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- From: hde+@cs.cmu.edu (Herbert Enderton)
- Newsgroups: rec.games.netrek
- Subject: Elements of teamwork (long)
- Message-ID: <C05EqG.LuF.1@cs.cmu.edu>
- Date: 1 Jan 93 00:01:28 GMT
- Article-I.D.: cs.C05EqG.LuF.1
- Sender: news@cs.cmu.edu (Usenet News System)
- Organization: School of Computer Science, Carnegie Mellon
- Lines: 194
- Nntp-Posting-Host: moriarty.theory.cs.cmu.edu
-
- Okay, here's the first draft of a guide about teamwork. Comments
- are welcome.
-
- -- Red Shirt
-
- ----------------------------------------------------------------------
-
- Roles
-
- Tell your team that you'll be playing a certain role, such as
- scout-bomber, ogger, or escort, and then stick to it for a long time.
- That way they know what to expect from you, and thus can coordinate
- better with you. Roles provide an easy way to manage the division of
- labor, helping to ensure that everything gets done, and helping to
- avoid redundancy. You can make up your own job description, but here
- are some good ones I'm familiar with:
-
- Bomber. Two types of bombers are the "passive bomber" who avoids
- fights and just tries to stay alive deep in enemy space to bomb any
- unguarded planets, the "aggressive bomber" who goes to bomb, but if an
- enemy was guarding or trying to pick up the armies, he'll often og.
-
- Ogger. Attack the carriers, the potential carriers, and for good
- measure crash planets that the enemy is trying to guard. They'll
- probably start to run away from you after a while, but you can use that
- to your advantage, e.g. scare everybody away and then bomb a planet.
-
- Escort. Tries to achieve space control over an enemy planet that a
- teammate wants to drop armies on. More about this in a later section.
- It's great to have somebody who essentially does nothing but escort,
- because then when I carry armies I can look for him, and have confidence
- that he isn't going to run away at the crucial moment.
-
- Planet-taker. Because this requires having a kill, it often makes
- sense just to have everyone take planets when they can. But if your
- team has lots of ships with kills and few armies, you really don't
- want to have everyone waiting around for armies and then racing each
- other to grab them. So if you want to be the one guy who's waiting
- to grab armies that pop, tell your team.
-
- Front-line fighter, a.k.a. (passive) space controller or Brick Wall.
- This is most appropriate in even or near-even games. Hang out near the
- front-line planets (both yours and theirs), prevent enemies from
- orbiting, help friends, kill carriers, cripple oggers, clear planets,
- and deal with front-line armies as the opportunity arises. Good ship
- choices for this include CA, BB and SB. Sometimes it's helpful to
- specify whether you'll hang out on the left side or the right side
- of the line.
-
- Anti-bomber, a.k.a. Lumchan mode. Scum a kill off an enemy bomber,
- pick up armies and either use them or shuttle them to a hoard.
- A scout seems to work best.
-
- Army-guard. If your team has a hoard of armies, say on the homeworld,
- and they have bombers threatening to strike it, you want one person
- within range at any one time. This is a good way to get kills (if
- you're not a starbase), so I like to trade off with somebody: whoever
- has fewer kills guards the army pile. The army guard can also help
- intercept oggers for teammates who are limping back to pick up.
- Bases are adequate army-guards, but they can't use the kills they
- get from it.
-
- In our most successful games, TWNN led by Mucus Pig used one passive
- bomber, one aggressive bomber, one ogger, three front-line fighters,
- one planet-taker, and one army-guard. We found it disruptive whenever
- we tried to switch roles mid-game.
-
- If the enemy team has many armies and our team has few or none, it
- behooves our planet-taker, anti-bomber, army-guard and escorts to take
- a minute or two off from their usual duties to help us bomb and ogg.
- Similarly, if both teams have armies but the enemies have many kills
- and more planets than us, then we should probably try to ogg all their
- potential carriers before taking any new planets; i.e. just hoard the
- armies for a couple minutes, because until we get the "kill list" down
- to size we're not going to be able to protect any planets you take.
-
- ----------------------------------------------------------------------
-
- Escorting
-
- Some basic facts to bear in mind:
-
- (1) A ship can't dodge when orbiting.
- (2) Enemies killed reappear near their home world, refreshed.
- (3) A ship in place has a huge tactical advantage over an enemy
- rushing towards it.
- (4) All cloakers look alike.
- (5) The enemy probably knows if you carry, but doesn't know where
- you're going or when.
-
- The proto-typical good escort is the guy that gets to the target planet
- a few seconds ahead of you (even though you go at maximum warp), kills
- the nearby defender (if any), and positions himself between the planet
- and any onrushing enemies so they can't get at you while you orbit.
- It's like a screen in basketball, except for the part about killing.
