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Topic: The Current Plan, So Far... (Read 8183 times) previous topic - next topic

  • JackDaniels
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The Current Plan, So Far...
Ok this is more than likely going to be the Primary Thread from the Moderator's and other Staff Members to make some quick notes and share what we have come up with So Far.

Current Military and Strategy Plan: Recon
As for right now the Primary Focus is going to be for Recon and Scouting of the Vanduul Territories.

During the Attempts of Recon we will have certain Forward Aid Positions to help assist Recon pilots in their duties to scouting and mapping out the Territories. These MFAP's* will be configured to assist Squads doing recon by having a Fuel Ship, Re-arming/Repair Ship, and S&R team on stand-by for any potential issues that may occur during the scouting run's.
*JD's Personal Note: Given to calling the Forward Aid Positions MFAP (Mobile Forward Aid Positions)

MFAP (Mobile Forward Aid Positions): WIP
Still waiting to get more word from CIG on Medical ships, and other Mechanics of certain ships, yet to be released. But, so far the plan worked out by Sailor & Jackdaniels is that each MFAP will consist of ships for these key roles.
•   Refueling
•   Salvage
•   Repair
•   Medical
•   Rearming

With these Key Roles covered at any given MFAP, other pitchfork members can assist or aid in filling in potential roles that could be lacking for a Joint Effort for a little quick rally point before heading off on missions or to fall back to after combat. The key locations of these MFAP's will primary be located at each system JP, and then advance further into the system as the situations will warrant if needing more MFAP's to cover the Logistics and Supply required for all members of the units in systems.

The Battle Plan
Currently Drafted plan of attack till recon is completed. We will be setting up MFAP locations for assault, into Tiber, Caliban, Orion, Virgil, Vendetta, and Vul Ture as needed. Each system may be be targeted by separate organizations in Joint Efforts/Assault's. The attempt to the Capturing of any Vanduul Manufacturing areas will be a Secondary Objective to Securing Systems (Yet Unkown).

After PU Launch

We will be setting up Defensive lines and outpost to Defend Earth, and the Territories that we have managed to capture. From the current listings of launch of the PU there is talk of the Sacking of Earth, we will also be acting as the defense force to defend earth and calling in all pilots to this event in the PU. This will be the all or nothing Event for the full release of Star Citizen and the PU going with the full release.

Blue on Blue
At any time during combat, others that are met with a case of Friendly Fire we have this in effect to handle any Blue on Blue actions. Link: "Blue Fire" Response Protocol Proposal


Note: This is just what the General Guideline of what we have on the table for now. Plans are bound to change, but these are the current Plans and Concepts we are looking to for right now.

If you Feel I have missed something please comment below and I will get this post Modified to cover current Plans and Details that have been confirmed for Pitchfork Operations.

Note 2: I will be keeping this Topic as a Top moderated Topic so anything not related or helpful to the original post will be deleted, in order to help keep helpful Compiled Information available to everyone looking for the data.
  • Last Edit: March 12, 2014, 09:53:05 PM by JackDaniels
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  • Bzerker01
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Re: The Current Plan, So Far...
Reply #1
Regarding Recon, should there be a set of procedures for how recon is to be handled? the size of recon teams or some kind of ratio for escort scout fighters to protect the data retrieving ship, if at all?  Even if there isn't a hard and fast number might there be a suggested number?  If not that is fine but even a suggestion might be nice so that the MFAPs can prepare for certain consistent numbers of ships for refit, refuel and medical treatment.  It may be hard to set up a MFAP with no idea the amount of potential wounded ships and personnel they may have to treat at a given time.
  • Last Edit: March 20, 2014, 09:01:57 PM by Bzerker01

Re: The Current Plan, So Far...
Reply #2

Regarding Recon, should there be a set of procedures for how recon is to be handled? the size of recon teams or some kind of ratio for escort scout fighters to protect the data retrieving ship, if at all?


Not to my knowledge, though I could be wrong. I think a good chunk of the recon stuff needs to wait until we know how sensors work, especially over long distances.

Conceptually, though, I can think of two types of recon:
1.) A stealthy, deep recon which uses a small number of ships and depends on stealth to be undetected, and loiter time to gather information. This probably doesn't have much in the way of firepower, because if they're discovered, they're humped.
2.) A "fight for information" shallow recon, which uses active scanners to find stuff, and escorts to make sure they get back to base.

But, by and large, we need to wait for more details. Though, I guess we could start divvying up our recon assets into different kinds of packages....
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  • JackDaniels
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Re: The Current Plan, So Far...
Reply #3

Not to my knowledge, though I could be wrong. I think a good chunk of the recon stuff needs to wait until we know how sensors work, especially over long distances.

