Beren Hurin
OMNI Endeavors
187
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Posted - 2013.02.28 02:56:00 -
[1] - Quote
So there are many permutations for how to play what to focus on during a fight and how to build your dropsuit.
What I have been stewing over for the last month or so, is how to more discretely discern different flavors and roles for myself, or my combat buddies, or discuss the various aspects of roles and their virtues with the different squads I find myself in during pub matches.So there are many permutations for how to play what to focus on during a fight and how to build your dropsuit.
What I have been stewing over for the last month or so, is how to more discretely discern different flavors and roles for myself, or my combat buddies, or discuss the various aspects of roles and their virtues with the different squads I find myself in during pub matches.
So I have created this table and am seeking input. There are a lot of probably controversial determinations when it comes to names, suit classes, tank types etc. I wish this to be a template, a way of thinking of how you start to begin to build the equivalent of fleet doctrine for Eve. Eventually when you have a 50+ man corp you will want to be able to plug and play, and give an order as a CEO to have predetermined squads, platoons, and predictable capabilities.
So check out this chart here. (Google Docs) Sorry for the format, you can't adjust the rotation of text in google docs.
Each Specialty has 1 or more distinct role that proceeds from the following attributes:
1) Suit class (Heavy, assault, etc) 2) Tank type (Active armor, armor buffer, active shield (recharger/regulator), shield buffer). These are basically determined by 3) Secondary Modules (Stealth/dampeners, mobility/biotics, detection/precision, surveillance/targetting, damage, hacking) 4) Tactical Employment location - where are you at/in on the battlefield (vehicles, forward/field, base/defense, patrol, etc) 5) Primary/Secondary Weapon 6) Grenade type 7) Equipment types 8) Functional Roles -
These are the main defining features of what your focus is on the battlefield. You are constrained by your fit, and its mobility, lethality, creativity, adaptability, and survivability that it allows.
Many specialties may have the 'strike' function, but because of their loadout, they will accomplish that objective in different ways. Secondarily, with pre-defined roles you are also saying all of the things that a specialist is NOT worrying about.
So I have created this table and am seeking input. There are a lot of probably controversial determinations when it comes to names, suit classes, tank types etc. I wish this to be a template, a way of thinking of how you start to begin to build the equivalent of fleet doctrine for Eve. Eventually when you have a 50+ man corp you will want to be able to plug and play, and give an order as a CEO to have predetermined squads, platoons, and predictable capabilities.
So check out this chart here. (Google Docs) Sorry for the format, you can't adjust the rotation of text in google docs.
Each Specialty has 1 or more distinct role that proceeds from the following attributes:
1) Suit class (Heavy, assault, etc) 2) Tank type (Active armor, armor buffer, active shield (recharger/regulator), shield buffer). These are basically determined by 3) Secondary Modules (Stealth/dampeners, mobility/biotics, detection/precision, surveillance/targetting, damage, hacking) 4) Tactical Employment location - where are you at/in on the battlefield (vehicles, forward/field, base/defense, patrol, etc) 5) Primary/Secondary Weapon 6) Grenade type 7) Equipment types 8) Functional Roles -
These are the main defining features of what your focus is on the battlefield. You are constrained by your fit, and its mobility, lethality, creativity, adaptability, and survivability that it allows.
Many specialties may have the 'strike' function, but because of their loadout, they will accomplish that objective in different ways. Secondarily, with pre-defined roles you are also saying all of the things that a specialist is NOT worrying about. This isn't a guide to skilling, but only basic fitting and personnel and task management.
A further explanation of the different functional roles:
Capture GÇôthrough aggressive hostile and tactical action take over control of an objective then exploit the positional advantage of the objectiveGÇÖs location. Assault- through aggressive hostile action, remove enemy from tactical location. Recon GÇô identify enemyGÇÖs location, and use intel to mitigate its positional advantage Strike GÇô harass, siege, bombard, and tire an enemy through persistent attack Defend/Hold GÇô Enduring exploitation of an area and maintaining superior firepower against an enemy through terrain, elevation, firepower, and tactical superiority. Support GÇô Enhancing capabilities of combat forces through means of supporting their action, logistics, supply, surveillance, patrol, etc. Medical/Repair GÇô Restoring team members drop suits and vehicles to full health Command GÇô Giving tactical orders to control squad and team superiority on the battlefield. Looking at the big picture of action. Control/Deny GÇô Keep the enemy from exploiting a specific area. A sniper or machine gunner can practice area control or denial across open terrain. Proximity mines can be laid Transport - move manpower or assets long distances without the direct intention to engage the enemy Manuever/Flank GÇô Tactically closing distance against an enemy to engage in hostile action, assault, capture, support, defense, strikes, or area denial. Infiltrate GÇô breach enemy lines undetected and reduce their tactical advantage. |