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Topic: Operational goals  (Read 3453 times) previous topic - next topic

Operational goals
Hi

This si a re- post of the of suggested goals of the mission. I am looking for feedback and consensus

This operation is a consensus based, it only works if we all generally agree about a given idea.
I would like to lay out something for your consideration

Goals drive Strategy Strategy drives Tactics
Strategic realities modify goals to realistic levels and tactical limitations modify strategic realities

So there is a built in feedback loop. But you have to start the goals of the operation

I would like to suggest a list of proposed goals for this op and the rationale behind it, BIG NOTE: I/we need your thoughts and opinions. This operation belongs to all of us, so knock wholes in any of this. Once we come to a consensus on goals then we can ring out strategy and tactics after that



1. Make this operation epic and fun - I said this earlier, this whole journey we are on with CR and the team is something special. I see this attack a last celebration for Backer's and the Dev team before SC/S42 is open to the public. CR and the team are gamers first and foremost, lets make this something none of us ever forget - Go Big or Go Hone

2. When I said the entire player base I was dead serious, our goal should be to have in excess of 100,000 pilots participating - To quote a book "Quantity is its own special quality" There are 16 Vanduul systems to our best knowledge we will need everyone of them to make a dent in those systems.

3 Grab the Vanduul Tech Base - to do that we will need to force landings on Vanduul Carriers, Stations and worlds. We will also need CIG supporting us by providing the content. As to why, from the OP you know I have a scythe, lore prevents anyone but 305 of us from owning one with insurance. So lets write our own damn lore, capture factories or whatever taking it back and making our own ships..

4 CR said he wanted us to help write the SC story, lets do just that and exceed his expectations just like he and the team have been exceeding ours

Please add, modify or comment.
This belong to all of us
Pitchfork Belongs to all of us


Re: Operational goals
Reply #1
A lot really depends on the question: Can player effort reduce an npc faction's presence in the system, such as one of the alien races?

Could drop $10 for subscriber status and ask Wingman's Hangar (referencing Operation Pitchfork, of course), but if someone else already has it...

  • Lyt Speed
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Re: Operational goals
Reply #2
The one thing I am starting to think (as an offshoot of a couple of recent comments in the RSI forum thread) is that although the main Op is for the end of the Beta, perhaps getting the staging systems setup might be better slated as an ongoing Op from the start of the Beta.

Getting our base of Operations and supply lines established and running regular scouting runs so that hopefully by the time we do start the main Op we've gathered as much info as we can and we have our entry points well established. Also it would mean players who want to do scouting, supply runs or local defence can have a meaningful impact while they're training and it would help us get to know each other in the 'verse before we launch.
  • Last Edit: October 18, 2013, 07:52:32 PM by Lyt Speed
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Re: Operational goals
Reply #3
There was a rather large debate in the Shoutbox about that - PvtHike's thread goes over his ideas

My own view is that we'll definitely want to stage from two systems, one in the UEE and the other in Nul. Nul for PVP/pirates/anti-UEE types, the UEE system for everyone else.

Again, though, staging is only really cool if we can have a meaningful impact.

  • Lyt Speed
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Re: Operational goals
Reply #4

There was a rather large debate in the Shoutbox about that - PvtHike's thread goes over his ideas

My own view is that we'll definitely want to stage from two systems, one in the UEE and the other in Nul. Nul for PVP/pirates/anti-UEE types, the UEE system for everyone else.

Again, though, staging is only really cool if we can have a meaningful impact.


That's food for thought for me, I was originally planning on Nul but I do want my first character to be a citizen and I'm more of a PVE/Co-op player so the UEE system would probably be best for me.

For the second part I tend to think the best way to find out if the staging can be meaningful is just to do it. That way we'll find out one way or the other sooner rather than later. Also the build up would test the instancing etc
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Re: Operational goals
Reply #5
I think it has been asked. If not we can "Ask a Developer" Rob Iving is pretty responsive. 

Honestly the logistics and kickoff is more strategy then Goals (i.e how vs what).

That said I am personally going to be scouting the Vanduul systems and have my ships moved to a temporary hangar close to the jump off point (Quicker turn around getting back to the front after I get killed :)). As we learn more of the systems and game mechanics we will evolve our strategies.

I expect we will end up posting recommended actions to ready for the op. These will include setting up forward supply bases and our logistics tail. We will also post the latest scouting reports. We will probably sanction strike team raids as well(folks will be doing it anyway so we may as well get in front of it)


Pitchfork Belongs to all of us


Re: Operational goals
Reply #6
Yeah, we could do a trial run involving several hundred individuals with a goal of taking one system near the start - just to see if it's possible. If it is, we begin setup and planning. If it isn't we begin setup and planning, hope it gets patched in, if it does we do this, if not we'll have to suck it up. If it IS possible, and we prove we can do this, it'd likely bring in a bunch more people as well.