Conceptually, though, I can think of two types of recon:
1.) A stealthy, deep recon which uses a small number of ships and depends on stealth to be undetected, and loiter time to gather information. This probably doesn't have much in the way of firepower, because if they're discovered, they're humped.
2.) A "fight for information" shallow recon, which uses active scanners to find stuff, and escorts to make sure they get back to base.

But, by and large, we need to wait for more details. Though, I guess we could start divvying up our recon assets into different kinds of packages....


Yes thank you that is the general plan is a wait and see for right now... simply because We talked about having 3 different MFAP locations near the Jump Point so as to help with any potential over flow or help with something along the lines of different Squads or wings will be handled by MFAP 1 or MFAP 2 or something along those sorts.

But, as for the Recon I am still on a wait and see that is why I haven't commented much on the Recon thread that was already started in the command room. https://operationpitchfork.com/forums/index.php?topic=227.0

Please if you got a plan I will read it when I can. But, primarily there is very little we can do for right now except get questions answered from the DEV team or wait till we learn more of how the game will handle things.

Notice: Thread Cleaning will happen again soon to help keep the important bits listed. If you feel I have over looked something post a link to it and I or the Moderator's will throw it up into the drafted plans that seem to have the most favor so far.
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Re: The Current Plan, So Far...
Reply #4

Not to my knowledge, though I could be wrong. I think a good chunk of the recon stuff needs to wait until we know how sensors work, especially over long distances.

Conceptually, though, I can think of two types of recon:
1.) A stealthy, deep recon which uses a small number of ships and depends on stealth to be undetected, and loiter time to gather information. This probably doesn't have much in the way of firepower, because if they're discovered, they're humped.
2.) A "fight for information" shallow recon, which uses active scanners to find stuff, and escorts to make sure they get back to base.

But, by and large, we need to wait for more details. Though, I guess we could start divvying up our recon assets into different kinds of packages....


I've worked up a recon plan at https://operationpitchfork.com/forums/index.php?topic=227.msg5274#new


Stage 1: Stealth recon - Ghost Hornets entering enemy systems at random intervals to get fleet strengths, patrol routes, passive sensor data of general info on the force strength in that system. Once they've completed the patrol they will RTB and avoid enemy contact.

Stage 2: Hot Recon - Small, fast maneuverable ships will make visible passes through Vanduul systems. Preferred ships would be M-50's and 350r's for their speed being (potentially) greater than the Scythe based on ship mass and main thruster output. Objectives would be to see Vanduul threat reaction and response times. Ships would be recommended not to engage unless they have to, however waxing a few Vanduul can provide data on their combat skills.

Stage 3: Recon in Force - Squadrons of heavier fighters (325a, Hornets, Avengers, Gladiators) will go into systems already reconed looking for a fight. Would be helpful to have Super Hornets with the recon suite for SWACS duties. These ships are to test Vanduul reaction to heavy combat, specifically their respawn/jump in times for reinforcements and strength of capital ships against smaller torpedo bombers like the Gladiator. Could also have Indris class Frigates and Constellations be part of this recon team to provide heavy fire support and gauge Vanduul reactions to capital ships. Main objective would be to go in, engage, and attempt to provoke a respawn event to see how they will replenish lost units. Once respawn event takes place all ships will need to evac to the jump point.

I'll sit down and work up some numbers for each type later today.
  • Last Edit: April 07, 2014, 04:49:53 PM by GryphonOsiris

Re: The Current Plan, So Far...
Reply #5
I remember seeing that, and thinking it was a solid way of going about it. Granted, for the front-line systems we can do all three, but for the rear-echelon systems (Orion itself, for instance), we will definitely have to rely on stealth recon, and if we're LUCKY we can do hot recon.
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Re: The Current Plan, So Far...
Reply #6
Agreed, the challenge for the rear systems would be crossing the contested front lines and not get spotted, caught or blown to atoms.

I've been doing some thinking based on system size, force presence, recon coverage, ect regarding the patrols and number of shipped required and have come up with the following.

Stealth Recon: 4-6 ships outfitted for low emission, low cross section and low visibility. For the Stealth group their presence in each system needs to be low so as not to draw attention. They would need to fly on radio silence (see: use outside VOIP system) and keep their thermal and EM signatures as low as possible by flying slow and possibly without shields.

Hot Recon: 12-16 ships so the majority can fly close to enemy positions spotted by the stealth recon while a hand full can scout other areas looking for jump points, hidden enemy positions, potential staging areas, ect. Their main priority would be to annoy the hell out of the Vanduul but not take any majors risks. This group may want to arm up with slug throwers instead of directed energy weapons in order to put the max amount of power to main thrusters and shields.

