Difference between revisions of "FC Operations and Multiple Vent Channels"

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Original text by [http://www.agony-unleashed.com/user.php?id.1780 Spinward]<br>
 
Original text by [http://www.agony-unleashed.com/user.php?id.1780 Spinward]<br>

Revision as of 18:38, 30 July 2009

Original text by Spinward
Copyright Agony Unleashed


Introduction

The purpose of this post is to introduce the concept of using multiple ventrilo channels and convince AGONY leadership and pilots that we can operate a Fleet on two different channels

There will be a second thread discussing the Support Squad tactic showing how AGONY can operate a Fleet on two different channels and how that will give us an advantage in combat

AGONY's strength is a combination of skill, discipline and tactics. In order to focus those advantages during a fight, communications are vital. With the exception of HSLR, past heavy gangs (Spider Battleship, Dual Guardian/Basilisk) communications have focused on the main Fleet and left the support ships (skirmishers, dictors, EWAR) to fend for themselves during battle. Sometimes the small ships get good kills but they have not been able to coordinate their efforts. Watching several of our large battles, it appears that our opponents have the same issue. By taking advantage of Ventrilo's capabilities, AGONY can change that and gain yet another advantage in combat.

This AGONY Support Squad (ASS) tactic (Just kidding about ASS; Ging, please stop giggling) is presented in two parts. Firstly, there will be a discussion of the advantages and disadvantages of using multiple Ventrilo channels to coordinate large Fleet operations. Followed by a recommendation to test key binds this week in preparation for the next major Fleet event. The second thread will be a more detailed SS tactic that covers how a Support Squad using a separate Vent channel would operate in conjunction with the main Fleet.

Multi-Channel Voice Comms

In the past, the issues have been overloading the vent channel (crosstalk) and overloading the FC. The main Fleet's communications take priority (as it should be) and a Spider or DG gang FC does a lot of talking. It isn't reasonable to expect that the main Fleet and a support squad could use the same channel without causing confusion. Along the same lines, an FC who tried to coordinate the actions of a capital fleet as well as all supporting ships could be similarly overwhelmed. Ventrilo has options called Key Binds and Phantom that offer a solution to this dilemma.

Discussion

Key Binds and Phantom will allow a main Fleet (i.e. Spider BS with scouts and EWAR) and a Support Squad (i.e. dictors, ceptors, gank cruisers) to each have their own communications channels. Despite being in a different channel, the Support Squad will still be able to hear and react to the FCs orders as well as being able to coordinate the Squad without stepping on Spider BS comms.

Using Binds: any Ventrilo user can set (or bind) their push to talk key(s) to transmit to multiple channels. (A bind can even be set to communicate directly to an individual or several individuals. You can bind one key to transmit to both multiple channels and several individuals.) Users can also set a second or third push to talk key just in case they need to transmit to other channels. Alternatively, Phantoms do the reverse. It allows you to listen in on another channel but unable to transmit to it.

Although using binds and phantom require additional setup time, they offer a potential solution by allowing the main Fleet and Support Squads to operate in different channels while still being able to hear and acknowledge the FCs orders. By using a separate channel, support ships will be able to coordinate their attacks in the same manner as any AGONY gang. This will lead to a more effective combat team and better support to the main Fleet but it does come with increased risk.

The risk of using an advanced communications setup is that comms will not be set up properly by some members, people would become confused forgetting to use the necessary push to talk key or that combat losses would break the chain of command leaving the support squad unable to hear the needs of the main Fleet (FC et al. bite the dust and the two wings are unable to communicate). This risk can be mitigated by ensuring that the main Fleet's leadership has their push to talk buttons set to transmit to the entire Fleet and that sufficient pilots (preferably all) in the chain of command have a secondary push to talk key setup the same way. All members of the support squad would have a second key setup to communicate to the main Fleet.

"Phantom" option: (aka 'shadowing') allows users to listen to the comms on another channel but does not allow transmission. This option will either add a phantom user to the selected channel or remove an existing phantom. Phantoms allow you to listen in on other channels while you are currently in a different channel. A phantom user will show up with your logon name but a "P" will be in front of it denoting it as a phantom to you and all the other users connected to the server. Phantoms are persistent and will be restored when you reconnect to the same server.

