Player allocation

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This is part of a larger subject on player allocation, focusing on defense:

When you are out and about doing "stuff", you need to keep an eye on F6 and F7. You need to look at how many we have docked, how many we have scouting, miner killing etc and judge for yourself whether you could also keep on doing whatever it is you are doing or you need to get back for defense.

I can understand if you are the sole tp dropper, sole prober, already committed to a tricky offensive mission or the sole miner hunter - sure, ok, then it. Defense is not your job.

But otherwise: defense is not performed by "whoever happens to be around". Teams need defense. If the circumstances aren't clear, half the team should be on defense - that's a good rule of thumb. Of course, if the enemy isn't attacking or can't attack you don't need as much. Or ifyou don't have a clear offensive plan you could use more. That's up to the commander to decide. But in the end, teams need to maintain some amount of defense.

If the enemy is bombing, and they are succeeding - guess what, THEY ARE LIKELY TO CONTINUE!

And please, do NOT charge bombers in figs. Do not get into turret range with sfs.

Once you get the defensive numbers - what will DOUBLE your chances of getting that bomber stopped is having the nearby sectors to your bases probed. The more likely the bomber is to come through a sector (closer aleph, closer enemy base, whathaveyou) the more probes you need in taht sector. That's commander's job, but commanders get busy. It doesn't hurt to check dangerous sectors for probing when you are docked and warn the team if necessary.

If you are facing htts rather than bombers in figs or sfs.. you can't stop well-supported htt runs if you are docked when the htt gets in sector. You don't have the firepower. You don't have the acceleration. You don'thave the agility. If HTT is expected, you HAVE to have that green door camped. Period. I know it's not too much fun - but think about it. All it takes is one base save and you are hero of the game.

And finally, please, galv runs shouldn't take 20 mins to accomplish. All you need is between 4 to 6 figs based on the strength of defense to galv an op. Just 2 figs vs exp or tac will galv a tele fine, 4 vs sup. Don't go in with fewer figs. Don't go in with more figs and leave your defense short-handed. Don't just keep getting podded over and over and over on futile galv efforts.

That's how commanders succumb to premature greying. Save your comm's hairdo.

--Spunkmeyer 03:43, 18 August 2011 (UTC)

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