Recon in Force: 24-30 fighter class, 3-4 Constellation class ships and 1 or 2 Indris Frigates. This is all about seeing how they fight back, how long it takes for them to bring in reinforcements, capital ship strength, defensive capability. This team is going in to kick the hornet's nest, slag as many as they can but retreat once reinforcements arrive. All ships will need to be jump capable and special care will need to be made by the fighters to protect the heavier ships in this operation. The Frigate(s) will need to have an operations officer coordinating the fighters and other craft so no one gets left behind.

These numbers are preliminary based on estimations I've made so far and are subject to change as we get more data.
  • Last Edit: April 08, 2014, 09:44:24 AM by GryphonOsiris

  • TEUTknight
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Re: The Current Plan, So Far...
Reply #7
This is merely an assumption and I may probably not work but since the Vanduul are supposedly neutral with the Banu perhaps sending 1 banu merchantman (to test if it works) can pass through without being harmed.

The recon in force in my opinion could work well, but it would need to be at least close to friendly territory for a quick retreat as well as some ships for Search and Rescue operations. And since from what I interpreted from the latest 10 for the chairman. We have the possibility to lay booby traps. So while retreating the recon force can drop these traps to slow and damage the pursuers.

Another option could be to set up the recon in force as a diversion. Not only would the still be able to obtain its goals but it would allow other smaller recon forces to slip in elsewhere while the Vanduul are busy attacking the Recon in Force.

Re: The Current Plan, So Far...
Reply #8
Would also be a good idea to have allies within jump range of the Recon in Force team so if they need to make a hot exit from system they can get fresh fighters to cover them on the way out.

I'm thinking that some of the RIF teams could deploy mines in or near Vanduul positions or along retreat paths to keep them busy during the exfil stage.

  • Viking
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Re: The Current Plan, So Far...
Reply #9



MFAP (Mobile Forward Aid Positions): WIP
[...] each MFAP will consist of ships for these key roles.
•   Refueling
•   Salvage
•   Repair
•   Medical
•   Rearming

[...]

The Battle Plan
Currently Drafted plan of attack till recon is completed. We will be setting up MFAP locations for assault, into Tiber, Caliban, Orion, Virgil, Vendetta, and Vul Ture as needed. Each system may be be targeted by separate organizations in Joint Efforts/Assault's. The attempt to the Capturing of any Vanduul Manufacturing areas will be a Secondary Objective to Securing Systems (Yet Unkown).

(my emphasis)

I'm sorry if I've missed anything, but MFAPs don't seem to contain any attack elements, only support. How are these going to assault anything? And the battle plan seems very thin and written in general terms. Are there more concrete details coming soon?

Master Bacon Maker

Re: The Current Plan, So Far...
Reply #10

(my emphasis)

I'm sorry if I've missed anything, but MFAPs don't seem to contain any attack elements, only support. How are these going to assault anything?


They will not assault anything ;) You can regard the idea of those MFAP's as mobile forward operation bases, that the actual combat units can use as staging area's and to re-arm and repair.


And the battle plan seems very thin and written in general terms. Are there more concrete details coming soon?


I would say probably not before we are in the Beta stage and actually begin to have access to Vanduul systems. While we continue to gain knowledge on the Vanduul and Vanduul systems there is too much we don't know yet. Thus currently we are not able to make very concrete plans, without a lot of guesswork.

There are plans to do extensive scouting and data gathering operations following by statistical data analysis to find Vanduul numbers, strong points and flight patterns. At the same time we need to experiment to assess our own forces in terms of strengths, weaknesses. How far individual fighters can venture on their own rescources, how easy it is to venture into Vanduul space. How the Vanduul respond to incursions and destruction of their assets.

When we know that sort of things we can make more concrete plans :)

Re: The Current Plan, So Far...
Reply #11
Another option could be to set up the recon in force as a diversion.


You and your diversions, TEUT.  :P

As for the MFAPs not having assault elements, this is true. MFAPs won't kill any Vanduul. The ships that refuel, rearm, and repair at the MFAPs will kill Vanduul.
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  • TEUTknight
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Re: The Current Plan, So Far...
Reply #12
Well it was mentioned earlier so I was thinking if we were going to do that plan why can't we have multiple objectives.

Re: The Current Plan, So Far...
Reply #13

Well it was mentioned earlier so I was thinking if we were going to do that plan why can't we have multiple objectives.


Oh we will have many objectives indeed, keep those ideas coming :)

  • Viking
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Re: The Current Plan, So Far...
Reply #14

Oh we will have many objectives indeed, keep those ideas coming :)


The discussion is somewhat fragmented across the forum and hence is difficult to get overview of.