-
- It's much less important to have escort by your side to deal with
- oggers as you fly towards the planet; you can often dodge and evade
- while flying at high speed, the problem is going to come when you
- get to the target planet and have to slow down. In fact such an
- escort may hurt your cause if he kills an ogger you had successfully
- evaded and the ogger can return in time to defend the planet.
-
- Fakes and feints can be extraordinarily helpful. E.g. say we're Feds,
- we own the Rom front line, and I'm trying to take Sirius. I naturally
- send a distress call when I pick up, and I write "SIR". Then I might
- head towards Draconis pretending that's what I want, and hope that the
- Romulan near Sirius bites on the feint and comes over to stop me.
- Meanwhile my escort is probably confused because I called for escort to
- Sirius, but with luck he'll position himself roughly between Drac and
- Sir, and when I turn and lock on Sir I fly past him and the Roms
- chasing me can't follow. (In basketball I think the analogous concept
- is called the "total motion offense"; move the ball around to force the
- defense to shift, because their motion enables your screen tactics to
- work.)
-
- A faker is a ship that doesn't carry, and might not even have a kill,
- but cloaks and pretends to be trying to take a deep planet, in order to
- draw the defense to it. This works best if the faker goes in well
- ahead, before the enemy is even alert to the real threat, and attacks a
- deeper planet, e.g. Tauri in this case, and stays alive and cloaked as
- long as possible. This stuff really works, even against very clued
- opponents, and anyway it's good for a laugh.
-
- In typical pick-up games the main benefit of the escort may be simply
- to give the enemies somebody else to shoot at. As long as the escort
- can stay alive uncloaked somewhere off to the side of the planet, the
- carrier has a good chance of success. Sometimes an escort will nobly
- det torps and die to try to save me, and I'll wish that he had just
- dodged and lived a while longer.
-
- If you're a late arriving escort, i.e. your carrier is already trying
- to orbit by the time you get within range, there's very little you can
- do. If you spray torps over the planet you'll likely kill her.
- Occasionally you can still usefully tractor and perhaps phaser a
- defender. Alternatively, you can try to clear a neighboring planet in
- case your carrier wants to change her mind and cut over there, or be
- ready to intercept oggers if your carrier wants to escape. In general
- you can't do much to help a teammate unless she flies towards you.
- And since escorts do well in bigger ships and carriers do well in
- faster ships, the escort should try to start pretty far ahead on
- any attack run, and may have to decide for himself what planet to clear.
-
- ----------------------------------------------------------------------
-
- Synchronization
-
- When the enemy is down to a few core planets and are mostly staying in
- their own space, you can't just go in at a random time and hope to get
- anything done. Whether you're ogging, bombing, or carrying, if you're
- the only Fed in the Rom core you're just going to die. Most pick-up
- games look like that: each Fed ship takes a minute or so to fly up to
- Rom space, then they go in one or two at a time and they die. What
- you want is for all the Fed ships to fly up to the perimeter of the danger
- zone and wait, and then all go in at about the same time. Then
- for 20 seconds or so, you've got even odds tactically, e.g. eight Feds
- against eight Roms. You might even get better than even odds if some
- Roms come out to og or bomb and you can "trap them up ice", i.e. get
- past them without killing them. It doesn't really matter that all the
- Feds go to the same place or are trying to do the same thing; some
- could be ogging, some carrying, some looking to bomb, and some
- hopelessly crippled and just hoping to distract the enemy. As
- indicated in the section on escorting, practically anything you do deep
- in enemy space is likely to help your planet-taker, even if you're at
- one planet and she's at another. It's the timing which is the
- essential ingredient. And unfortunately this ingredient is lacking 99%
- of the time.
-
- One way to synchronize such an attack wave is to designate one player,
- e.g. F2, to synch with. Then all the other Feds should ideally keep
- track of F2 on the galactic map and plan to go in when he does.
- (Fakers and escorts might go in a little before, and carriers a little
- after). F2 might signal the beginning of the attack run by sending
- "go" and/or cloaking. It's way cool if all the Feds cloak for a
- few seconds at this point.
-
- Note that scumming kills is harmful when your teammates are going in.
- If you kill a Romulan and run away, you put him back on Romulus with a
- fresh ship, and abandon your teammates. If both you and Romulan die
- that's probably even worse. But of course scumming kills is an
- essential part of the game, so the idea is this: let the whole team
- work on getting kills and armies for a while, and then when one or more
- of you is carrying and ready, then you set up the synchronized attack
- wave. Of course your team might want to do the attack wave even
- without a carrier if there's important bombing or ogging to do.
-
- Also note that it's unrealistic to expect to get all your teammates to
- join in any venture. But I've been in some games where we had just two
- ships synchronized, and after a while a third ship was convinced to
- join us, and our other scummy teammates would occasionally use the
- openings that we were naturally creating. A little bit of coordination
- is better than none, and may lead to more.
-
- ----------------------------------------------------------------------
-