Detailed suggestions on "Sphere" of Combat

So i've been playing odyssey more and i will have to say, the sphere of combat is totally out of whack, and almost non-existent. More generally, the scale of the game is out of whack below ship level. Of course this is an issue that has come up before many times:
  1. Just where is the combat triangle, exactly?
  2. Why do on foot weapons damage ships so much?
  3. Should there be shield domes around surface combat zones?
So it's impossible that devs/CMs don't know this. Essentially, there's no sphere or triangle, and even the earlier ship-ground balance might be out of whack (e.g. bumping into skimmers causing massive ship damage). But here is an idea of what should be aimed at. I'm coming at it being a long time player of one of the best FPS for combined arms gameplay - Arma 3.

First of all, draw examples from the real world today. Why? Because in Elite there are cases where it seems like things are a step back from the present. The sniper rifle has a stock 100m range, whereas IRL snipers can engage up to 2km or sometimes more. Other weapons have less than 40m range, which IRL would be pistol range. Heck, an air pistol can do 10m. An air rifle can do 100m!

Similarly, when it comes to the balance between infantry, ground, air and naval interactions, the real world is informative. You need infantry to entrench and hold positions, make their way through areas where vehicles would be blind, encumbered and vulnerable, to infiltrate spaces covertly, perform reconnaissance, engage in counter-insurgency, combat search and rescue, etc. Ground vehicles support infantry by providing heavier weapons, better protection, greater mobility, as mobile forward-operating bases or taxi services. Aircraft provide Close Air Support to ground assets, maintain air superiority via Combat Air Patrol, do bombing runs, assist with transport and Combat Search and Rescue operations, put out fires, COIN, recon, etc etc. vehiocles and infantry have ways of countering air, but then air can counter them too, sometimes with support.

So then your role definitions are:
  1. Infantry - take or infiltrate structures, steal goods, outright raids and skirmishes, disable defences, designate targets for air or ground vehilces. Can counter air and ground by using dedicated weapons, unless dealing with very light vehicles (e.g. open vehicles, unarmored helicopters and cars, lucky shots on planes). Virtually no counter to naval except boarding action manning shore defences.
  2. Vehicles - support infantry by providing heavier and longer range fire support, being tankier than infantry, rapid transport and redeployment, increased storage and being able to serve as a mobile FOB, provide anti-air defence, provide better optics and vision and sometimes, be a platform for long range high payload missile strikes against ground and naval targets.
  3. Air - provide support to ground forces against other ground targets with (very) long and medium range strikes, maintain air superiority, suppress enemy air defences, recon with high power optics and radar (e.g. AWACS), rapid transport of infantry, vehicles and material
  4. Naval - shore bombardment, securing sea routes, anti-piracy, large scale transport and evacuation, weapons platform for aircraft and cruise missiles, anti-air defence.
  5. Fixed ground assets - housing of people, goods and materials, providing a base of operations across theaters, anti-air or anti-sea defence, large/numerous weapon emplacements, holding strategic land or sea routes, etc.
What does this mean for elite? Well, roles need better delineation and specialisaton. The above roles must be the basis for the sphere of combat. More contextual thoughts:
  1. Ships have handicaps vs ground when it comes to awareness. Infantry cannot be targeted. it is also hard to control ships in planets with medium to high gravity. These are balancing factors against ships and should be exploited to establish this sphere.
  2. Current arsenal of ships vs ground is underwhelming. It basically boils down to using rockets, and to a lesser extent mines. Gimballed weapons or turrets are only useful if attacked by a ground asset, or if it can be targeted from the air. This usually happens at very close ranges (<2km).
    1. Lasers/MCs are not very effective against infantry. This should not be the case. These are very powerful weapons designed for ship shields and armour. Infantry being able to tank them without a care is really silly. They are difficult to aim without sensor assistance so this shouldn't be much of a problem.
    2. Introduce specialised ground sensors that can pick up infantry and vehicles, but can only be used with much weaker anti-infantry weapons (think of this like door mounted machine guns on helicopters). This could be an engineering pathway added to existing engineers for odyssey owners.
  3. Infantry weapons and shields need to be toned down substantially. They have to be weaker than SRV shields at stock. Once fully engineered and upgraded, infantry shields can be at par with stock 2A shields. Weapons should not exceed stock C1 hardpoints after engineering+all upgrades, specialised anti-air weapons can be equivalent to C2 stock hardpoints.
  4. It might be interesting to add reverb cascade mods to infantry or ground vehicle rockets, and phasing sequence or sensor/gimbal disruption to vehicle or fixed anti-ship weapons.
  5. Let settlements have shields that need to be disabled by infantry or need to be worn down by ships. These can be fairly tanky depending on settlement size etc. Shield generator should be targetable from some distance to allow for use of torpedoes and mines with reverb cascade. This will make team missions way more interesting.
  6. Skirmisher and sentinel weapons have to be deadlier than at least grade 2 infantry weapons.
  7. Add binoculars
  8. Add the ability for laser designation of targets by vehicles and infantry. Add a ship module that can work with such laser designation. Introduce new weapons or engineering for missiles, torps, mines that make them laser seeking.
  9. Introduce the equivalent of real world SAM/AAA sites with radars and launchers, allow the radars to be disabled by infantry or targeted by aircraft from range (maybe torpedo or seeker missiles engineered for Suppression of Enemy Air Defence by becoming an air-to-ground Anti-Radiation Missile.
  10. Add team missions where air and vehicle support is heavily recommended, otherwise it becomes tougher. This helps tie in Horizons with Odyssey.
  11. C4 hardpoints need "shore bombardment" style weapons. Maybe have weapon mods for cannons that do larger AOE damage? Or intro turreted C4 dumbfire missiles. Basically, Cutter/Anaconda/Corvette/T10 need to be able to perform naval support roles.
TLDR:
  1. Infantry should be squishy unless heavily upgraded. In general, they should have little to moderate effectiveness against vehicles unless using specialised weapons and upgrades/engineering. Similarly, they should have little effectiveness against ships bigger than a sidewinder or eagle. They could work to disable ship modules so that larger guns on the battlefield can take the ship out / make it flee.
  2. Infantry should be the eyes of vehicles and ships, and help them get through enemy defences or target enemy infantry.
  3. Vehicles should have high effectiveness against infantry but moderate effectiveness against the small ships (or unshielded ships). Engineered ships should not be very vulnerable to unspecialised ground vehicles.
  4. Ships either suffer from poor visibility of ground units or do get sensor support but weak anti-infantry weapons (of course rockets bypass this limitation). Overall they're strong against both ground and infantry in the open, but have to be vary of specialised weapons and large settlement defences which can inflict module damage on larger ships or kill smaller ones outright.
  5. Settlement shields should be a thing.
  6. Stronger AA should be a thing, but it should also be something that can be countered with adequate preparation.
Having "realistic" simulated limitations and systems is what will make sphere of combat interesting. Things need to be scaled correctly and realistically, and players should be encouraged to specialise into niche roles for higher effectiveness.