I wrote a proposal earlier with a few keypoints I think is essential, in Xeriar's thread, but it wasn't very popular - on the contrary. The reason I posted it in Xeriar's thread was because it was linked to and spoken of as the most probable/fleshed-out plan so far and I got the impression it was what the leaders of OP was going for.

My basic impression of the discussion here and in other threads in the forum is that people think it's too early to begin discussing a battle plan because a lot depends on the game mechanics. It's true that many things depend on the game, which we don't know how will be yet, but I think we can at least draw up some basic plan(s) anyway. Given the size of this operation, the complexity of details will be equally huge, and so if we wait too long to begin planning then we might end up with a bad plan due to time issues.
  • Last Edit: May 10, 2014, 07:15:20 AM by Viking

Master Bacon Maker

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Re: The Current Plan, So Far...
Reply #15
We don't even have a definitive map of the universe yet, so even route at this point is still speculative. We've been told that the map we're using is pretty close to what RSI has, but that was many months ago and prior to a lot of new systems being added. It's unlikely ALL those systems will be fringe systems so the map is likely to change and so may our route. The plans NEED to be general right now until we actually have some information to go on. Our plans are currently as specific as the information allows and as more information comes in it will become more specific.
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  • TEUTknight
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Re: The Current Plan, So Far...
Reply #16
However, even with a lack of knowledge of game mechanics we can still make an series of plans to test when we can, not to mention formations to try out in the Dogfight Module which will be released soontm.


Re: The Current Plan, So Far...
Reply #17

The discussion is somewhat fragmented across the forum and hence is difficult to get overview of.

I wrote a proposal earlier with a few keypoints I think is essential, in Xeriar's thread, but it wasn't very popular - on the contrary. The reason I posted it in Xeriar's thread was because it was linked to and spoken of as the most probable/fleshed-out plan so far and I got the impression it was what the leaders of OP was going for.

My basic impression of the discussion here and in other threads in the forum is that people think it's too early to begin discussing a battle plan because a lot depends on the game mechanics. It's true that many things depend on the game, which we don't know how will be yet, but I think we can at least draw up some basic plan(s) anyway. Given the size of this operation, the complexity of details will be equally huge, and so if we wait too long to begin planning then we might end up with a bad plan due to time issues.


It is certainly not to early too discuss and brainstorm about battle plans nor to draw up a preliminary basic plan. Provided everyone involved knows and agrees that it can be thrown out of the window with every new release of information. The problem is that it is currently not really possible to make it more detailed than:

Combat unit X (consisting of ships A.B.C.), is coming from system Z to invade system Y and from there proceeds to systems U. While being relieved by ships D. E. and F. so that A. B. and C. can secure system Y and be refuelled and repaired by ships K. and L.

And while it will be difficult enough to even organize A. B. C. D. E. F. K. an L. to perform that task (and that is indeed something to think about in advance) in terms of operational plans it runs into the currently unavoidable barrier of not knowing anything of what pitchfork units will face... Even before jumping to Vanduul space...

We don't know Enemy numbers and assets
We don't know enemy tactics, weaknesses and strengths
We don't know the terrain (beyond in some cases how many planets there are)
We don't know what our operational range is or can be
We don't know how many supplies we need (or how many rescources we need to secure supply lines)
We don't know what kind of unit is effective against the different Vanduul assets (We don't know our own strenghts and weaknesses)
We don't know how the Vanduul respond to incursions
We don't know the Vanduul economy (including spawn points)
We don't know yet how Instances work
Etc, etc

Now that does not mean that people should hypothesize about battle plans, on the contrary they are good thought exercices, especially for the infrastructure we will need outside the main game. Which we can in fact work on already such as:

How do we effectively organize such a great number of players
How do we communicate during the invasion
Do we want some sort of central coordination and planning
Etc, etc.

Luckily there is still time ;)

Re: The Current Plan, So Far...
Reply #18

However, even with a lack of knowledge of game mechanics we can still make an series of plans to test when we can, not to mention formations to try out in the Dogfight Module which will be released soontm.


True I would suggest practicing as soon as able. The Vanduul horde mode will let us know how our ships fare against the Vanduul, other modes might learn us cooperation.

The first iteration of the Beta can perhaps already be used to try out a miny mock invasion in friendly space

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Re: The Current Plan, So Far...
Reply #19
Which we can in fact work on already such as:

How do we effectively organize such a great number of players
How do we communicate during the invasion
Do we want some sort of central coordination and planning
Etc, etc.


It's something to start with anyway.

Master Bacon Maker

Re: The Current Plan, So Far...
Reply #20

It's something to start with anyway.