Phantoms could certainly be used to augment key binds but it cannot replace the use of key binds. There is one further consideration for using Phantoms. Each phantom will consume a connection slot on the server. This could become a problem in larger fleets.

Examples

There are several different setup options but this example is offered for the purpose of illustrating the use of Key Binds. A 20 ship Spider BS Fleet is in Red Wing and their 8 ship Support Squad is in Blue Wing. FC in Red Wing could have his push to talk set to be heard in all wings. The main Fleet operates in Red. The FC, XO and EWO have their main push to talk key setup to talk to both Red and Blue Wings. The Support squad is in Blue Wing but hears all the FC, XO, EWO orders to keep situational awareness. All members of the main Fleet would have a second push to talk key set for both Red & Blue Wings just in case command falls to them. The entire Support Squad has two push to talk keys: Blue Wing to coordinate the Support Squad and Red & Blue Wings (to be used only if command falls to them).

Although I have left aside several organizational details, this example shows that two channels can be used to maximize coordination within each Wing. At the same time, crosstalk and confusion is minimized. The chain of command in each wing functions as a series of communication links to ensure Unity of Command. In order to carry out their mission, the Support Squad can hear/carry out the FC's direct orders and have the awareness necessary to synchronize the Support Squad's combat power with the main Fleet's activities.

In this example, Phantoms could be used by the Support Squad or smaller specialized squads who are in a separate channel but wish to maintain situational awareness. The advantage of the Phantom is that not every member of the main Fleet would have to set an additional Key Bind. That's a lot fewer people having to set new binds and remember to use their secondary PTT key when the fog of war rises. That's a big advantage but the Support Squad and other teams using Phantom would still need to use a Key Bind when they transmit to the main Fleet.

The above example is summarized as follows:

Phantom Only

This allows situational awareness but not two way communication.

Support Squad - Phantom Red Wing

Key Binds Only

This allows two way comms but is unnecessarily complicated.

Duty--------Primary Key-----Secondary Key

FC----------------R&B Wings-----Nil XO---------------R&B Wings-----Nil EWO-------------R&B Wings-----Nil Main Fleet-------Red Wing------R&B Wings Support Squad--Blue Wing-----R&B Wings

Phantom and Key Binds

Using a Phantom, the FC, XO, EWO and main Fleet would not need to set any additional keys. The Support or other squad would have to set key binds and phantoms. This simplifies the example.

Support Squad--Blue Wing-----R&B Wings (Phantom set for Red Wing)

Creating Key Bind

1. Have vent open. You can be connected to the AGONY channel 2. The third drop down menu is called "Bindings". Click on the arrow to the right of the drop down menu 3. Click on "New" and name the Bind. (For example "R&B Wings"). Click OK. 4. Click Add (bottom left of screen) 5. Push the desired push to talk key. (For example "Left keyboard shift key". Click OK 6. The next pop up should already have "Advanced PTT" selected. If not, select it. Click OK. 7. The next pop up should already have "Channel by Name" selected. If not, select it. There is a blank field called "Channel Name(s). Click the "..." button to the right. 8. Add the channels you want to transmit to (For example Fleet Operations/Red Wing and Blue Wing). Click OK. Then click OK again. Then click OK a third time. 9. Now you're back to the normal Vent panel. The Bindings menu will read "(None)". Click on the drop down arrow and select your key binding. 10. Your ready to go!

Creating Phantom

1. Right click on the channel you wish to Phantom 2. Click Misc 3. Click Add/Remove Phantom (Note: The phantoms remain after you log off so you have to remove them using this same procedure.)

Issues

Problem: Using a single vent channel for all Fleet communications keeps everyone situationally aware but does not allow for the Support Wing to organize their activities.

Solution: Use multiple vent channels

Problem: Using multiple channels increases both complexity and the chance that key information will be missed/lost during a fight

Solution: Balance simplicity with the need for independent Support communications to maximize our fighting efficiency

Problem: How the hell do we do that?