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Posted by: The Shadow
« on: March 19, 2010, 03:53:38 PM »

Quote from: "Another"
You can give orders to a virtual superior formation with no ships and than press buttons on fleet order screen to push default and conditional orders down the line. I did this after 1)detaching all survey ships from the main fleet into a single TG and 2)splitting that TG into single ships. I think that it may be a good idea to clear all orders from that virtual formation afterwards.

It took me a while to figure out what you meant, but this works nicely!  The "Divide Fleet" button works like a charm!  Thanks!
Posted by: Another
« on: March 18, 2010, 05:38:24 AM »

You can give orders to a virtual superior formation with no ships and than press buttons on fleet order screen to push default and conditional orders down the line. I did this after 1)detaching all survey ships from the main fleet into a single TG and 2)splitting that TG into single ships. I think that it may be a good idea to clear all orders from that virtual formation afterwards.
Posted by: Hawkeye
« on: March 18, 2010, 12:19:15 AM »

If you use the "Transit and divide into single ships", the ships keep those settings. That´s the only workaround I know.
Posted by: The Shadow
« on: March 18, 2010, 12:17:54 AM »

One thing I'd like to see is a way to set the default and conditional orders for every ship on a branch - so I can tell all the survey ships to refuel in X way when down to Y fuel, for example.  (You could, of course, override the general rules for a specific ship.)

It gets very tedious to do that over and over for detached ships;  if there's a way to do it already, I missed it.

EDIT:  Perhaps it would be easiest to just have a checkbox when you detach, saying, "Inherit default and conditional orders from old TG?" or something similar.
Posted by: Steve Walmsley
« on: March 03, 2010, 02:18:04 PM »

Some more time savers for v5.02 :)

1) A new Assign MS button allows you to assign all ships attached to the stored branch(es) as parasites of a ship on the org chart. For example, assume you built twelve F18 fighters. You add a branch to the org chart, call it "VFA-41 Black Aces" and attach the F18s using the Add TG button. If you now store that branch, you can select a carrier, say the Nimitz, and press the Assign MS button. All the fighters will have the Nimitz assigned as their mothership. if you want to change them to the Enterprise, you store the VFA-41 Black Aces branch, select the Enterprise and click Assign MS. Note this only changes the mothership assignment - it doesn't place them in the hangar. For this reason, you don't need the fighters to be in the same location as the carrier when your change their mothership assignment. You can assign multiple stored branches at once so you can change the assignments of several 'squadrons' at the same time.

2) A new Land Ship button allows you to land the selected ship on the org chart on its currently assigned mothership. This will only work if they are both in the same location. For example, you could pick one of the F18s that was in the same location as the Nimitz and press Land Ship. The F18 will be removed from its current task group and placed in the hangar bay of the Nimitz.

3) A new Land Branch button allows you to land all ships attached to the selected branch on the org chart on their currently assigned mothership(s). This will only work if they are both in the same location. For example, you could pick the VFA-41 Black Aces branch and click Land Branch. Any of those F18s that are in the same location as the Nimitz will be removed from their current task group(s) and placed in the hangar bay of the Nimitz.

The existing functions on this tab allow easy launch. For example, if you select the Nimitz TG to set the location, then select the VFA-41 Black Aces branch and press the Branch Only button in the Create Task Groups section, any F18s in the same location as the Nimitz will be placed in a new VFA-41 Black Aces task group, regardless of whether they were in the hangar bay or already in space.

All the above works for any type of parasites, including FACs and larger ships. With a little up front work on the org chart, it should make handling carrier groups and their attached fighters/FACs much easier in v5.02. Here is a screenshot of the updated window.

[attachment=0:r2ob7fgf]Org1.JPG[/attachment:r2ob7fgf]
Steve
Posted by: waresky
« on: March 02, 2010, 11:54:16 PM »

Awesome and very like-Traveller work Steve!!

Naval structures,deployment and "follow-in-where-at" are very USEFULL!!

Ty for this jewel piece of work.
Posted by: SteveAlt
« on: March 02, 2010, 08:40:28 AM »

A couple of minor 'make your life easier' additions for v5.02.

You can now copy a part of the hierarchy instead of just being able to move it. Assume you created a Branch called 1st Fleet and under that you had branches for warships, escorts and scouts and under warships you had 1st squadron, 2nd squadron, etc. You can now store the whole 1st Fleet hierarchy by adding the top level branch to Stored Branches and then copy it to somewhere else. So if you wanted a similar organization called 2nd fleet, you can start with a copy of 1st fleet and make a few minor changes rather than having to start from scratch. Any ships in the 1st fleet hierarchy won't be copied - only the sub-branches.