Indeed, also there is already work being done on a report system so that when the Beta goes live we can gather data on enemy ships and possibly track their movements by analyzing it and running statistics. And I have been talking to Zuur to see if he can develop a map system that we can use for tactical purposes (his plans for his map 2.0 sound really good).

What we also already potentially could do is try to run inventory on the participating organizations and such...

Re: The Current Plan, So Far...
Reply #21
we can also use explorer ship in recon ( mainly for more jump point) like a 315 or a DUR

  • adder
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Re: The Current Plan, So Far...
Reply #22
Hi guys.

I think you are going in a bit wrong direction. Operation Pitchfork is now one of the largest organizations. As such we have capability of striking enemy severely, but what we lack is organizational structure.
See first step is to identify in what time people are playing game and divide them into groups. If I sit with buddy from UK and say lets meet at 7 P.M. tomorrow and kick their behind, then he will log in some 7h after me.
I think you get the picture. We live in 24h time zones, and while We can split groups in generally "3 wings" (Europe CET, Oceania-Asia, Americas) Even among them there is larger time difference. We must start assigning people to 3 fleets and have them get to know each other. When you are in "smaller fleet" of 700-1000 People you can break in CET time squadron based on time you will play. Those people in that group can have one person that will make squadrons and schedules and organize larger actions with heads of operations. People should also know to whom in game they should talk if they by chance have insomnia or vacation so they might participate in operations of other teams. In short:

1. Create structure and have people assign to their global groups.
2. Subdivide these groups to time zones and assign dedicated person for communication within those time zones (if players would like to join temporary to that group that will be a huge advantage to know with whom to talk to).
3. Create squadrons
4. Delegate tacticians to think about operation plans (you need to maintain pressure on enemy for 24/7 to create effect).

Well organized groups and squadrons can make more mess with enemy than having 10 000 people jump into Grinder and try to shoot everything that looks like Vanduul.
Once people start to cooperate you can make ranks and groups. Then when you have that structure, you can say how much assets you have for constant pressure. We are mob. If I have repair ship I might lend it to person A but not to anyone else. That is how you can make assets count and stretch where we are thin (tow ships, destroyers carriers, medi ships).

Once this is dealt with you can start planing operation from taking ground in friendly systems (Like Garron)
Having advanced and strong forces just behind jump gate in Vanduul territory, and mapping and scanning enemy system. Once you hold jump point to system from friendly system with strong force, you might be able to push and block all jump points to a certain system. and then eliminate forces within. Step after that will be much harder because you need to split combat assets into guarding jump nodes from vanduuls. Without this we will not be able to succeed in our goal.
And that is all in case you can jump in system just through jump node, and I doubt that.
  • Last Edit: October 02, 2014, 11:38:12 AM by adder

  • TrItOn
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Re: The Current Plan, So Far...
Reply #23
Step 1: Recon
Ok, MFAP (Mobile Forward Aid Positions) noticed that the locations for such...unknown Vanduul systems (Caliban) for example.....shouldn't the first step of recon to get our ships and MFAP stations into position/s (Nul system) recon then move forward?
and, @Viking :
our MFAP will have it's own Attack wing devoted to protection of any ships 'coming in hot with persuit'. We don't want our ships being refueled and rearmed having to shoot at something while we're setting them up! We will be protecting our "Safe zone"! Hopefully, enough will get on board for this and we will have enough fighters with us to send forward support as well!

NM, just caught the wording when re-reading it...question answered! You will be doing just what i questioned. sorry.
Thanks
  • Last Edit: December 12, 2014, 03:15:27 PM by TrItOn
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Re: The Current Plan, So Far...
Reply #24
Do we have an idea about how comms work. Things like Tactical Frequency, Radio 1 (Squadron Units), Radio 2 (Base, ATC, AIRBOSS.) Incorporating military comm discipline into TeamSpeak. Have we figured out whether we are going to use TeamSpeak vs. Mumble in conjunction with SC VoiP?

Re: The Current Plan, So Far...
Reply #25
Even only assuming that 20% of the organization roster will be online simultaneously at any given time, I can speak from my experience as a WoW Vanilla 40-slot instance raider: TS or Mumble comms will NOT work.

At best, you'll get get the leadership in one server and then they'll relay orders to their own groups. Problem is, there's SO many organizations and independents that that's not even a feasible option either.

Either we create some SERIOUS structure and hierarchy (if only just for communication protocols) or we lay out a base plan and let people reach the general objectives the best they can.
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  • TrItOn
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Re: The Current Plan, So Far...
Reply #26
Our co-founder has some input on that but, he can't seem to get onto this site atm...he says with setup you can run up to 1,500 on teamspeak but it takes specific setup? I'll get him in here somehow..
שם טוב ולא להיבחר מאשר עושר גדול, ואוהב לטובת ולא כסף וזהב. kJV Proverbs 22:1

Re: The Current Plan, So Far...
Reply #27
You don't get it...