Edit: Phoenix_Dfire has an excellent suggestion further in this thread, too: https://forums.frontier.co.uk/threads/detailed-suggestions-on-sphere-of-combat.583170/post-9331802

Edit2: Forgot one more point - maybe the SRV should extend the sensor range for its mothership or wing ships? Display ground targets and turrets from a further distance for the main ship. Might need some balancing.
 
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Great post. Unfortunately I'm not confident any of this will make it into the game.

It seems to be out of scope and too much work for Elite. It's not just a question of balance but of design so it can't be "fixed" easily.
 
I agree, however I’m Afraid we’re talking to the woods.

as a longtime ArmA player too, this is very very upside down, to define combat it’s better to breakdown the roles as you did.

FC-Ships-fighters-SRV-onfoot the best progression line would be place FC in orbit, use ships to deploy fighters, and drop ships to drop combat troops.

As it is now .... lol don’t get me started.
 
I know I was pretty shocked when I took my SRV to a TL1 crash site to have it literally shredded in under a minute by 3 hostiles...I’ve done many planet CZs and on foot dispatching 3 hostiles is peffortless My SRV cannons didn’t even dent them and they literally chased me back to my ship until I exploded…trying to escape…
 
I like the ideas! However, unless the scope of the changes is much lower I doubt they'll ever make it into the game. Still there are some that should be possible without much trouble. For example on foot weapons vs ships can be balanced using the ship armour stat in foot weapons should have 0 armour penetration making them largely ineffective against ship hulls.
 
Very good post. I would hasten to add, another thing Arma, Squad, basically any tactical FPS game has is a very short time to kill. You should not be stood out in the open tanking enemy fire, ship fire, srv fire, what have you, it is just rediculous. Don't get shot, getting shot hurts, that should be the mantra. Instead we have "my first fps" which makes even COD seem like a milsim. I don't think it is possible to get a good sphere of combat approach without fixing this.
 
I like the idea of having air-to-surface specific weapons on ships that are effective against infantry and can be targeted but bear similar damage models. So long as there's a counter for ships, I think this is fine.

I skimmed the post (at work) so forgive me if this was mentioned. The biggest issue is ships can just ram deploying infantry and permanently lock them out of the fight, with no counter.

