Skip to main content

The Dense Weights of Responsibility

Of late I have wondered what makes a good FC? When does one step into that? What ratio of losing your fleet for your own learning is acceptable and when does it become unacceptable? I don't have any answers. These are just some of the thoughts based off of interactions I have had and and my own thoughts.

I have a lot of respect for FCs. It is a weighty responsibility.

It isn't something I am trying for. At the moment, my desire to do so does not exist. However, of late, I have seen people discuss learning to FC when they are very new to the game. Very new. Only a few weeks in. It does not seem as if FCing is something that you try out like a shield or armor fit on your ship. The trust that MacG gives me when we go out and do PvE is amazing. Sometimes I live up to it and other times I fail cascade all over the place. While that is Fleet Commanding I don't consider it 'FC'ing.

I will blame CCP for this one. Fleet Command is one of the career paths that they say you can have. I guess it can be. I am sure that the large null sec FCs are coveted goods. I know that I love a competent FC and that not everyone is one. Just saying jump, hold, and don't bump the titan are not enough skills to be a good FC. My reaction is to automatically assume that it is not something someone dives feet first into on day one. Yet, reading some of the arguments back and forth on the forum in regards to letting new members fleet command, I think I may be a bit narrow sighted on the topic due to my personal feelings of what I think I can do vs what should be done. (I like long sentences as well).

Fighting in Eve is not a linear progress. It is fluid and interchangeable. Incredible things may happen or one may find themselves ROFL stomped into the ground. Bad and Good battle it out but they are affected by chance and probability and WTFBBQ. Even PvE takes a little bit of experience and coordination in many situations. Incursion fleets function like clockwork due to a very rigid command structure. Without it, they often fall apart and fail cascade the entire fleet into blingsplosions.

If I do not feel that I can properly carry the responsibility of others I am loath to pick it up. But, I admit, I am a cautious, practical soul with almost no spontaneity about me. Someone has to be boring otherwise the world would tip over. I can't see trying to fast track myself to leading fleets now much less so when I was a month or two old. "Everyone is ready to die," seems like an odd justification to me. I still wish to bring the chance of success.

"Would you fly if I was the FC?" I was asked by someone. He understands the caution in which I approach things. My instant response was, "Yes." I didn't hesitate. But that was because of who it was. It is a trust thing on many levels. It is how I trust someone to use me that dictates my willingness to fly in their fleets. I do not mind being used. I dislike being wasted. They are different things.

The fleet is composed of people. There are responsibilities from mentoring the newest members to reigning in the most impatient. Keeping people together, focused, listening, and calm are all as important as calling out targets. A fleet may or may not be successful without a fleet commander but a fleet commander is not successful without a fleet.

Because the idea has been wandering through the back of my mind, I've been watching various conversations I might otherwise ignore. One person who, to me, seems to want only to FC as their future in Eve seemed to have a hard time remembering that the fleet is composed of members. While his own knowledge and experience matters greatly he also has to take in the knowledge and experience of all of his members. As the conversation progressed it seemed as if he would forget that his 'fleet' was actually a group of people with a series of abilities and different pieces of personal knowledge.

This is where fleet types began to change. I do small gang stuff. I'm not going to rub my ignorance over large null fleets. In small gang things people have many tasks. While you may have a dedicated scout, scanner, tackle, logistics... so forth and so on... the various individualism need to know what they are doing and what they need to do. Tunnel vision is a problem. He had many ideas and thoughts but his fleet itself had no experience to support his ideas. And then, to test his ideas he wants to take his fleet in and throw them in and see how it works. "They know that they may die," he says. I attempt to understand that for some, that method works as I swallow my displeasure for it.

I think I prefer the entire fleet commander on probation type route. Where there is an experienced FC there to take over if shit hits the fan. I like a crutch, no lie. I find my confidence in others more then myself for these types of things. But that wanders back to learning styles. From the observation of others I will gather more information than from slamming my face into a situation and counting how many teeth I left on the floor.

But, despite my hesitation, I've had to take on more of a helper/teacher role as we absorb new members who are on in my time zone. Its good and bad I guess. It gets me out doing more then I might alone. It's bad because I worry nonstop. I've stated clearly that I'm not some solo badass that is going to go after everything seen for 'yay PvP'. They can find someone else for that.