It's not about the size of the server, it's about keeping comms clear.

Ever tried to lead a raid when there's 40 people in the channel? There's always background chatter, noise, people AFK, people who didn't hear, people who feel they should contribute, etc, etc.

To some point, you could reduce this by muting everyone who's considered "non-essential" but then you'll have people arguing that they ARE or that someone else ISN'T and that's going to lead to a bunch of drama.

EVEN THEN, with over 2000 people, there's bound to be like 50 to 100 people considered "essentials", which still is a huge number to cope with. OPPF won't be like a raid boss where everyone can go into the internet and learn about the "boss" before hand and have a general idea of what to do. People are going to fly in blind, with only the idea of "bringing home the bacon" and trying to survive.

As I said, it's going to take a HUGE deal of organization and hierarchy if you want to get effective comms working. Either that, or just have the big-wigs broadcast general operation directions through a browser radio. That way, those who want a semblance of organization can tune in and listen, and those who rather do their own thing, can still know what's going on here and there.
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  • BlizKriegBob
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Re: The Current Plan, So Far...
Reply #28
I'm with the Cmdr. Deathcall on this one,
without a command structure the only feasable solution would be to state objectives and let everyone go at it on their own. This might work for some general objectives, yet it would be a rather ineffective use of our limited resources.
The orgs in OPPF might be able to handle the tasks with their internal structure, especially the mercenary and military orgs, since they will probably have an already established command hirarchy.
As for the lone wolfs (I don't know the ratio of org members to lone wolfs in OPPF) just running blindly into e.g. Tiber would be a waste of their fighting power.
Even among the orgs it would be more effective to have some people who dispatch goals to them, so we don't have all our Idrises (which are mostly org members as far as I know) in one system, while another front might need some of them.

In the end we all want to achieve our goal but let's face it, we want to have fun doing so (actually the fun is the most important part), so it will boil down to the question of how many forkers want to work in a hierarchic structure and how many would have more fun by flying into the orion systems and shoot everything that resembles a vanduul.

... I'm in favour of a command structure though.

  • BlizKriegBob
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Re: The Current Plan, So Far...
Reply #29
My proposal for a command structure with the mode of communication between the different levels would look like this.

This would use VoIP only for command levels that require fast response times, while the levels that don't require those can work with chat systems, preferably a chat system that let's you organize in different channels.
...
just my idea.

  • JackDaniels
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Re: The Current Plan, So Far...
Reply #30

Do we have an idea about how comms work. Things like Tactical Frequency, Radio 1 (Squadron Units), Radio 2 (Base, ATC, AIRBOSS.) Incorporating military comm discipline into TeamSpeak. Have we figured out whether we are going to use TeamSpeak vs. Mumble in conjunction with SC VoiP?


To answer this question directly. Papa_Rob and I was working up an idea for a Pitchfork Internet Radio station to help broadcast current fleet movements and combat music for the time of the event. It wasn't offical yet but was drafted as an idea to help with those that wanted to RP a little. Because the ingame design is to allow us to send messages figured that this will be the primary means to keep groups together. A single Teamspeak to use and manage is just to resource heavy for the number of folks we will have for the event thus making it hard to justify putting together the funds for a 2,000 slot server for a few months.

Good Question but as for the communication's we also through of making use of twitter feeds to also make it easier but this is still yet to be determined or worked out till we get more functions of the game in place for us to test what we can do and how we can use them.
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  • Nathual
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Re: The Current Plan, So Far...
Reply #31
Ladies and Gentlemen,

First let me introduce myself. I am currently the Co-Founder of the Spectre Organization in Star Citizen who will be providing supplies and defenses starting in the Nul System for the operation. In the Past I have lead/Founded some extremely large organization across dozens of different games from the Nightmare Squadron in Freespace 2 to the Nightmare Battalion in Planetside 2. I have also Co-Founded some major alliance across these games along the way, most recently the Matterson Vanu Alliance which runs around 1000 people on comms every week and consists of many thousands more.

