Difference between revisions of "Doctrines"

From EVE University Wiki
Jump to: navigation, search
m (Removed protection from "Fleet Doctrines")
Line 1: Line 1:
{{DoctrineNavigation}}
+
[[Category:Doctrines]]
 +
A '''Fleet Doctrine''' is a a set of one or more type of ships with preset fits that are designed to compliment each other increasing the overall effectiveness of the whole fleet and its probability of winning engagements or otherwise achieving the objectives of the doctrine. The purpose of the doctrine influences the fleet composition such that each fit is designed to fulfill a specific role while insuring an uniformity of the engagement profile<ref>[https://www.themittani.com/features/introduction-doctrinal-design An Introduction to Doctrinal Design]</ref>. Fleet Doctrines that have been tested and proven successful in various battles or trials are adopted as official doctrines for corporations to be used in specific situations. The choice of the doctrine is typically the Fleet Commander's call, while the choice of the ship within the doctrine is typically the fleet members'.
  
=Introduction=
+
==Benefits==
Because of the Unique nature of the University’s demographics, we will never be able to have a true doctrine like many more specialized PVP corporations. However, we can try to have fleet compositions that are more focused and geared towards PVP than a "kitchen sink" or "bring whatever you want" fleets.
+
'''Fleet Doctrines''' reduce the chance that pilots would bring any random ship they have handy and thus '''Kitchen Sink'''<ref>[http://forum.eveuniversity.org/viewtopic.php?f=214&t=78400 Death to the Kitchen Sink]</ref> fleet compositions. The uniformity helps the Fleet Commander to make quick decisions and evaluate the fleet's ability to take on hostile fleet compositions. It also ensures that each ship engages at its optimal range.
These compositions are put forth as possibilities, but not requirements.
 
  
=Goals=
 
FCs can call for these types, or continue to call for "bring what you want" fleets, or other variations not listed. This is merely a list of fleets to provide a shared culture and understanding, in order to simplify the jobs of not just the FCs, but also the students when selecting which ships to stock and fit.
 
Our goal is to provide basic fleet frameworks for a couple of main fleet types that will allow every University student to fly with the fleet and be useful with a minimal amount of extra training, while having more focused and coordinated fleets than we have historically used.
 
 
=Structure=
 
 
==Fits==
 
==Fits==
When you look at the fittings for many ships, you will see a new player friendly fit, that has low skill requirements, and a veteran player fit, with much higher skill requirements.  These two extremes are used to show the progression a ship fit will take as you gain in skills and can fit better modules for that specific role. It is perfectly allowable, and in fact encouraged, to fit ships that are in between these two sample fits, and are more in line with your specific skills and wallet balance. Just make sure to maintain the same role and major module types for your ship.
+
To accomplish the desired uniformity all fleet members should fly their selected ships with the exact fits that are established in the doctrine. However, the natural variation in trained skills between different players can be an obstacle. To overcome this, many doctrines introduce a '''Standard''' fit and a '''NewBro Friendly''' variant to accomodate new players with lower levels of trained skills.  These two extremes are used to show the progression a ship fit will take as a character progresses in skills and is able to fit better modules for that specific role. It is perfectly allowable, and in fact encouraged, to fit ships that are in between these two sample fits, and are more in line with a character's specific skills and wallet balance. Fleet members are thus encouraged to expirement with meta variants of the fit modules, however significant variations and module swapping are discouraged without the consent of the Fleet Commander.
  
==Uni Basic Fleet Setups (Tackle and E-War)==
+
==Roles==
We begin with a section for general tacklers and ewar. These ships are designed to be used by players that may not have skilled into the specific shield or armor doctrine ships, but would like to accompany the fleet. The generic tacklers and ewar can accompany either fleet and provide necessary support and fleet capacity. Different ships may be brought with FC permission.
+
{{related class|Fleets 101|Logistics 101|Tackling 101|Electronic Warfare 101|Scouting 101}}
 +
{{hatnote|For more details, see [http://wiki.eveuniversity.org/Fleets_101#Joining_a_fleet Fleets 101]}}
 +
Each fit in a given doctrine fulfills one or more of the following specific roles:
 +
===Primary Roles===
 +
*'''DD:''' Damage Dealer; high DPS to destroy enemy ships
 +
*'''[[Logi]]:''' Logistics; repairs friendly ships' armour or shield and may provide capacitor boosts
 +
*'''[[Tackle]]:''' Prevents hostile ships from warping away to ensure their destruction
 +
*'''[[EWar]]:''' Electronic Warfare; manipulates the electronic capabilities of hostile ships making them less effective or useless
 +
===Secondary Roles===
 +
*'''[[Scouting|Scouts]]:''' Move one or more systems a head of the fleet ''(and sometimes behind the fleet)'' for recon. Typically a Tackle Frigate, an Interceptor, or a [[Frigate#Covert_Ops|Covert Ops]] cloaky ship
 +
*'''Vanguard:''' A mini fleet that engages hostiles before the rest of the fleet joins the fight typically to trick the enemy in underestimating the actual fleet size and force
 +
*'''Anchors:''' With the rest of the fleet ''Approaching'' or ''Keeping at Range'', anchors are responsible for manually piloting their ships to maintain the fleets Optimal Range and tactical positioning. Typically DD and Logi have separate Anchors
  
