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The Philosophy of the Sky Captain

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Crafeksterty:
I feel like you should add more pros and Cons to your philosophies. Im no silent Captain, but i know that alot of silent captains choose easy to fly with loadouts "Or most experienced silent captains".
Meaning that they choose a loadout that does not requier communication in pub matches. Like a metamidion for example.

Then there is the Learning Captain that wants to try something new thru that wins or fails.

Your description of the Third Style can result to something of "Learning Crew style" Because the Captain has allready learned how the crew formation can work, all he needs now is to teach the crew what he knows, forcing the crew to learn something new.


I fall in for The Dependant Captain most of the times whenever im on my Spire. Every one on my Spire should be at a limit and fully aware of what is going on for everyones sake. Therefore, instruct first, make sure everyone does their job. "Independant style" first, "Dependant Style" Right after. When flying with my clan, im just dependant as the crew allready knows my functions.

What i would like to hear, is oppinions and defining what style of pilot philosophy (I believe there could be more) fits and is requiered to what ship.
Like, i think the spire needs a Dependant style based on my experiences.
I think the squid and Goldfish fits more in the Learning Side because even experienced players can learn what the enemy is doing and meneuver around that.
Galleon is either a Dependant or Independant
While Pyramideons and Junkers can fall for Silent (Based on my description) and Independant styles.


I feel like it should be added that Silent Styles in some circumstances allready know what they do and choose loadouts that are easy to manage without instructions.
Learning should have an addition where the enemy is also a learning experience.
And maybe some more stuff that im not thinking of right now.

GreyTea:
Once i read that, i thought about all the time i haven't said more than yes/no or direction to my team mates and we have that moment of total synergy when everyone just knows what to do who the target is, the Familiarity of playing with the same people and you just click, even as crew it happens with a second engineer on a squid for example the main and second just co exist in unison knowing what the other is going to do,

I would also agree the spire is incredibly hard to crew and captain to get results with on the same level every one has to know what to do or its GG

Ayetach:
I like this analysis. Despite the varying opinions of the pros and cons I do feel that all captains regardless of skill tend to fall into one or more of these categories during each match. How crews and co-captains mesh personality and gameplay wise can really define how each captain behaves in the matches. It certainly does for me in many games :)

Dutch Vanya:

--- Quote from: Grey T on June 23, 2014, 08:22:34 am ---Once i read that, i thought about all the time i haven't said more than yes/no or direction to my team mates and we have that moment of total synergy when everyone just knows what to do who the target is, the Familiarity of playing with the same people and you just click, even as crew it happens with a second engineer on a squid for example the main and second just co exist in unison knowing what the other is going to do,

I would also agree the spire is incredibly hard to crew and captain to get results with on the same level every one has to know what to do or its GG

--- End quote ---

I still find the galleon harder to fly/crew effectively rather than the spire. But that's off-topic.

HamsterIV:
I think this thread should be in Guides so it doesn't get buried in the endless balance discussions of the Gameplay board.

The level at which one can be an Independent vs Dependent captain is limited by the crew you fly with. It is very easy to depend on your crew's judgement and respond to their advice when you trust the the player who is giving it. Unless you belong to a large clan or are very popular you can't count on a solid crew having your back. It is safer to assume a new crew member needs micromanaging until they demonstration that they don't than assume the opposite. Even mid class level (6-8) players can be remarkably ignorant of the meta.

As captain I try and feed my crew the larger tactical picture whenever possible. This includes things like when we are moving for cover, if our objective is to make a kill or disable the enemy long enough for our ally to recover, and which ship components I am damaging with pilot tools. While this behavior can be seen as micro management, even the best players can loose track of what is happening outside of their area of responsibility.

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