Re: Operational goals
Reply #7
That's a good idea... we have a big enough force that we'll live long enough to at least learn what our enemy is capable of.

Let's say we set up a dry run of Pitchfork a few weeks after the Beta goes live- by then most of us should be able to upgrade the ships we've already set aside for Pitchfork to a reasonable level of combat readiness. We pick a system, hit it, and analyze the results to figure out what we'll need for the main event... then spend the rest of Beta building up our real fleet. Have everyone work on acquiring as many ships of their preferred type as the game will allow them to fly at once (IIRC we get to have 2-3 NPC wingmen) and as we get closer to go-time we start moving them to wherever we decide to launch the main Operation from.

I'm starting out with a Retaliator, for example. When we make the first probing attack, that's what I fly, with whatever support I can put together for it but at minimum a full crew of NPCs. Maybe I live, maybe I die, but I find out how effective the ship is and what I need to change. If the ship works the way I want it to, then I go all out for the rest of Beta trying to get my hands on more Retaliators and crews for them, so that when Pitchfork goes down I have a small squadron of them and enough NPCs to fill them out. Or maybe I find out that the Retaliator is not so effective against swarms of Vanduul fighters, so I switch roles and spend my time building a squad of Constellations as escort gunboats. Perhaps I wind up with a little bit of both, but the point is that I've used that time to multiply my effectiveness in whatever role I anticipate needing to fill.

Meanwhile, those of us in guilds that have elected to support Pitchfork should set aside a percentage of our in-game earnings to put towards guild-level ship purchases, so that we can get our hands on bigger capital ships and freighters more quickly and get them fitted out and shaken down by the time we need them. Exploration-minded players should keep an eye out for derelict capital ships that we can repurpose, possible backdoors into our target systems, etc.

Bottom line, the fleet we can muster now is just a starting point. It's the biggest fleet anybody's assembled for a single purpose up until now (especially considering that there's no playable build of the game yet), but we can do a lot better.

Re: Operational goals
Reply #8
I'm likely going to be more of a bounty hunter/mercenary character, and am not currently running with any guilds. I do plan on spending a good chunk of my initial time exploring however and if I end up coming across, say, a derelict Bengal, I'll either give the location to an OP aligned group or sell it and roll most of the funds into this (depending on which is the smarter move once the game goes live). That being said, one of the first systems I'm going to be scouring is Hades. If anyone wants to come with me, feel free, but the Vanduul better pray to whatever it is they worship that I don't find any Weapons of Planetary Destruction...

Re: Operational goals
Reply #9
It'll depend on our numbers and distribution, but a 2 pronged attack would work well I think.
Redback Company: First ones in, last ones out.

Org Page: https://robertsspaceindustries.com/orgs/AUSREDBACK

  • HisEvilness
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Re: Operational goals
Reply #10
The important thing to consider here is that you are attempting to field a fleet of 100k people this would require some practice.
You would at least one test run at full capacity to figure out the tidbits that will not appear in theory crafting.

Furthermore, this could be seen as a military campaign you would need a plan, for that you need the systems and planning.
Maps will have to be drawn and handed down, sectors to be made up and task forces to divide the fleet etc.
Supply's, re-arming, staging areas and the defense of these areas etc.

Handy for you to see if any of the people have worked in a staff position in the Armed Forces.

Re: Operational goals
Reply #11
     I just want to reiterate what I've been saying: Please let's not get trapped in attrition fighting. We can go Tet offensive on these bitches. Precision strikes on soft targets in one system to get vanduul to mass there, cut off their comms, and then attack all of their known systems at once with the intent to cause as much destruction as possible to their economy. Once we do that, if they are stronger than us, simply retreat and regroup elsewhere.
     We should know if they move toward earth because we should have direct comms between scout leaders in each system and the overall comander, so he or she will know when to order a fall back to earth. This should give us time to get there first, or even catch them at  Elysium as it is the first UEE territory along the only known large jump point route to the Sol system. If the Vanduul take a smaller route, they're probably not going to make it far, because they'll be using smaller ships.
     I also really like the idea of having a separate command structure in each system subordinate to the overall commander. Also maybe we need to figure out what we're gonna call the officers so we don't sound like a bunch of chodes.
  • Last Edit: June 21, 2019, 09:08:31 PM by Bigdaddyocho

Re: Operational goals
Reply #12
Let's not overlook the ripe opportunity to get salvage from Grinder using SRV's, reclaimers, and vultures while the rest of our forces are causing havoc.