==Main Fleet Types (Uni Armor Fleet & Uni Kiting Shield Fleet)==
+
==Keeping Up with Doctrines==
Those are the major backbone of the fleet doctrine, a framework for two main fleet types.  One is a close range armor tanked setup and the second a longer ranged shield tanked fleet. Each of these fleet types lists the main types of ships that will be included, such as DPS, Logistics, or specialized E-War fits. Each is also well complemented by ships from the generic tackle and ewar section.
+
{{hatnote|For more details, see [http://wiki.eveuniversity.org/Fleet-Up Fleet-Up]}}
 +
Doctrines are not static, they evolve and change as necessary given that modules and ships are periodically re-balanced. Since forum posts and saved fits both in-game and in [[EFT]] tend to get outdated and become obsolete, [[EVE University]] adopted a third party website for managing doctrines and fittings that works well with the in-game browser and ensures that everyone has access to updated doctrine fits. Among other benefits, this tool is particularly helpful to check if a character can fly a given fit using API's.
  
==Secondary Fleet Types (Uni Hydra Destroyer Fleet & Uni Alpha Fleet)==
+
==References==
Here you will see specialty fleet types, examples of which are the hydra destroyer fleet and the alpha fleet. These fleet types are much more narrowly focused on a few hulls, and are meant to be used in very special circumstances. They are not guaranteed to have representative ships from all races.
+
<references />

Revision as of 20:34, 27 May 2015

A Fleet Doctrine is a a set of one or more type of ships with preset fits that are designed to compliment each other increasing the overall effectiveness of the whole fleet and its probability of winning engagements or otherwise achieving the objectives of the doctrine. The purpose of the doctrine influences the fleet composition such that each fit is designed to fulfill a specific role while insuring an uniformity of the engagement profile[1]. Fleet Doctrines that have been tested and proven successful in various battles or trials are adopted as official doctrines for corporations to be used in specific situations. The choice of the doctrine is typically the Fleet Commander's call, while the choice of the ship within the doctrine is typically the fleet members'.

Benefits

Fleet Doctrines reduce the chance that pilots would bring any random ship they have handy and thus Kitchen Sink[2] fleet compositions. The uniformity helps the Fleet Commander to make quick decisions and evaluate the fleet's ability to take on hostile fleet compositions. It also ensures that each ship engages at its optimal range.

Fits

To accomplish the desired uniformity all fleet members should fly their selected ships with the exact fits that are established in the doctrine. However, the natural variation in trained skills between different players can be an obstacle. To overcome this, many doctrines introduce a Standard fit and a NewBro Friendly variant to accomodate new players with lower levels of trained skills. These two extremes are used to show the progression a ship fit will take as a character progresses in skills and is able to fit better modules for that specific role. It is perfectly allowable, and in fact encouraged, to fit ships that are in between these two sample fits, and are more in line with a character's specific skills and wallet balance. Fleet members are thus encouraged to expirement with meta variants of the fit modules, however significant variations and module swapping are discouraged without the consent of the Fleet Commander.

Roles

E-UNI Emblem.png EVE University offers
classes on:
For more details, see Fleets 101

Each fit in a given doctrine fulfills one or more of the following specific roles:

Primary Roles

  • DD: Damage Dealer; high DPS to destroy enemy ships
  • Logi: Logistics; repairs friendly ships' armour or shield and may provide capacitor boosts
  • Tackle: Prevents hostile ships from warping away to ensure their destruction
  • EWar: Electronic Warfare; manipulates the electronic capabilities of hostile ships making them less effective or useless

Secondary Roles

  • Scouts: Move one or more systems a head of the fleet (and sometimes behind the fleet) for recon. Typically a Tackle Frigate, an Interceptor, or a Covert Ops cloaky ship
  • Vanguard: A mini fleet that engages hostiles before the rest of the fleet joins the fight typically to trick the enemy in underestimating the actual fleet size and force
  • Anchors: With the rest of the fleet Approaching or Keeping at Range, anchors are responsible for manually piloting their ships to maintain the fleets Optimal Range and tactical positioning. Typically DD and Logi have separate Anchors

Keeping Up with Doctrines

For more details, see Fleet-Up

Doctrines are not static, they evolve and change as necessary given that modules and ships are periodically re-balanced. Since forum posts and saved fits both in-game and in EFT tend to get outdated and become obsolete, EVE University adopted a third party website for managing doctrines and fittings that works well with the in-game browser and ensures that everyone has access to updated doctrine fits. Among other benefits, this tool is particularly helpful to check if a character can fly a given fit using API's.

References