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  • Multi- Ship-Transport Pilot Drill

    Multi-Transport-Ship Pilot Drill

    While there will be an more in-depth transport pilot Drill, where I look at Extration, Flight relative to incoming fire, ploting best flight courses, and more. In this one I will specifically address what needs to be done in Multi-Ship operation. (This is not useful if all going different directions) To many times I have seen operations that ended in disaster because of failure to take this things into consideration. And as I plain on running some more tactical, TG vs TG operations (I'm thinking of calling them "Tango Down"events) this will come in handy.

    Note: I make priority lists using 1,2,3 while order of procedure lists are marked by with A,B,C.


    Take Off Drill version 1.0
    1. Talk with other pilots and decide who will take Air Lead and the positions following. This is only relevant if you are going to the same place. But needed for step B if you are. Your number is now fixed at the number in the position like if there are three of aircraft and you are last, your number would be 3.
    2. Pull Aircraft and line up in said positions. This will allow squads leads to know with vehicle to get in if they are supposed to drop first. Or say PL commands all Heavy's in first vehicle, they can see, without having to ask which is first.
    3. Know where you are going and the plan to get there. Even if you are not the Air Lead, if he DC's or needs to stop for some reason, you don't want to plot your corse in mid air, especially if you are sneaking over enemy territory.
    4. Make sure that everyone that is needed on the Aircraft is on, and ready. If SL is planing on having squad spawn in then they are not "needed" on at take off.
    5. Say that "bird number (in position) is ready". If you are Air lead, than ask who is ready. After all "birds" are ready, Air lead will call to "Move out", or "Fly, you Fools".
    6. Take off, starting with Air lead and followed by ascending numbers. (in position)
    7. Call "number (in position) lifting" in pilot or proximity comms as you take off. This will tell the other Aircraft to not fly over you.


    While you might argue that this is unnecessary, I say that third person has allowed us and others to squeeze by without much incident. We often start in the safety of our Warp gates and so accidents are tolerated more than they should be. But if in a Tango Down event where we are playing with one life, you won't want to be the one that crashes and kills everyone.

    In Flight Drill version 1.2
    1. Follow Air Leads orders, If you are Air Lead, call out Speed, Flight Profile, Formation Right, Left, or Center, and Course Corrections. Update as necessary. Flight Profiles include High Altitude, Low Altitude, and (very low altitude) Nap-Of-Earth. Formation Right, Left, or Center is just telling those who are following to either, stay slightly to one side (right, left) of the person in front of them, or stay centered on them. Course Corrections would be a sudden change of directions because of new orders or heavy contact.

    2. Keep yourself and your crew/passengers alive As Air Lead, this gives you authority to change LZ if needed.

    3. Keep in your formation Fly back and a little to one side or center (called out by Air Lead) of the person you are following. Staying back will give the person room to maneuver if evasive maneuvers are needed. Also gives room for net-code issues. Staying slightly to one side will give you a better picture of where you are going and any dangers there are. Staying center behind will keep you on the exact same flight path and lower your formation profile from the front and back protecting you in these spots unless at one of the ends of the formation.

    4. Call out any contacts with a contact report. Add clock direction and hight relative to the formation to the normal contact report.


    Landing
    There all many different LZ's but I have fit them into two category. Open LZ, and Tight LZ. (Not to be confused with Hot LZ)
    Open is where you and all transport vehicles can land or drop their passengers all at the same time. A base where each vehicle is going to a different point is not an Open LZ, but three different LZ's.
    Tight LZ, is where each vehicle has to let off there passengers one at a time. Dropping on a point building roof would be an example.

    Open LZ Drill version 1.1
    1. Identify which type of LZ you are going to. If you are Air lead, call it out.
    2. Follow the person in front of you in, careful not to ram into him as he slows down.
    3. If it is necessary to land, call out your number (in position) and which side you are going to land of the person in front of you. Whether that be at center back, left side, or right back.
    4. Once landed or hovering over the place you want your passenger so get off, call "drop drop drop". Don't land after you drop your passengers as you don't want to crush them. Land frist that have them disembark.
    5. Air Lead will call when to move out or just start moving out, in which case, follow him unless giving direct orders not to. If landed, provide with take off drill starting at E.