It would be easy to copy the setup for the teamspeak server... The only hindrance is that we would need the server on one hell of a connection preferably in a colo on a T1 line and somebody is gonna have to get a commercial license with teamspeak. We can also ask RSI if they would do it xD

The Setup is quite easy. The command channel is where all those on the top echelon of command will sit. This would include a person for every fleet ( One per a solar system) and the operation commander would sit. Below that are separate channels for the fleets, with sub channel for each flight wing. The commander has a button that is set to broadcast server wide from the command channel and each fleet commander has a button to broadcast to each fleet channel. One presses the button and says Clear Channel, Clear Channel and relays the orders. This way not only can flight wings talk to each other as much as they need but they are not disturbing any other channels and the commanders can broadcast orders to any and all who need it on the fly. As long as everyone maintain some level of comms discipline only reporting targets and warnings letting wing leaders  give orders, the comms should remain fairly clear even in the sub channels. If need be a liaison channel can be put in play so that those who wish to use there own systems can get reports on the alliance. We can also use the same feature to allow certain people in lower channels to report to command.

Also as far as strategy goes. We can't plan alot of things right now because of all the unknowns. We can however get a basic operation strategy in place and do recon in the months ahead to nail down details.

First since our main targets are Tiber and Caliban so we should concentrate the majority of our forces in Nul and Garron with smaller fleets on the other 3 target system more for recon and defense rather than attack. I say this because if we split our force up to much we will be putting ourselves at a disadvantage when we attack the enemy, because we are gonna need numbers to win the fights since they have size. We want the fights to be quick and decisive with over whelming firepower. That is the only way we are going to be able to keep our forces intact for the next battle.

Second Supply Fleets should be assemble with a escort of at least 2 idris and a few wings of fighters. The should be a main supply fleet that maintains a position a system behind the front lines giving resupply, rearm, repair, refuel, and defense to those retreating while sending the idris as mentioned in the topic. Escorting targets to and from the supply fleet as needed to maintain a strong and valid supply lines. After all any student of history know that wars are won based upon there supply lines.

Third before any attack is made on any system a force recon needs to be made so we don't fly head first into a Vanduul forces. This recon needs to ID every major enemy ship in the sector and find the comms ships as that should be our primary target. Once the Vanduul lose comms it should be a crap shoot as reinforcement for them won't be called in.

Obliviously this is a rough plan that need to be detailed out, but it is a foundation to start from.

Nathual
Co-Founder Spectre
  • Last Edit: December 16, 2014, 04:19:46 PM by Nathual
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  • BlizKriegBob
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Re: The Current Plan, So Far...
Reply #32
First of I think you plan sounds rather good Nathual.


The should be a main supply fleet that maintains a position a system behind the front lines giving resupply, rearm, repair, refuel, and defense to those retreating while sending the idris as mentioned in the topic.


I had a discussion with TrItOn about the range of our ships and the gist of it was, that if we want to deploy dogfighters like the hornet we will need fuel ships to jump in behind our main forces since a fighter like the hornet might be capable of equipping a jump drive but will probably only be able to carry enough fuel for a single jump. So we can get them into the system without a carrier ship (since we will most probably don't have enough carrier capacity in our fleet to carry a substential force in our idrises) but without a refuel the fighters won't be able to leave the system. Also if the assault goes fubar they'd be trapped.

As you said supply lines are the veins of any military operation, so whenever we try to take a system we should set priority to securing the jump points and fuel sources.

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Re: The Current Plan, So Far...
Reply #33
Also, per posts about using VOIP in game. Playing Planet Side 2 we've had issues with the VOIP failing during charity events and other ops due to patches or other odd issues. Thus, the reason for a command structure which does not base any of this communication structure on any one communication mode entirely. *(Maybe the Vanduul will not be using Electronic Warfare which will interfere with the VOIP but, we also have some peeps which plan on being friendly with  the Vanduul. I hate getting side-swiped!)
Plans for securing Anti-Matter supplies for our Jump engines are in progress we will make sure we have all grades of fuel available! I'm working on that aspect now. I will also speak to "Convoy"...maybe, they'll hookup with us on this aspect?
שם טוב ולא להיבחר מאשר עושר גדול, ואוהב לטובת ולא כסף וזהב. kJV Proverbs 22:1

Re: The Current Plan, So Far...
Reply #34
I'll also start putting out some contracts within the Brown Coats leading up to Pitchfork for fuel and munition supplies. Not all of us are joining the great crusade, but more than enough will be looking for hauling jobs.

Re: The Current Plan, So Far...
Reply #35
The main problem with communications is that OPPF is conceived as a very loosely organized effort. People may commit to the operation, but not to the strategy. Organizations that have pledged they support will probably have their own command structure and communication methods.

If I understand Sailor's intentions right, his aim isn't to put on an admiral hat and direct everyone. Quite the contrary in fact, he'll just lay down the basics and hope people do their best.

If we are to keep this concept of a loosely organized effort, I believe the best way to keep everyone up to date with events and information would be to have a dedicated team of people who jump from TS to TS (or Vent or Mumble or whatever) and/or twitter feeds and/or any other comm media used by the players and report to one source like a web-radio or a forum or some other convenient medium.

