Lets test this persistent universe and see if FD are true to their word.

why are we not using the game comms for actual wings, and teamspeak for chatting?

Another reason is that some key players (who shall remain anonymous) don't seem to have a handle on their mic sensitivity settings, and flood everyone's speakers with the sounds of their significant others and cries from small children. This can make it quite challenging to focus on combat communication.

Limiting comms to your own wing in TS, while allowing a leader to hop channels to disseminate info where required seems like a less chaotic option to me, anyhow. (At least for the wingmen.)
 
Another reason is that some key players (who shall remain anonymous) don't seem to have a handle on their mic sensitivity settings, and flood everyone's speakers with the sounds of their significant others and cries from small children. This can make it quite challenging to focus on combat communication.

Limiting comms to your own wing in TS, while allowing a leader to hop channels to disseminate info where required seems like a less chaotic option to me, anyhow. (At least for the wingmen.)

There are families in the novels, it's just more immersion. But yes you do have to change the sensitivity on the mic ;-)
 
why are we not using the game comms for actual wings, and teamspeak for chatting?
The lack of a PTT (Push To Talk) button makes in game comms a PITA because they won't integrate with Apps like Voice Attack in the convenient way that TS does.

i.e. I find it most convenient to leave the VA mic state Open and only Mute it when I PTT to speak over TS

ED's peculiar Push To Mute function does not work well with this regime.
It Could be achieved by reversing the logic and having TS open all the time and VA set to PTT but many TS sysops prefer users to employ PTT to save on traffic costs/bandwidth.

How the Audio Design boys at FD missed this escapes me, it really does.
They go to the lengths of adding Hold/Toggle to the Mute Function but not to offer the opposite of Mute.
 
Yesterday we were flipping through the majority of combat zones and nothing we saw explains the massive change. I suspect you have a lot of people in solo and private.

If you want to win this down the road, here is what you need to do.

(1) Private group hit squads

Form up in groups of three and play private mode, focusing on NPC's. That's how the game is won, not by managing commanders, or keeping one eye out for them. In HR 7327, in much less time, I would gun for 100 NPC's a day. We aren't getting close to that here even though we have more playtime.

If you go to private it is much easier to concentrate on the task at hand. I don't like 'private' but the game is what it is... Not only are you outnumbered, but you are handicapping yourself by not doing that. Moreover, even newer members can be effective in groups of three in private group. Each group should go for total kills of 100 - 300 npcs combined depending on their play time.


(2) The Spear of Light hit squad.

This wing of four needs to rove between the combat zones looking for fed players. All four need to be in Fer De Lances, they hit hard and can't be outrun. If a player gets away, they still have the combat bonds with them. Four FdL's would hit hard enough and run fast enough to ensure a kill. It only commits four players to this cause and should be enough to harass hundreds of players while committing minimum forces (4 players).

Also this group could become famous enough that fed players would "fear the spear of light". Great for propoganda, record it make vids, etc.

(3) The Lugh System Alliance

Get other Fed systems nearby to rebel at the same time. These systems would come to our aid in the rebellion by literally distracting hundreds of fed commanders.




These are all from my observations yesterday, and it fits your lore and roleplay. You have my contact info if you want to discuss this more. I can get a win for you, but the current setup doesn't cut it, and it may be too late to change this time around. But there is always next time.
 
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Long live the Federation! Just had 2 different engagements with wing vs wing in conflict zones against terrorists. Great fun with in game voice coms with federation brothers attacking the heathens. Both times we killed them all without losing any of us.

For the Federation! Destroy Crimson terrorists!
 
If I was to separate people off into groups. I would have you guys take care of the Spear of light group. Create 2 squads of dedicated players from 2 different time zones. That way the Spear of LIght squad will run for a larger portion off the day. The difficult part here is raising enough money for 8 FdL's, but a group of your size concentrating on trade could easily do it, especially if you help each other.

Leave Empires Grace, and the Mercs to concentrate on racking up NPC's, and maybe even contribute 1 'Foreign Legion" Spear of Light. The reason for this is that we have much higher organization, and at one point I counted 24 of us on at once not including CSG. We could have been running 8 instances at once grinding out NPC's at a high pace, rather than a much lower number of instances popping in and out from skirmishes with other commanders.
 
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I think the CSG players that can afford a Fer De Lance can be counted on the fingers of one Mauze. I mean finger.

The only ships fast enough to keep up with a running player (with full pips) to engine is the viper and FdL. And the viper can't dish out the damage you need.

I realize it would be a money commitment, so you would have to dedicate your players to trading for a while and raise money before you went to war. Sounds realistic to me. It will be hard but you will be much more prepared.

If you want to win, make a plan and cover it 100%. Spare no expense. How many players out there identify with fed? You are outnumbered and they can fight you invisibly. You must dedicate as few as possible of your players to PvP, and those you do need to be so brutally efficient at it that there isn't even a remote chance of escape. The rest of your forces must be dedicated to grinding because of the way the game currently works.
 
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There have been several bugs with the background sim preventing a faction in a dominant influence position taking control of a system.

A new civil war trigger was introduced in 1.2, if a non-controlling minor faction has 70% or greater influence then a conflict begins with the controlling faction.
This redundancy ensures that minor factions with large amounts of influence become the controlling faction :)

It's a very nice addition to the game and prevents some unintended scenarios like what happened in Lugh from occuring.

So, that's a yes?
 
So, that's a yes?

The background sim seems to be in a much better state now.

It was gradually improving over the last weeks, and 1.2 brought a much needed acceleration of pace.
Cooldowns and civil war triggers do seem more reliable, mission influence seems to be fixed, expansion factions seem to be fixed, the 70% rule allows factions to gain control of systems when they outpaced their opposition.

And no, it doesn't take that long. If you concentrate on one system, you will make progress and will turn the system. It won't take as long as Lugh. There probably still are some bugs left, but they are less and less.
 
So, that's a yes?

It's a caveated yes, I think. The test is still running inasmuch as success has never been achieved. Unfortunately, the "failure" of the initial test (Lugh didn't flip when it should) has meant that we find ourselves in an unnatural, engineered scenario. We've learnt that if we break the game then FD will step in to turn the breakage into a bit of story, which in many ways is good for the players (non-CSG players, anyway...since that story appears to be to invite the rest of the galaxy to Lugh to beat the experiment back to square one :) )
 
The background sim seems to be in a much better state now.

It was gradually improving over the last weeks, and 1.2 brought a much needed acceleration of pace.
Cooldowns and civil war triggers do seem more reliable, mission influence seems to be fixed, expansion factions seem to be fixed, the 70% rule allows factions to gain control of systems when they outpaced their opposition.

And no, it doesn't take that long. If you concentrate on one system, you will make progress and will turn the system. It won't take as long as Lugh. There probably still are some bugs left, but they are less and less.

Thanks.

How long, as a guess, would it take a few commanders to "turn" a system?
 
A'chungaidh leighis is goirte,
'Si is moth'tha deaneamh feum.

Even though I'm just a newcomer, I believe that even if they may win this battle, they won't win this war!
This be a war by justice against tyranny and it shall not be lost!
 
Have to work until 7pm. (German time). I will join as soon as i am at home and had some food. Keep up the fight CSG
 
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