    Tight LZ Drill version 1.1
    1. Identify which type of LZ you are going to. If you are Air Lead, call it out.
    2. Slow down till the person in front of you is 7 seconds ahead of you but not if it breaks line of sight with them. If landing, give them 11 seconds gap. That means if they pass a tree, you will pass that tree 7 or 11 seconds later respectively.
    3. Follow the person in front of you in. Slow down if necessary. That 7 or 11 seconds gap should give them the time to drop or land and drop their passengers and take back off.
    4. Once landed or hovering over the place that you want your passengers to get off, call "drop drop drop". Don't land after dropping your passengers as you don't want to crush them. Land frist, than have then disembark.
    5. After dropping passengers off, fly toward the person you are following. If you landed call out "bird number (in position) lifting" when taking off.
    6. Form up on the person you are following. If you are Air Lead wait till everyone is formed up.
    7. Follow "In Flight Drill" starting from 1.


    I hope that this list was helpful. I spent a lot of time trying to get it perfect but I know I probably failed in some areas. Please point those out to me so I can get them fixed in the final version of the drill. Also if you think it should change it in any way, tell me or don't expect it to change. If you thought it was good or unnecessary, please let me know. Reply, Rate the Thread, or PM I don't care. I'm not looking for looking for fame by getting lots of reply's, I'm just trying to help. Thanks for you time.

    P.S.
    If you want to make a Drill using this format, I have a copy of just the coding used in this if you want. A keyboard, some music, and coffee is advised as this took me over six hours to write and edit on my IPad. Not including research time or the time it took me to recover from deleting my finished version. When I went back to notes the whole this was selected because I was about to copy it. I tapped the screen just as the keyboard poped up and there went 3 hours of work. Anyway, thanks for your time.
    Last edited by MatthewDaManiac; 02-16-2015, 02:26 PM. Reason: Edited "In Flight Drill". Updated 4th point, and version number.
    "When attacking a stronger opponent, Attack swiftly and with full force at their weakest point— take them out before the can react, or Fall back and engage in guerrilla actions,” Spartan 117.

  • #2
    Re: Multi- Ship-Transport Pilot Drill

    I think in theory this would be a good idea but when in game there would be multiple problems associated with running transports like this.

    To list a few:
    - This would take unnecessary time to setup and deploy like this, in most cases platoons are in a hurry to get out into the field.
    - If you were attacked by a couple of liberators you would have to break formation to engage/evade, there is a high possibility that the transports could collide into one another. I believe that evading tactics while in such a formation should be added to your drill.
    - There are points within the game that have a delay (people stop moving, things floating, general lag, etc) , if a pilot experienced one of these while in this formation there would be a possibility of a crash or something equally damaging.
    - I think rather than saying bird number 1 or something similar as their call-sign, which can be confusing, they should identify themselves by their name or even which squad they are carrying if the situation is where transports are squad specific.
    - If you had escorts such as reavers or liberators, where will they be in this? It would be nice if you could include that.

    I personally think that this drill would work better for small air squads, with reavers or liberators, deploying somewhere. You could possibly expand this technique for all sorts of air if it works out, I think it'll be like armor squads in formation but with air vehicles. This has the possibility of changing the way air vehicles are played in planetside if this has a general advantage over how it is currently. I am quite curious to see what becomes of it when tried in game, if I am on when you plan on trying this I would be more than willing to help. Btw I like your quote :D
    sigpic

    Do or do not, there is no try. -Yoda

    Comment


    • #3
      Re: Multi- Ship-Transport Pilot Drill

      Originally posted by MatthewDaManiac
      “Staying back will give the person room to maneuver if evasive maneuvers are needed. Also gives room for net-code issues.”
      I should change that to include a distance but I don't know what would be good and as I'm in Africa, I can't test it. Any ideas? I will also work on some evasiveness maneuvers but they would have to be specific to what Aircraft they are taking. Which is why I didn't write them when I created this.