IE: Reporter jumps into the TS of Guild X. Asks if there are any major news. He gathers the data and filters relevant information (like if a kingship was sighted, or if a player is known to fire on friendlies, or how hard the resistance is in that sector, etc.) and relays it to the broadcast station before jumping onto another server. The operator then broadcasts the information over the radio to everyone.

With this manner of communication, we filter out irrelevant data (like who's got the best kill streak) and concentrate relevant information from multiple instances onto one source that anyone participating in the operation can tune in to.

Always consider that a lot of people, loners, big and small orgs, will rather hang out in TS with their own rather than be in this huge server where they have to follow comm protocols that they aren't used to (this is to say, where they can't fool around and have fun as usual).
It's a penguin... with a gun. I'd run if I were you.

  • Nathual
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Re: The Current Plan, So Far...
Reply #36
Hello All!

Thanks BlizKriegBob, and I totally agree! Sorry I should have detailed that part of the supply chain in my explanation...Opps! I think we still need the MFAP to be roaming resupply points on the front lines, but the main supply fleet sitting a system behind the front lines is for gathering of supplies were mostly the MFAP would go to get fixed up and resupplied, but it would also be there for anyone that is in full retreat as a stationary position of safety and resupply. Sit it in front of the returning Jump Point and catch Vanduul as they come through the point chasing someone. Hence why it is going to need a couple of Idris for the firing line. All the while stockpiling stuff to supply the MFAP quickly so they can return to duty.

The main problem with having your supply base in the system is that if it gets destroyed the whole operation will soon follow. So I suggest this 2 fold supply line plan so that not only do we have supply wings going into the system, but we also have a supply base that is safe and surrounded by UEE forces close by.

Yes Triton is correct in-game VOIP has failed before and it better to be safe than sorry and have multiple backups for comms. Without communications we fail. So I would also implement the radio station as well, but use it for more of a broadcast on the battles so anyone can follow the fight to a certain extent. But we shouldn't be releasing any sensitive information on the radio as it could tell our Vanduul sympathizers where our supply fleets are for instants.

Heya Commander Deathcall! The Matherson Vanu Alliance was also a very loose organization of outfits so the method of operation with a little adjustment would fit our needs perfectly. So don't get me wrong, I am not trying to imply that we go military with it and take all the fun out of it. That wouldn't work anyways because quite frankly we aren't an army. We are a large group of citizens that want to have some fun and kick some Vanduul butt! The Operation commander and the Fleet Commander responsibility is really to just help people organize at the highest level so everyone knows what it going on and if there are high priority targets. It is up to the organizations how they will be going about any specific targets.

Basically Wing Leaders/Organization leader in the sub channels would have a whisper button to there fleet leader so they can report things. Then the Fleet leader lets the fleet know what is going on. Then organizations would volunteer for missions. The command channel is for the fleets to interact and broadcast things armada wide that all need to know about such as. Huge Vanduul force coming through whatever sector requesting reinforcements. Or The meet up point is over here for such and such operation.

The goal is to allow for an overall organization, while leaving the choices of how to act up to the individual guild. Basically we supply them with a list of targets and opportunity and they choice how to go about it, if to go about it at all. All the while allow for a chain of command for the passing of information in an organized and efficient manner.

Also for those that want to use there own system the liaison channel is always there. After all it is going to be more efficient for them to have a liaison there reporting to the individual organization rather than us trying to have people jumping around on servers trying to get information.

Lastly when I was talking about comms disciple it is really for the people using the broadcast and whisper so that the average pilot can communicate in there sub channels as much as they want only clearing comms when information comes down from the top.

Hey GryphonOsiris,

Excellent! There is a example of why we need a supply base. It gonna be easier for those random hauler to drop stuff off at the main supply fleet rather than try to chase a MFAP through the war zone.
  • Last Edit: December 16, 2014, 06:14:21 PM by Nathual
Honor Lets One Find The Path
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Skill Lets One Attain The Path

  • JackDaniels
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Re: The Current Plan, So Far...
Reply #37
Notice to everyone that has been posting plans and Idea's in the Current Plan so far .... Expect it to be pruned very soon. Any idea's or topic's you started in the thread will be lost . As previously stated this thread is subject to change but till we see more from the game come to life this thread will be under going some very serious pruning to help keep the important details current and vital for those that need the quick and to the point details.

Expect this thread to loose a page before next week.
If you don't want to see your topic or idea lost please locate the proper thread or current topic that warrants your post. If you can't find it with the search features please start it as a new topic so it can acquire some more momentum.
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