This shouldn't even be possible. Lots of ways around this. I'm not going to go into that detail. It just needs to not be a thing.
 
Excellent Post OP.

I would add that maybe allowing players and NPCs to man Anti-vehicle or Anti-Ship turrets in an effort to protect their troops from attacking player ships and srvs would be helpful. I would also suggest that these turrets become the new combat zone objectives/ hold zones so that the infantry with the most turrets have the best protection against Ships and SRVs.
 
Excellent Post OP.

I would add that maybe allowing players and NPCs to man Anti-vehicle or Anti-Ship turrets in an effort to protect their troops from attacking player ships and srvs would be helpful. I would also suggest that these turrets become the new combat zone objectives/ hold zones so that the infantry with the most turrets have the best protection against Ships and SRVs.
Oh absolutely! I had this mind last night but forgot to add it today lol. But would love to see this, feel like it has huge potential to make things interesting.
 
Great post OP.
I'd just like to echo this stuff ...I was honestly astounded that the "sphere of combat" as is was as bare bones as it turned out to be. I didn't expect anything of the level of Arma to appear in Elite but I figured at the very least some basic air to surface / surface to air stuff would be present beyond dumbfires. I'm not sure what FDevs vision for this was or is ...or if indeed there is a vision for the expansion of the "ground war" aspect beyond what exists ...if there isn't a forward vision, I'd argue the "sphere of combat" does not exist in the game ...sure you can have a soldier, an SRV and a ship in the same instance but (importantly) there is no real reason for you to do it and the game isn't facilitating it on any level beyond instancing.
 
Interesting take, but unfortunately most of the systems required to make your sugestions possible have not been developped :
Vehicules :
-greater ground vehicules diversity
-NPC manned ground vehicules
-ground vehicules that can be manned without belonging to a teamate with a multicrew eligible ship
-ground vehicule deployment modules for player/npc ship
Air supremacy :
-no fire zone giving fines for usage of ship weapons above settlements, meaning death = prison instead of redeployment
-settlement spawning defending ships/slf that would target hostile player manned/npc ships
-settlement shields generators interactable with feedback cascade.
Ground deployment :
-respawn system not supporting redeployment from FC, multicrew ship, surface vehicule.
-player owned dropships
-hability to both deploy an slf and deploy landing gear, linked to not being able to land a slf.
Aim assist :
-using other players/npc as extension of your own sensors.

I'm probably forgeting some important ones, but most of all :
-a reason for players to stage such battles with all the organisation that comes with trying to instance together.
Not sure if substantial gains in BGS war are enough to answer that one. Challenge is also amiss since I can solo high cz in unengineered G3 suit and G2 weapons, guess how fast you'd clear the cz with proper combined arms.
 
I love these ideas, with the idea of sensible AA artillery, meaning there are real air defences for ships to handle (Imagine being on the dropship coming in to a combat zone, while it dodges laser fire and missiles)

Full ships would not handle well in atmosphere, but a fighter designed to work there rather than space might.

Man portable AA weapons could take out a fighter (or SRV if you have a missile launcher) but would not take out a ship so easily (How many times do you have to hit them with ship weapons, yet man portable weapons take no time, not only that but it takes more than one shot from a man portable weapon that can hurt a shielded ship to kill an unshielded person).

I am enjoying the game, but a rebalance of the world is badly needed to stop the constant breaking of immersion.
 
These suggestions would improve ground combat a lot! Honestly i always thought it was silly that the defenses on settlements were not turned on against the attackers, also it would be fun and challeging to be able to disable or defend command rooms so the defenses can keep on going. Also why not add Skimmers and Goliaths to conflict zones? Maybe as special units that appear from time to time much like Spec Ops in space Conflict Zones it would be fun, challenging and add some diversity to the combat.

I really hope FDev take notes on these suggestions you made, good job OP.
 
These suggestions would improve ground combat a lot! Honestly i always thought it was silly that the defenses on settlements were not turned on against the attackers, also it would be fun and challeging to be able to disable or defend command rooms so the defenses can keep on going. Also why not add Skimmers and Goliaths to conflict zones? Maybe as special units that appear from time to time much like Spec Ops in space Conflict Zones it would be fun, challenging and add some diversity to the combat.

I really hope FDev take notes on these suggestions you made, good job OP.
So long as defences are entirely controlled by cature points. If I go capture all the settlement defences and a derp ship rocket spammer tries to spoil the party, then my actions should mean they're going to get messed up. If it's just one settlement turret, they may have the ability to take it out and then derp.

Obviously, if I then go and capture it again... it's repaired.

And this does mean PDAs actually destroy those rockets they fire.
 
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