Organizational structure and core 6DOF fighting concepts
Organizational structure and core 6DOF fighting concepts
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So, if you’re not into dry, step-by-step guides, this might not suit you. But for those who love data, planning, and soak in the details—welcome! I’ll start by outlining the Order of Battle. As someone who’s been part of active service, I’ve gained a solid grasp on how combat units function. I’ve put together a concept in a Google Docs file, which I’ll share with you all here: https://docs.google.com/document/d/1mPtn...obilebasic
Secondly, and more broadly, let’s look at the following transcript I created for Synergy members. I thought it would be useful to draw from broader discussions and see what insights we can add here. Sorry for the rough sketch.
Initial Thoughts on Combat in Star Citizen: Every conflict follows a sequence of stages—recognizing the threat, identifying the opponent, then engaging and neutralizing them. If either recognition or identification falters, initiative slips away, putting you at a disadvantage. That’s why maintaining control is so crucial; we’ll often fly with at least one ship equipped with advanced sensors to stay ahead.
Navigating Space Awareness, Starting Position, and Angle of Attack: Because our reality is limited in six degrees of freedom, becoming a skilled pilot means mastering movement in six dimensions. Taking advantage of the enemy’s confusion or disorientation can tip the scales in our favor. After a jump, ships usually land in a standard position relative to the system. The sensation of “up” will stick in your mind from this first glimpse of the starfield. Planets orbit around suns in accretion disks—formed from spinning particles before planets coalesce. These disks flatten material, so everything settles into a common plane. We can assume ships enter systems along this plane, staying roughly aligned with it.
In combat, knowing your position relative to a fixed point is key. It helps you judge distance and angular momentum quickly. We’ll use a standard “up” reference, but understanding the general shape of the environment lets us exploit weaknesses. Most ships will view the system as a cube or sphere, with distances limited by game rules. We can move along the Y-axis to avoid traffic, keeping “up” consistent. This helps us stay out of common paths and maintain a safe angle.
Understanding where you are in relation to a reference point is vital. It lets you picture your position clearly and relate movement to targets. We’ll use a basic “up” concept, but recognizing the general layout helps us spot vulnerabilities. Systems will likely be cube-shaped or spherical, with travel restricted by game design. Moving along the Y-axis after entering should help us separate from others traveling in similar directions.
Choosing the Right Orientation: In combat, knowing your orientation matters. If you’re facing the wrong way, you’ll be vulnerable to attacks coming from above—especially if gravity is a concern. We’ll aim for “up” to avoid this risk. Most people will try to keep their “up” when they enter, which means we should follow suit to stay out of harm’s way.
When attacking, we’ll angle ourselves into the Cold Six blind spot. Only two ships can fire into this area: the Idris Corvette and the Retaliator bomber. This leaves most others exposed unless they’re flying in free mode. For an attack from below or behind, a “Cold Six” angle is ideal.
After closing distance, we’ll roll inverted relative to the accretion plane to avoid detection. The enemy will likely turn to meet us, and keeping their attention focused on our position helps. When they move to engage, we’ll push downwards, gaining positive G while staying below them. This is where true 6DOF combat becomes distinct from standard maneuvers.
If the target is in Fly-By-Wire mode, we can keep weapons locked onto them for longer. For free-flying targets, we’ll need to adjust our tactics quickly.
Single Combat Rules: In one-on-one fights, powerful weapons and speed are essential. A winning setup usually involves a ship with long-range firepower and another with high velocity. During rolling combat, the goal is to stay out of enemy range while keeping them within yours. Alternatively, you can aim for shorter-range engagements but faster movement to break contact when shields drop.
Small Unit Tactics: Understanding solo fights is crucial, though they’re rare. Flying alone is like aiming at a large target—risky and inefficient. The ideal ratio is three fighters against one attacker. If there are two enemies, bring six; ten, bring thirty. This mirrors real-world combat strategies.
Communication Matters: When flying in groups, clear leadership is essential. A single leader makes decisions faster than confusion. It’s better to have a solid plan than to break formation. Once weapons fire, everyone must share one unified vision—no room for miscommunication.
Formation Tactics: Formations exist for discipline, precision, and deception. The Vee formation is widely used in military aviation and has proven effective in combat. It involves a lead with wingmen positioned slightly behind, with the leader handling offense and the first wingman supporting or defending. In low-threat areas, formations stay tight and clean to show professionalism.
In threat zones, formations loosen to maximize visibility and sensor coverage. We can spread out to cover more ground and extend detection ranges. When pilots know each other well, alternative leadership can shift based on who identifies the threat first—keeping the formation dynamic and responsive.
Formation Shifts: During combat, enemies may target lagging members. To counter this, we adjust positions so the targeted ship is no longer in the rear, protected by the second wingman. The main focus stays on eliminating the original target.
Withdrawal Strategy: If the threat seems too great, a tactical withdrawal is necessary. Each ship rotates around its axis, firing while exposing itself to enemy fire, then retreats with the others. This conserves ammo and shields the team until they can recharge. Withdrawal only happens if the threat is underestimated—always maintain a three-to-one ratio for safety.
Large Scale Operations: Our fleet has limited pilots, but we have many ships with specific roles. In the future, we’ll likely field squadrons of large vessels supported by fighters for major operations. The Idris is our flagship, serving as command and control with two fighters as escorts (possibly AI-assisted). Retaliators and Gladiators act as lead aircraft for two fighters, while other ships handle anti-cap roles. Constellations lead the offensive, supported by wingmen, while fighters in three-man squads provide backup.
In large-scale missions, we’ll use this structure: the Idris handles command and coordination, with fighters in support. Retaliators and Gladiators act as the primary offensive force, while other ships handle defense and logistics. Depending on enemy types, we may send one or two three-ship squads against a single target, or multiple squads against larger ships. Each engagement focuses on one target at a time, with strict rules to avoid confusion.
AI and Gameplay: Because of instanced gameplay, using AI pilots for escorts and gunners is essential. This gives us tactical flexibility and allows us to field more ships in a single battle. Slot assignments are based on player connections, not ship numbers, so we can maximize our team size with fewer slots occupied by AI.
This overview covers the core ideas. Let me know if you’d like deeper details on any section!
Thanks for the encouraging response. I’m looking forward to deeper discussions about tactics later on, especially after we’ve explored DFM’s launch. Regarding RSI Chat, I used to be active there back then—I think I might return more often.
Consider the situation carefully. If hit from below, the ship would pivot along its main access path. This would cause the hull to point away from the attacker, creating positive g-forces during descent toward the enemy. In normal atmospheric conditions, gravity keeps roll effects as negative g's. However, in a gravitational-free space environment, rolling would actually feel like ascending.
I need to review the text once you arrive. It's unclear how long it took to type, but I'll address your other points. Luka and Xiao lead the interception team. Avoid saying "7700."