Pilot Archive

Thread: CU Group Size Changes and JTL

TomoRainer
Sat Apr 16, 2005 4:41 am
#1

As some of you know, currently groups in the CU are restricted to 8 members. This is probably due to the level-based system: whether to keep group levels from getting too high, to cut back on the new sologrouping that's sure to arise, whatever. Doesn't really matter. Point is, it's in there for a very good reason or three, and we're unlikely to see 20-person groups on the ground again.

However, this is going to result in some problems for JTL. There's been a nice discussion in the JTL forum here, but it seems like something that should be brought over here as well, so I'm gonna try to distill most of that thread's contents and see what we all think.

First off, the way POB ships work is being changed so you can invite up to 30 people up to them at once, so that's not going to be a problem. That said:

Positives for 8-person groups in JTL:

- I honestly can't think of any. I don't think there's a situation where being restricted to an 8-person wing would be more beneficial than the option to have up to 20 in your flight.

Negatives:

- Communication. Even in PVE it can be pretty risky to break off in the middle of a fight to relay status or orders to other people in your group, and in PVP it can be downright suicidal. If groups in space are kept at 8 people, large-scale PVE or PVP is going to grow much more chaotic and inefficient as commanders will need to relay orders to 2-3 times as many squads, and reports from other flights relayed to them will see the same kind of trouble. I've had some experience with trying to coordinate multiple groups, and particularly in PVP it tends to result in a lot of dead pilots or a lot of people sitting around waiting for orders that can't be relayed due to other wings already engaged in dogfights. People sitting around means people aren't having fun, and that's bad mojo.

- Physical order and location. Right now, it's much easier to reform a scattered squad when you can check out your wingmen's location in the group UI. Cut down group size, and it'll be harder for groups to reform.

- POB ships. These things are a bit gimpy as-is, and if they're running a standard crew of four, that's taking up half a group's size right there. This makes them more of a liability and even less likely to be used in group combat than they already are.

Solutions and workarounds using available resources:

- Teamspeak/Ventrillo. I know a lot of good squads use this already and it would eliminate a significant amount of communications problems. However, needing to rely on a program outside SWG to be effective is far from ideal, and some pilots simply can't use these programs, be it due to hardware, being on dialups, etc. Also, this doesn't address the order/location issue.

- Dedicated chat channels. These effectively allow you to have groups of unlimited size all in the same channel (could be a limit, I guess, but it's definitely bigger than 8), but this opens you up to be spied on by the opposition. Not to mention chat channels are messy things that tend to stick around lots longer than they're wanted, and that you'd need to teach everyone in your flight how to use them and set up aliases for quick communication. It too wouldn't address order/location.

- Creation of aliases to send the same /tell to multiple people. A great suggestion by GrimBear to allow a commander to send orders to multiple group leaders. Unfortunately, you're going to need to alter these every time you've got new group leaders, and with the high casualty rate in space, most group leaders end up dying at least a couple times over the course of any serious battle, so you'd also need secondary aliases to send /tells to second-in-commands.. it just breaks down as soon as people start dying. Again, doesn't do anything for order/location.

Solutions and workarounds involving changes to the grouping system:

- Creation of JTL-only groups that members are disbanded from once they land. This one's from Imaridril and it's a great one. We're not likely to see game-wide changes to group size for aforementioned reasons, but since we're able to form groups in space, it might be possible to code up a system whereby you can form JTL groups that max out at 20 people but which people are removed from once they leave space. If done right, this would essentially maintain the status quo without messing with any necessary changes to the ground.


Any more thoughts on all this? I know space is kind of sparse for some players, but for those who engage in large-scale group events, this is a case where changes on the ground are going to have a major impact on the space game. That's something I'd hate to see happen, and if there's any way for us to find a way to work with the ground-based change to preserve the system we've got, I'd think it's well worth discussing.

Message Edited by TomoRainer on 04-16-2005 04:43 AM







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Zeon_Zaku
Sat Apr 16, 2005 9:08 am
#2


More people can group up in space then on the ground, just to let you know. You can invite up to twenty people using the space terminal, even if they're not in your group. And you can still /invite people in space and I believe the cap for a group in space is still twenty.

Message Edited by Zeon_Zaku on 04-16-2005 09:08 AM



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


Zeon_Zaku
Sat Apr 16, 2005 5:29 pm
#3






TomoRainer wrote:
That's sounding like a big relief. What happens when you've got a space group larger than 8 and you land? Does it make you disband? What testing have you done on group size in space? Found any other notes or changes worth mentioning?





I haven't tested it out. I'm just going by what others have told me, and by what Tiggs has said as well.



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


TomoRainer
Sun Apr 17, 2005 12:02 am
#4

That's sounding like a big relief. What happens when you've got a space group larger than 8 and you land? Does it make you disband? What testing have you done on group size in space? Found any other notes or changes worth mentioning?







