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Taking the Spyglass as a pilot.

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RearAdmiralZill:

--- Quote from: Queso on April 22, 2013, 07:49:53 pm ---I've always thought it might be interesting if engies and gunners could take something other than spyglass. Currently it's not even a choice. Perhaps something like a wind gauge or other detecting equipment.

--- End quote ---

I've always thought that too. Probably a balancing act more than anything if they did introduce more tools though, and making tools for the sake of other classes seems eh.

It's not that I don't trust my crew to get spots. Its just one less order I have to bark, and they can be off doing their other tasks. Pilots have the best vantages for spotting vs crew (for the most part). They have the glass for those off-times they are behind you or in a blind spot.

Like I said, its just something I'm accustomed to and have always done while piloting. It helps me with initial positioning, and angles of approach, since you can see them on the map while spotted. Might be a weak argument, but I've quite literally never flown without it in my tools.

Machiavelliest:
Good call on the thread split.

I would argue that, of all crew positions during initial contact, the pilot will be the only one who is guaranteed to be doing something.  That's from a tasking standpoint.  The other bit is that bringing anything other than a spyglass for another crew member is useless.  The non-pilots are pretty much required to bring the spyglass as their flying equipment.  I don't think the fourth set of spotting eyes outweighs the dual responsibility of doing that as well as flying in terms of task saturation, or the significant loss of not being able to use a third item.

I do agree with engineers not spotting in the heat of battle.  I'd rather have my gunner do that.  Generally, because of firing arc maneuvering (both ours and theirs), either the engineer or the gunner has a moment to spyglass the enemy.

-Muse- Cullen:
For public games, I'd definitely see taking the spyglass as captain as a good maneuver. After the first match, though, I'd tell them to grab it. I'm not a good enough pilot to sacrifice my third tool for any higher level play; I'm a little too reliant on the bonuses they give because I don't plan ahead very well.

I believe that I am an acceptable pilot in terms of skill. I also know that I make many mistakes that I fix using the tools I bring along. Therefore, I shall make the claim that inexperienced to normal skill level pilots should avoid the spyglass in order to make up for frequent flying mistakes. However, I will then make the claim that 'veteran professional' pilots don't need these tools for the wiggle room, because their mistakes are either too small and/or too infrequent- a spyglass would be getting more use than moonshine or phoenix claw. This lets the other crew members focus purely on their role. While the extra focus is not a significant increase, it is still undoubtedly giving the other members an easier job.

Helmic:
No amount of skill is going to make you turn faster, or make you move faster, or make tar shoot out your ass.  Your own ability to track unspotted enemies and convey their position verbally over captain does mitigate the effects of not having a spyglass yourself.  I'd argue the more skilled you are as a captain, the less you need the spyglass and the more often you'll look to your main engie and wonder if he'd be better taking moonshine for you.

HamsterIV:

--- Quote from: Helmic on April 23, 2013, 02:12:28 am ---No amount of skill is going to make you turn faster,

--- End quote ---

If you start your turn early enough, your ship can be pointed in the right direction at about the same time as a late turn with chicken foot. Good tactics can lessen the need for items that help you run away, as can a good crew.

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