Suggestions for raw data:Response/deployment times from in-system resource pointscarries/carrier capable craftplanetary launches/etc...)Response/deployment types based on hostile detectionsingle incursion craft by classfighter classbomber/Heavy Fightertransport/cargoShip of the Linesquadron incursionsmall (under 6 ships)medium (6 to 15)large (15+)This also potentially provides additional materials based on extra-system movements and deployments if we know what resources are available 1 or 2 jump points out, as well as possibly identifying unknown intrasystem jump points.
If you like, I can work up a few scenario/strat-profiles outlining some "what-ifs" looking at best/worst cases based on what little historic data is available.
With having several systems as the boarder between UEE and Vanduul space, each acting as an effective choke point for further advancement into either space, we're presented with a great chance to use that to our advantage.We know UEE and civilian craft patrol not only "our side" of the boarder, but tend to make jumps into the hostile areas (with or without official sanction/knowledge). So we post a bounty/reward for patrol video [preferably the game allows for capture like World of Tanks/War Thunder] (with a "At your own risk" disclaimer) from all of those systems and a simple after action report for each submission.The video provides some limited proof of the actual patrol, and potentially details information the pilot might miss/not report/not feel is important.
The after action report would require time/date of patrol, ship type flown, number of people/ships/etc... Maybe have an optional data field for Faction/Standing with UEE/Pirate/Vanduul options.The OPF intel/recon team(s) would also be submitting reports we can use to look for patterns and trends to verify back against the general population reports and if either team pushes into adjoining sectors as part of their recon, we can watch for changes/flight patterns from the Vanduul support craft and launch points.
Taking this a step further, using the recon team to stage incursions, we can set specific variables (e-profiles, active vs passive sensors, ship type/numbers) and look for the measured response. Using the entire boarder for these actions could normalize the occurrence tracking and potentially be used to distract focus from specific areas.Most likely outcome: Vanduul perform a general increase/display of readiness in all systems until the general threat diminishes (we do this long enough and it becomes "normal" activity in those sectors, so it actually becomes easier to do future data gathering)
Some conjecture and random points to look out for:One thing to point out is that with the economy, workers need to be shipped in too. So will Vanduul pilots need to be shipped in to the replacement ship area? Or will fighters be shipped in bulk to the carriers aboard transports? The first case seems more likely, but the second is also possible. So perhaps it will be possible to disrupt Vanduul combat replacement by cutting off one of these logistical spokes. Fighters and ships won't do any good if crews can't get to the "ship dealer" to pick them up. Or if the ship dealer lot on the carrier is empty because some humans hijacked the transport hauling those replacement scythes to the carrier.
The Vanduul ships are indeed bigger, but do they also serve as population centers and logistical manufacturing, training, ect in accord to their nomadic nature? A Kingship Carrier may well represent not just combat power, but a capital city for a tribe as well. Our large ships are smaller, but purpose built. They are not apartments, warehouses, and cities in space along with their intended role. Their size indicates strength, but also far more resources and time for construction. They may be bigger, but are there less of them?
Also, due to how they may be built are they bigger because the materials they are replicated from weaker? Many have an organic look to them, so are they grown as well as built?
As the Vanduul are guided on merit, will the vast majority of ships we see be the smaller scythes rather than a more "balanced force" a regular military strives for? Large ships may well require earning the "right" to fly them in addition to just obtaining them. Also related, are the freighters run by Vanduul who couldn't cut it or perhaps crewed by the youngest adults who have yet to prove themselves? It is possible that these crews could be "weaker" than ones found on even smaller sized combat ships. Lore states that upon reaching adulthood, a Vanduul is basically ejected from their family with nothing but a knife. They have to start somewhere, and I doubt they would just be given a scythe. They have to earn it.
That is a very interesting suggestion, though depending on how many video's would be send in, it could take up a lot of time to analyse. It is however an idea to make footage of key operations to use for later analysis.
I made a concept of how a report could be made here: https://operationpitchfork.com/forums/index.php?topic=628.0
If you have further suggestions to that it would be interesting THe "Faction/Standing with UEE/Pirate/Vanduul" option for example is very interesting to see if reputation actually influences the number of encountersThat is what I would like to find out
Was thinking to prioritize more from a, "their report hits key words" kind of thing.If the dev team implements some for of combat/flight recorder log, maybe a way to attach that as well. (I commented on the thread and will try to provide a form sample base don what you have so far)Let me start on the form sample to better show what I was thinking for the form. Would also suggest that there be two forms, one for general pilot use (kept to a minimum number of fields and as easy to use as possible) and more detailed form for action, and scouting/recon teams.
I'd be willing to lend a hand over here. You want me to start sifting through all the lore we have so far?
Maybe have an optional data field for Faction/Standing with UEE/Pirate/Vanduul options.areas.
Thanks for the feedback!For the time stamp, because of the way communication works/has been presented in the PU, I assume the time/date stamps will allow for date inclusive formatting. I'll add a date specific field with a requirement to use RL time/dates in-place of SC:PU time/date, maybe call this Earth Standard?
Location Id was intended to have a Nav/Jump point entry (oops forgot to include it) as well. In multiple encounter scenarios, nearest nav for each encounter provide a derivable general flight plan as long as the encounters are recorded in order of occurrence (where the time/date stamps come in)
I'll rework the presentation of the (#2) and (#3) sections to clarify the requested data/field names, but you have the general idea. For encounter reports, Number of Encounters will add 1 section (#2) multiplied by the Number of Encounters value. Within each (#2) grouping there will be a Number of Ships Encountered value, which will operate the same as the Number of Encounters field.So, a flight log with 1 encounter having a 3 Vanduul ship response would have one (#2) and three (#3) data groups.Try this link and let me know if it works or not (Works best in Chrome currently): http://paradoxflaw.com/?p=586The submit button doesn't work (by design), the feature for auto-appending new groupings also does not function, and the comments field hasn't been added yet, but it might be a better sample to work with from a design discussion point.
On the topic of the AAR, this is what I was thinking to use as a guide for the planned (i.e. more detailed) scouting/recon actions: (Link)It will obviously need to be modified based on usage/need, but should give us a good frame work for more detailed AAR submissions from official OPF scout and recon members.
Basically, I'd suggest something like:1 Intel team drafts scenario identifying major targets/goals/etc...2 Draft related mission(s)3 "Management" reviews/approves mission outline4 Recon/Scout teams (or other groups if needed) run the missions5 Flight Leader/Team members completes a "short" form like the previously linked AAR form6 Intel team uses short form AAR to evaluate the scenario outcome7 Detailed AAR is completed by Intel team8 Assessments/Assumptions are updated9 Rinse & Repeat
Depending on the sophistication of the mission creation tools available within Star Citizen's Persistent Universe, we may be able to use the actual in-game mission terminals/system to achieve this portion.Else, we'll need to draft missions manually which are related to approved scenarios, and use other data means (such as in-game flight recording) to verify submitted data.
Overall, my idea is to let the action oriented folks do as little paperwork as possible, while still getting information we can use to evaluate for the leadership (and individual members) to try and plan around.Again though, this is Marcus's party, I'm just throwing ideas out
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