When you use Rename, the existing name is highlighted in the popup box so you can edit it rather than entering the whole new name. Also, as an alternative, you can now edit the names directly on the tree view, just like changing a filename in windows,

Steve
Posted by: Aldaris
« on: February 24, 2010, 03:43:21 PM »

Then I can only congratulate Steve on thinking out his features well.
Posted by: MoonDragon
« on: February 24, 2010, 12:21:06 PM »

Quote from: "Aldaris"
A 'Place all ships in branch in new TG named after branch'. So, for example, if I have a branch named Mobile Battle Group A all ships in the branch (Not sure if sub-branches will count.) will be placed in the TG Mobile Battle Group A.

I don't know much about the org chart, as I haven't put a lot of time into it, but last night, I had 5 freighters under "Freight" branch. After selecting a branch and clicking on the create TG button, I ended up with a TG called "Freight" that contained my 5 freighters in it. So it seems the org chart already does what you need it to do.
Posted by: Aldaris
« on: February 23, 2010, 04:31:54 PM »

May I suggest an extra function for the org chart next version?
A 'Place all ships in branch in new TG named after branch'. So, for example, if I have a branch named Mobile Battle Group A all ships in the branch (Not sure if sub-branches will count.) will be placed in the TG Mobile Battle Group A. It might also be possible to have sub-branches assigned as escorting TGs.
If the problem of different parts of a TG in different places comes up, a dropdown list of where you want to create the fleet would be handy. The relevant ships would be detached from any existing TGs and set a course to the rally point, and assemble into the fleet there.
I don't know how much work this would be, but it seems like something the Org Chart would benifit greatly from.
Posted by: Journier
« on: February 20, 2010, 10:26:19 PM »

Quote from: "Steve Walmsley"
I still haven't reached a decision on this (too many possibilities!) and I don't want to rush it so I think I am going to release v5.0 with the org charts and no changes to TFs. This means you will get all the org chart functionality I mentioned in this thread, ships will have a individual TF but that won't have any real game effect (for now) and TGs will still be attached to TFs, which will provide the same benefits as they do now.

To summarise for v5.0
Naval Organization as explained at thread start
Ships are assigned to whatever TF hierarchy they are in on the Org Chart
TGs are assigned to TFs in the same way as now with the same effects and bonuses, which means TGs and the ships within them may have different TF.
No training point penalty for changing TG
All TF bonuses and other effects will apply to TGs, not to ships.

None of the above will have any effect on anyone who doesn't want to use the org chart.

I will add the greater TF detail in the next version, once I have had chance to do it properly.

Steve

 8)
Posted by: Steve Walmsley
« on: February 20, 2010, 10:39:17 AM »

I still haven't reached a decision on this (too many possibilities!) and I don't want to rush it so I think I am going to release v5.0 with the org charts and no changes to TFs. This means you will get all the org chart functionality I mentioned in this thread, ships will have a individual TF but that won't have any real game effect (for now) and TGs will still be attached to TFs, which will provide the same benefits as they do now.

To summarise for v5.0
Naval Organization as explained at thread start
Ships are assigned to whatever TF hierarchy they are in on the Org Chart
TGs are assigned to TFs in the same way as now with the same effects and bonuses, which means TGs and the ships within them may have different TF.
No training point penalty for changing TG
All TF bonuses and other effects will apply to TGs, not to ships.

None of the above will have any effect on anyone who doesn't want to use the org chart.

I will add the greater TF detail in the next version, once I have had chance to do it properly.

Steve
Posted by: ZimRathbone
« on: February 19, 2010, 04:35:40 AM »

Quote from: "boggo2300"
Quote from: "sloanjh"
Here's a thought:  Do you want to have several sizes of flag bridge, e.g. 1, 2, 5, 10?  You could give bigger span of control (either in formation count or range) to bigger bridges, and permit lower-ranked officers to command smaller flag bridges.  The reason I'm thinking along these lines is (in WWII terms) the difference between flag accomodations on a battleship vs. a destroyer - I imagine things are a bit more cramped on a destroyer :-)  It also occurred to me that if we have combat flags at multiple levels of the org chart, then it will quickly become difficult to fill up all those staffs, which might mean going lower in the rank barrel for flag officers.  The reason I said "formation count" above was I was thinking about the commander of a fighter or FAC squadron - they're likely to have a high count of ships, but not require a lot of admin overhead for said ships (since the ships are parasites).  Maybe FAC should cost 5x less in ship count and fighters 25x less?

John
I really like this idea, I'd suggest formation count, and possibly sub-formations as well, (ie a small flag bridge lets you command 3 ships in 1 TG, a large flag bridge, lets you control 8 ships, in subordinate formations as well as your own TG)

I think range is probably going to introduce too much in the way of micromanagement, making sure your TG are together, I'd say leave the control range to a system like it is now, and allow more ships controlled per bigger flag organisations (hmm possibly restrict the number pf classes for smaller ones?)

