's always resulted in the worst weeks.
Then there's the issue of trying to reform a scattered wing that consists of multiple squads in different groups. Without being able to use the distance and direction provided by the group UI, it becomes increasingly difficult to stay together.
Teamspeak may work for some people (though it seems kind of lazy to depend on third-party programs just to be able to communicate effectively in an MMO), but it isn't feasible for everyone. We'll probably see about setting up a dedicated chat channel for our pilots. That's far from ideal, however, and it's gonna be a grossly inferior to what we've got now. It just really chaps my caboose that changes to the ground game are going to be messing with the space game. Expanding the group size in space only is a solid idea, one that I think deserves looking into.
freegeg
Thu Apr 14, 2005 12:52 pm
#23
isn't the 8 group not only in the TC's... damn :/
well i hope they change it back soon then
well i hope they change it back soon then
ProCambarus
Sun Apr 24, 2005 6:04 am
#24
GrimBear wrote:Options to overcome management...Create a Chat Channel and tell all strike team members to log into it.For leaders to command multiple groups ... use multiperson tells and set up an alias to make it quick./alias scom /tell Luke,Han,Lieathen to send orders you type:/scom this is my orderand the following appears in chatyou tell Luke "this is my order"you tell Han "this is my order"you tell Liea "this is my order"
This might be useful for notifying group leaders, but far less useful to actual team members. In a 1.5 hours battle (which is a standard weekly event duration in Starsider with 1 hours fight time and half an hour preps/overloads/briefing) pilots keep arriving and leaving I can assure you that no coordinator will constantly upgrade macro contents. Also they still need more or less clean /tell comms possibilities to check with scouts/special role groups, etc. A tellhell as a main mean of comm is like a nightmare. And dont forget that in dogfighting you have to limit comms to predefined keystrokes as 1 second straight flying equals sending yourself to the nearest station in an unoperational ship.
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