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


SheenaBrelya
Sun Apr 17, 2005 10:29 am
#5

The 'invitation' is not to the group, it's to joining you on the ship. I can not recall reading anything from a Dev about the CU ground group size changes affecting the JtL dynamics. Hopefully this is something people can test on TCEP3 or either of the Conversion servers (for you Gorath and Bria players) or something that our new Corro, when named, can look into and clarify for us.

Shona
TomoRainer
Sun Apr 17, 2005 1:07 pm
#6

I'm trying to test this right now, though constant CTDs are conspiring to prevent me from learning how this stands. Any pilots on TC-Ep3 who'd like to help me please meet at Tatooine space station. My name's Tomo there as well.

After grouping up with a bunch of the usual suspects from Team Low Blow (thanks smuggler brothers), I launched into space and started combing the galaxy for pilots to attempt to invite. Despite constant CTDs from those on the ground, resulting in a few of them leaving and depleting my group, I continued to crawl across Corellia, Naboo, and Tatooine space at 367 speed searching for able-bodied pilots to join the crowd. Eventually I reached a group size of 8--at which point, when attempting to invite people to join, I was informed that I "may not invite someone while [my] group is full."

Now, from attempting to invite a POB earlier I learned that you get the same message when attempting to invite someone who's already grouped when you're in space, so I asked three separate pilots who had been unable to join for reasons of group size whether they were already grouped. They all said no.

Conclusion: While you may well be able to invite 30 people up into your POB ships, you can't form an actual group of more than 8 in JTL.

Recommendation: See whether this is intentional, and if not, whether it's possible to restore the 20-person group size in JTL only.

Thanks to all the people who helped me, particularly TLB and pilots Mankind and Toll.

Message Edited by TomoRainer on 04-17-2005 01:57 PM







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


bmeenan
Sun Apr 17, 2005 1:48 pm
#7

The only possible positive I can see from it is that, overall, it's extremely difficult to keep a group of 20 all in order and focused on the same mission. Keeping the number down to 8 allows for smaller groups with tight communication, all working together to acheive the same result.

If groups are kept at a maximum of 8, I can see the maybe implementing the formation functionality, because 8 ships can form up, but I'm not sure how easy it would be to have a group of up to 20 fly in formation.

If groups are no more then 8, you'd need to have multiple groups working together, with each squad leader communicating together to make the groups work as one. Kinda cool tactically maybe.

Honestly? So far I'm not seeing a particular reason that this is a major problem for us, but I could be missing it.

I'm on TC-EP3 all the time as either BMeenan or Glitch. Happy to help ya test whenever I'm about. (Will be in tonight - after east coast sunset - for sure). I'll drop you a /tell tonight if you're on.




______________________
Rayner of the Naboo
Captain of the Abydos Sky
Chilastra Galaxy
TomoRainer
Sun Apr 17, 2005 2:14 pm
#8

Even if some people find it easier to coordinate multiple groups of different pilots than to work with one big group, is that a reason to intentionally limit the size of groups? I would think that, if it's not going to destroy anything to restore JTL groups to size 20, it would always be better to have the option to go with a large group if you think it will work better.

I know this probably won't affect many people, but in my experience with grouping and JTL, it's much easier to coordinate one group than many. Even 20 people are relatively easy to work with once they're used to giving and taking orders and working together; our PVP group gets roughly 20 people each week, and despite having anywhere from 10-40% of those being new to the group each week, they learn quickly and communicate smoothly due to the discipline of the others. Creating that discipline in a multitude of groups is difficult, and coordinating movements and tactics between 3-5 groups is exponentially more difficult than it is with just one or sometimes two, though even two can get rough.

Maintaining our present group size is thus very important to those of us who do a lot of grouping now and those of you who may end up doing so in the future--you can bet that JTL coming bundled with RotW is going to increase the number of people in space, and that combined with the people who take to space to avoid the inevitable tweaking of the CU may result in a real space renaissance. How many people were you grouped with when you first killed the Vette? How fun was that? If there's the chance of participating in that kind of group dynamic in the future, and if we can maintain it without hurting the CU, I think it's a lot wiser to work to save what we have than to let it go just because we're not using it much now.

Besides, I don't like the idea of ground-based changes affecting space. If we can find a way to prevent that precedent from being set, I think it's important we do so.

Message Edited by TomoRainer on 04-17-2005 02:16 PM







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Halyn
Sun Apr 17, 2005 2:21 pm
#9






TomoRainer wrote:
Even if some people find it easier to coordinate multiple groups of different pilots than to work with one big group, is that a reason to intentionally limit the size of groups? I would think that, if it's not going to destroy anything to restore JTL groups to size 20, it would always be better to have the option to go with a large group if you think it will work better.