There is always the whole, "You are taking this a bit to seriously," response. Thankfully, I can always answer, "Internet spaceships are serious business."

Comments

  1. "I'm not going to rub my ignorance over large null fleets."
    That's good -- but really there isn't anything hard about large null fleets. You pick a doctrine out of the bag, and that tells all members EXACTLY what ships they should fly and how EXACTLY they should be fit -- and like a cheap greasy-spoon restaurant: NO SUBSTITUTIONS ALLOWED!!!!!11!!1!one!11!!! Or, as one of our alliance "leaders" *ahem* said: "We don't do kitchen sink fleets!!!" ... love to break it, but changing from a faction mod to a deadspace one, or even dropping to a T2 version of same does not a "kitchen sink" fleet make, asshole.

    As for the :actual: in-the-field FCing, you just set courses and call targets, and yell for people to spread points and get dictor bubbles up, but KEEP SHOOTING PRIMARY. When someone gets popped, yell at the guy for not broadcasting, yell at the logi squad commander, yell in general at how stupid and fucked-up your people are, and provide lots of frothy, lulz-worthy raaaaeeeeg!!! for the 5 spais on comms to later turn in the recordings to Sindel Pellion to make into a Guns&Roses spoof parodying you.
    ^^ I don't fly in that guy's fleets for what should be obvious reasons.

    "As the conversation progressed it seemed as if he would forget that his 'fleet' was actually a group of people with a series of abilities and different pieces of personal knowledge."

    Direct him to nullsec. He would make an excellent :SovNullFC:, as those "other ships" are really just drones with lots of smaller drones that you have to give voice commands to instead of just clicking, and they rarely follow the voice commands you give perfectly, giving plenty of derps and offering you opportunities to raeg! ... See above. ;-)

    ReplyDelete

Post a Comment

Popular posts from this blog

Sugar’s Non-Technical Guide to Making Boosters

Welcome to my non-technical and outdated but probably still useful guide to boosters.  There have been changes to how things are built in Eve. This was the old POS code before the introduction of new structures in 2016.   This is just a walk through on my wobbling path of booster production.  It took me half a dozen different documents to figure out what I needed to do to make these mythical things.  It is what I do.  It may not be perfect but it works.

This is pirate focused industry.
This guide brought to you by Lain asking me to write it after I tried to explain it in chat.

Why make boosters? Because drugs are good.  Really they are performance enhancers and performance enhancers can give someone that extra edge in PvP.  It was also because my boys used them and when they ran low they often ran out, I could be their supplier.  They would no longer hoard their drugs due to the length of time it takes to get fresh product.. The thought of being a drug kingpin was also very appealing. …

Have you done your Eve Vegas Survey?

I did attend Eve Vegas to the shock of many. I'd already paid for it and allotted the time. It seemed that I should go.


I went to the Grand Canyon and Hoover as well. This is not the space to discuss those amazing places or my new Camera.

Eve Vegas was a bit harder for me to go to then I expected. I've detached from Eve for the most part these past months. It is very easy to be angry, frustrated, and bitter about the past that I lived on. The game, its development, and the players move on while I find myself emotionally stuck. That emotional stickiness does not need to be given to everyone else. Part of experiencing it was shielding people from it. But, as I accepted my items and stared down the poor gentleman that tried to put a wristband around my wrist, I realized that I wasn't in as good of a place as I had hoped to be.

That is where the Survey comes in. There are a few things that I could say and did say. A few of the questions made me want to say a bit more.

One was …

Your ideal roadmap

To try to be a bit more interesting then blogging yet another daily list of summit meetings, how about a question?

In the producer session, as we try to figure out how to fix and improve our communication with teams and how we figure out who should be gone to for features and changes, we discussed the road map.

We discussed what 'our' ideal roadmap would be. This breaks down into the individual roadmaps for each member of the CSM. After all, we are individiuals and we have different dreams for Eve. We have different goals and features that we want to move forward or go back to.

How close are we to what CCP is looking at and planning? We discussed their safety mesures to weigh the value of features. What will this feature do for Eve? It is not enough to have an ideal road map of things you want. Those things have to have value and that value needs to be enough to dedicate the time to the feature.

Do you have an ideal roadmap? A path for Eve to head in the next year or two once …