Mattt

I'm with Matt on this reagrding control range - and given that there is effectively zero-lag infinite bandwidth comms within systems, I'd say there was ample justification to say that the Admiral could exercise command  regardless of range
Posted by: Arwyn
« on: February 17, 2010, 10:36:43 PM »

I really like this idea! This would make managing the navy a much easier endeavor!

Just as an aside, something to consider in the organization and flag bridge discussion. The current operational organization structure of the US Navy is something like this;

CNO (Chief of Naval Ops)
-CINCPAC (Commander, Pacific)
---7th Fleet (Fleet command)
-----Task Force (Battle, ASW, Logistics, MEU, SSBN, ect)
-------Task Group (Component of the Task Force, such as a Carrier Battle Group, Surface Action Group

Now, thats VERY abbreviated, and doesnt cover the horde of other organizational structures in the US Navy, but its a pretty good example. I think the WW 2 is even simpler.

A WW2 Task Force would consist of several combat divisions of similar class ships (destroyers, cruisers, ect) assigned to a Task Force. Example: Task Force 1, consists of a Cruiser Division of three cruisers, and three destroyer squadrons/divisions of four ships each.

Any component of the Task Force could be assigned to a Task Group, either as individual squadrons or as a group of two or more. The Task Force flag flew on whichever ship was hosting the TF commander. Task group commanders were often the captain of any one of the constituent ships in the group, and they were responsible for Task Group command as well as fighting their own ship. In most cases, these TG commanders were usually one of the squadron/division commanders. This was especially common in destroyer groups. Needless to say, most destroyers lacked flag bridges! :)

Flag Bridge facilities were common on large capital ships (example, the Royal Navy included flag bridge facilities on most battleships, and the US had them on all fleet carriers) but they were relatively rare on cruisers (more common on long range cruisers pre-ww2), and non-existent on smaller classes of ships. This was mostly due to size, since they were usually assigned to admirals which required large amounts of space for the commanders quarters plus room for all the admirals staff. I would suggest that Flag Bridge facilities would be a requirement for managing a Fleet or Task Force organization, but not necessarily for Task Groups or squadrons/divisions. Perhaps it would be more appropriate to apply a penalty to coordination if the numbers of ships involved in a combat situation if there were not Flag Bridge facilities?

As technology improved, CiC facilities cropped up, and they handled the fleet/force/group coordination more efficiently and faster (think Aegis cruisers), so perhaps flag bridge requirements could be met by CiC facilites as technology improves? If your assuming that command and control facilities are improving over time along with the rest of technology capabilities, than perhaps you could control/coordinate more ships with a Flag Bridge or CIC as the technology improved?

Perhaps as part of the Naval organization, there might be a requirement for "command points" required to sufficiently maintain the fleet/force/group/squadron based on the number of ships present? These command points are satisfied by Flag Bridge or CiC facilities, or by points provided by the commanders. Commanders organizational skills could be reflected by adding a command point bonus or skill, so you could potentially see a really hot destroyer squadron commander performing better than the competition, without the requirements of a flag bridge.

Sorry, I know I rambled all over the place on the subject. :) I think the new screen is a great idea, and I do like the idea of tying in flag facilities and command and control into Aurora more.
Posted by: sloanjh
« on: February 17, 2010, 09:59:57 PM »

Two more things:

1)  A really nice thing about the "strict seniority" method is that it sharply penalizes you for keeping officers of high rank in ship commands.  The reason for this is that (I forgot to mention) ship commanders go into the seniority-sorted list.  So if there were a Vice Admiral acting as e.g. captain of Neptune, then he'd end up in command of 1st Battle Squadron and wouldn't be able to attach any lower-level command groups to increase his span of command (I just remembered - that's why the rule that you can't attach a same-level command group is important).

2)  There's a technical/performance issue that you alluded to somewhere in this discussion, and that has shown up before: How to determine which TG are operating "together" and which just happen to be in the same system.  This is probably where (a new meaning of) TF fits in somehow - as a group of TG that aren't necessarily coincident but are in the same system - but I don't have any good ideas of how they would fit in without generating too-easy-to-pass-up exploits of putting two TF right on top of each other.  I suspect that this is all tangled up in hierarchical command groups.  I also suspect that the reason that I'm blocked on this is a subtle difference between how I'm thinking about these things and how you do:  I think in terms of penalizing ships or lower-level commands (e.g. the uncoordinated fire) for not being within a span of control that's able to coordinate an entire TF; I think you think in terms off applying a commander's bonuses to any ships which are within his span of control - the others are just out of luck.  The primary reason that this is important is detached escorts/pickets.  I don't think it's important enough to hold up 5.0, though - I suspect it will become clear after we've had a chance to play some under the new rules.

John