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>

Latest revision as of 13:49, 3 December 2014

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This article has been nominated for deletion. If you do not wish the page to be deleted please make your opinion known on the discussion page

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.)

Sample Plans

Plan One

Concept: This is the simplest of the first three sample plans and simple has a charm all its own. Red Wing is the focus of all communications. Every member of the support and cap Wings will have a phantom in the BS channel / Red Wing. However, it does limit the coordination of the Support Team because they must listen to all BS Wing communications.

In this example, the FC runs the BS Wing and the Support Team. Once the BS Wing reaches their target, the Support Wing Commander will coordinate their actions. The Cap Wing Commander is more or less independant but the FC will still order their cyno in and out.

Red Wing

FLEET COMMANDER - PTT key to all channels
Battleships - 2nd PTT key to talk to Blue Wing (Emerg use)
Logistic Ships - 2nd PTT key to talk to Blue Wing (Emerg use)
Command Ships - 2nd PTT key to talk to Blue Wing (Emerg use)
EWAR (assigned to BS Wing) - 2nd PTT key to Blue Wing (Emerg use)
Resupply Ships

Blue Wing (All members: Phantom in Red Wing, 2nd PTT to Red Wing)

Support Team WC - PTT to all channels to pass reports
Covops
Scouts
Combat Support Ships (T1/T2 frigs, dessies, cruisers, durka BS etc)
Cyno (jump in) - plus Phantom in Gold Wing
EWAR assigned to Support Team

Gold Wing (All members: Phantom in Red Wing, PTT to Red Wing)

Cap WC - PTT to all channels (emergency use)
Caps
Cyno Alt (jump out)

Plan Two

Concept: In this example, each Wing Commander runs their own show with the FC coordinating the three Wings and setting priorities (fight or flight etc). Normally only the BS Wing Commander would talk to Blue Wing. However, every member of the BS Fleet has a second PTT to talk to Red Wing in case command falls to them. The Support Team all have two PTT keys. Their main PTT will be to coordinate support activities in Blue Wing without having to talk over the BS fleet's communications.

Red Wing

FLEET COMMANDER - PTT key to all channels
Battleship WC - 2nd PTT key to talk to Blue Wing
Battleships - 2nd PTT key to talk to Blue Wing (Emerg use)
Logistic Ships - 2nd PTT key to talk to Blue Wing (Emerg use)
Command Ships - 2nd PTT key to talk to Blue Wing (Emerg use)
EWAR (assigned to BS Wing) - 2nd PTT key to Blue Wing (Emerg use)
Resupply Ships

Blue Wing (All members: 2nd PTT to Red Wing)

Support Team WC - plus Phantom in Red Wing, PTT to all channels
Covops
Scouts
Combat Support Ships (T1/T2 frigs, dessies, cruisers, durka BS etc)
Cyno (jump in) - plus Phantom in Gold Wing
EWAR assigned to Support Team

Gold Wing

Cap WC - Phantom in Red Wing, PTT to Red Wing
Caps
Cyno Alt (jump out)

Plan Three

Concept: In this example, the FC and Wing Commanders are in one channel to coordinate the Fleet's operations but with phantoms and PTT for their Wing Channel. Although this allows for maximum coordination between the FC and Wing Commanders, it could easily fall apart if those same pilots are killed.

Command Channel

FLEET COMMANDER - 2nd PTT key to all channels
Battleship WC - Phantom in Red Wing, 2nd PTT key to talk to Red Wing & Talking Dirty
Cap WC - Phantom in Gold Wing, 2nd PTT to Gold Wing & Talking Dirty
Support Team WC - Phantom in Blue Wing, 2nd PTT to Blue Wing & Talking Dirty

Red Wing

Battleships - 2nd PTT key to talk to Blue Wing (Emerg use)
Logistic Ships - 2nd PTT key to talk to Blue Wing (Emerg use)
Command Ships - 2nd PTT key to talk to Blue Wing (Emerg use)
EWAR (assigned to BS Wing) - 2nd PTT key to Blue Wing (Emerg use)
Resupply Ships

Blue Wing (All members: 2nd PTT to Red Wing)

Covops
Scouts
Combat Support Ships (T1/T2 frigs, dessies, cruisers, durka BS etc)
Cyno (jump in) - plus Phantom in Gold Wing
EWAR assigned to Support Team

Gold Wing

Caps
Cyno Alt (jump out)

Plan Four

Description: This was the final sample plan produced based on comments from corp members; it was based on PLAN ONE and replaced PLAN FOUR (deleted). There are three wings coordinated by a Fleet Commander. The wings are coordinated by the FC but are controlled by their Wing Commanders. The FC is in Blue Wing and Blue Wing is the focus of all communications. The other two wings have phantoms in Blue Wing and a second PTT to speak directly to Blue Wing. EWAR ships are not in one wing but spread amongst the wings so that they can communicate directly with the ships they are supporting.

This allows the Wing Commanders to direct their wings without overwhelming a single channel. Wing Commander will make reports to the FC in Blue Wing but, when operating independantly, run their own show. At the other end of the spectrum is the a major fight that requires all wings to work in concert. At this point, the FC stops coordinating between Wings and starts directing his entire Fleet.

If the FC goes down, the Support Wing Commander and on down are the Fleet's chain of command. Blue Wing is the focus of communications and the FC needs to be there for the plan to work. If the BS or Cap Wing Commander go down, their replacement comes from within their respective wings.

Strengths: Allows coordination within each wing but Fleet can still function as a whole. Chain of Command will remain intact unless Blue Wing is wiped out.

Weaknesses: Every pilot will have to use a phantom and a key bind. A second PTT key might be difficult to remember during a fight. (I think this can be overcome by practice)

Red Wing (All members: Phantom in Blue Wing, 2nd PTT to Blue Wing)

Battleship Wing Commander
Battleships
Logistic Ships
Command Ships
EWAR (assigned to BS Wing)
Resupply Ships
Heavy Tacklers (Rapier, Curse etc)

Blue Wing (All members 2nd PTT to all channels)

FLEET COMMANDER (option: have a key bind to talk to each wing or commander?)
Support Wing Commander (if reqd)
Covops
Scouts
Combat Support Ships (T1/T2 frigs, dessies, cruisers, durka BS etc)
Cyno (jump in) - plus Phantom in Gold Wing
EWAR assigned to Support Team

Gold Wing (All members: Phantom in Blue Wing, PTT to Blue Wing)

Cap WC
Caps
Cyno Alt (jump out)