      The only things that would take longer are the deciding position and planing the route.

      Deciding postions should be really easy and fast once people are used to it. Just like how people volunteer for Max roles and engineers for those Max's. But would require all the pilots to meet up before they pull. So adding give or take 20 seconds. Or better PL could call what orders the squads are dropping.

      Planning the route is already a part of every good pilots routine, they would just have to communicate it to the others. Which this step is more icing on the cake and not supper important in regular flights. But if in a competitive round of Tango Down, one would have the time and the reason to do this. I feel like I should be able to say which Steps are important in which circumstance, but haven't figured that out yet.

      Call signs would be confusing. I like the idea of calling out your name but call signs are so much cooler. :)

      As far as a escort air would go, I would make another drill for those as it won't change the Transport Pilots Drills. Or at lest, that is what I assume. Is there something overlooking? And I just spent a long time working on this. Give me time man. :)

      Yeah, I thought you might like that. Not the actual wording but the whole thing didn't fit in my signature.
      "When attacking a stronger opponent, Attack swiftly and with full force at their weakest point— take them out before the can react, or Fall back and engage in guerrilla actions,” Spartan 117.

      Comment


      • #4
        Re: Multi- Ship-Transport Pilot Drill

        Originally posted by Anamit117 View Post
        - This would take unnecessary time to setup and deploy like this, in most cases platoons are in a hurry to get out into the field.
        Taking time to prepare and plan an insertion opens up some key strategies, while negating others. In my experience much of the time a Platoon is engaged it is a slog or convoluted affair; using a few minutes to regroup and organize helps to keep a sense of control enforced. The point isn't to run this in a time intensive manner but it is to afford a bit of control on how we dictate the terms of battle.

        - There are points within the game that have a delay (people stop moving, things floating, general lag, etc) , if a pilot experienced one of these while in this formation there would be a possibility of a crash or something equally damaging.
        Accidents happen, but I feel he addressed this with the pattern flying.

        - If you had escorts such as reavers or liberators, where will they be in this? It would be nice if you could include that.
        Scale when necessary. This can be addressed as needed.
        ===================

        Matthew what exact ship are you envisioning for this? Galaxies right, but this can definitely work for the Vals? Honestly this is well thought out and easy to test I see no reason why it can't be tried. All that is needed is for the pilots to be properly informed, but a lot of this can be taught by showing. I look forward to AARs.

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        • #5
          Re: Multi- Ship-Transport Pilot Drill

          I was picturing both which is why I didn't add any evasive maneuvers. The Galaxy's would be slower and they should be able to engage most air without leaving flight formation. Valkyrie's are frail and fast, their maneuvers would focus on the one that is bing engaged to evade fire while the other two are able to postions themselfs bihind the threat and take it out.

          As far as testing gose, go ahead please do. (Like I said, I'm can't test right now as I don't have my PC) Also, if you find a good distance to keep in-between you and the person in front of you, I would love to know.
          "When attacking a stronger opponent, Attack swiftly and with full force at their weakest point— take them out before the can react, or Fall back and engage in guerrilla actions,” Spartan 117.

          Comment


          • #6
            Re: Multi- Ship-Transport Pilot Drill

            -Quick thought something I've used before and so have others whilst flying air is when the aircraft ahead of us is about to slow down the pilots will call it out saying something along the lines of "Lib team 1 slowing in 3... 2... 1..." This effectively reduces the risk of crashing. also telling the group of pilots form left or right may help with this.

            -Maybe not SOP but If we could get allot of experienced pilots to do this automatically it may help to somewhat in our ability to get troops to positions safely, I mean if you see 3 maybe 4 (If were lucky) Gal's flying in formation as an esf pilot, whats gonna be your first reaction (RUN!!!).

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