I know this probably won't affect many people, but in my experience with grouping and JTL, it's much easier to coordinate one group than many. Even 20 people are relatively easy to work with once they're used to giving and taking orders and working together; our PVP group gets roughly 20 people each week, and despite having anywhere from 10-40% of those being new to the group each week, they learn quickly and communicate smoothly due to the discipline of the others. Creating that discipline in a multitude of groups is difficult, and coordinating movements and tactics between 3-5 groups is exponentially more difficult than it is with just one or sometimes two, though even two can get rough.

Maintaining our present group size is thus very important to those of us who do a lot of grouping now and those of you who may end up doing so in the future--you can bet that JTL coming bundled with RotW is going to increase the number of people in space, and that combined with the people who take to space to avoid the inevitable tweaking of the CU may result in a real space renaissance. How many people were you grouped with when you first killed the Vette? How fun was that? If there's the chance of participating in that kind of group dynamic in the future, and if we can maintain it without hurting the CU, I think it's a lot wiser to work to save what we have than to let it go just because we're not using it much now.

Besides, I don't like the idea of ground-based changes affecting space. If we can find a way to prevent that precedent from being set, I think it's important we do so.

Message Edited by TomoRainer on 04-17-2005 02:16 PM






/agree


I really would hate to see the devs limit us to groups of 8 in space. Coordination is way more difficult, for one. At the very least our minimum group size in space should be twelve.


I do hope that, if they go with the group limitation of 8, they don't make all the passengers on a POB count towards the group limit, as they do now. If so, POBs will be almost worthless, since no one will want to group with them and eat up precious group space.





Halyn Lance -- Rara Avis Flight School
Common sense is highly uncommon.
...has mastered the Pilot profession.
"I'll type this slowly so even Imperials can understand..."--Michael Stackpole, RS IRC
Resetgun
Mon Apr 18, 2005 5:30 am
#10

I am using already chat channels when running events in space with large group (more than 20 players). Biggest problem with them is that all people don't know how to use chat channels. I have send multiple mails with instructions how to join channeland I am also spamming spatial chat and giving instructions how to join chat. But still many peoplecan't or dont' know how to join channel - it is just too hard to use them (even if there is only one command line that you need to write...). It took about half hour last timebefore everyone were in channel and able to also write there.


Chat channel UI needs serious rework - it is not because people are stupid or something - it is UI. There is also lot's of old nonused channels in my servers that are making harder to use chat channel UI. Those channels should be removed.


Teamspeak/Ventrillio is not solution unless you have very dedicated group of pilots. (But if you have, it is best possible solution also.)


Using aliases is not solution, because all pilots need to see your orders. Command hierarchy structures doesn't work in games, it hardly works in real life- it is utopian fantasy of egocentric people.



――――――――――――――――――――――――――――――――――――――――――――――――――――――
It's easy to find something worth dying for. Do you have anything worth living for?
Jaguarrr
Mon Apr 18, 2005 7:44 am
#11

I'll let you know about a little "secret" of mine... the art of using private channels.


How to create such a private channel?


  • Add a new chattab and modify it

  • highlight the public channels section

  • choose the create channel option

  • name it something short, lets say "RS" for example

  • make shure that private is selected

  • hit OK

Gratulations, you created a private channel.


How do I get people in here?



  • with "/chatroom invite <playername> <channelname>

  • example "/chatroom invite luke rs"

  • now the invited player has to use "/chatroom join <channelname>" to join the channel

  • example, luke uses "/chatroom join rs"

You can now modify you tabs to let the channel update in any tab you like.


How to talk in this?



  • a simple "/<channelname>" works fine, if you did everything right

  • example "/rs"

How to remove someone from the channel?



  • The command to do this is "/chatroom uninvite <playername> <channelname>"

  • this is currently bugged and doesnt work... (I'll test with some of the other commands and update)

More about chatrooms with "/help chatroom"



We couldn't play SWG without Tiggs. Now we can =)
psikobunny
Mon Apr 18, 2005 10:22 am
#12






Jaguarrr wrote:

I'll let you know about a little "secret" of mine... the art of using private channels.





Yup Tomo mentioned these in his initial post. In theory it's a great idea, but honestly the code is horrible. There are issues both with the room sticking around longer than wanted, needed, or intended, and with the UI making extra tabs/windows pop up on a regular basis. Also, if you are trying to get 20 people into a room, thats a bunch of times you would need to hand hold the people with trouble following instructions. Then there are little side issues, such as if you join and set up a chatroom on the ground, you need to reset your UI to display it in space. Honestly, I would love it if it worked like butter and I'd use it myself all the time, but as it stands its far more trouble than it's worth.


Now back on the main topic. I agree with you 100% Tomo, I think since the group limit was implemented to balance theground combat experience, there is no reason to impose the limit on Space or Entertaining.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



darmokVtS
Mon Apr 18, 2005 10:26 am
#13

I'd see this as an issue *if* there was actually something present in JTL where a force of more than 8 ships would be necessary, the issues around chatrooms which are mentioned above are minor at best ...

Message Edited by darmokVtS on 04-18-2005 07:27 PM




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
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