I teamed up with Selwyn, SQ, Dewd, Pwnership, and Hydr. This was a Monday at 4 AM for me! I wasn't expecting this kind of traffic but it really means we're making something happen when we can get this kind of support this early in the week and day. Getting a small operation going together like this really makes my day, so thanks for everyone who made it this morning.

The biggest constraint I'm seeing for me mostly is the time. The way I see around this is to divide the time between multiple players, let's say you have twenty four hour period you want to cover, you don't need to be online the whole twenty four hours, but you could effectively divide that window into multiple sessions, for example eight three-hour sessions.

In our case of cargo hauling we need to keep the ball rolling. Let's say for starters we'd want to have one fully crewed caterpillar online at any time. When one crew member gets offline another one gets online. This would likely work pretty well with the Caterpillar, as it has a crew of two to 4 players. In order to keep the ship running, you'd want at least 2 players on the ship at all times, but you'd try to keep 3 or 4 players on the ship to make sure our minimum crew requirement is always met. Now we add in crew rotation, let's say there are four, three-hour sifts in a day, in a 12 hour period. That would mean to man a caterpillar for twelve hours we'd need to have 8 to 16 players.

I don't think those numbers are too unrealistic. Now let's define the roles needed. With a crew of 4, we'd have 1 pilot, 1 turret gunner, 1 ship owner, and 1 escort.

We were able to run this setup today very effectively. We had Selwyn as the Caterpillar pilot, and he and the turret gunner were able to swap out positions as needed which is really a huge advantage to a multicrew ship. Remember the goal is to keep the ball rolling, in this case to keep the caterpillar going, so a player needs to get up and stretch their legs they can swap out with the other player on the ship. The main reason we want at least two players on the caterpillar is for ship insurance. The most crashes we get are client side. In this case if the pilot crashes out the copilot/turret gunner can take over. 

Now what about the other two roles? The ship owner was me today, but I'm hoping to buy a bunch more caterpillars, one per person if we keep this up. This will make it much easier to always have a caterpillar online.

The last role is that of the escort, now today was boring for our escort pilots, they basically sat at the outpost for a few hours not doing much. We had Pwnership and Dewderonmy acting as escorts, and sort of the oxygen bug there was really no activity for them. Now, I'm just wondering how can we fill this role and at the same time make it interesting? Maybe we have them cover multiple locations or just have them on call so they could grab bounties in the area? Sure, they are being paid to escort, but I want to make sure the escorts get some good gameplay out of it too. If you have any idea let me know.

That's if for today, we traded from Arial to Lorville and we got my Caterpillar up to 1.4 million. With a few hours of trading like this we'll be able to pay out all the crew for their hard earned work, so I'll see you tomorrow for some more cargo and payday!

Our current goal is to earn 7.5 million credits to add a second caterpillar to the fleet!

4.7 million for the Caterpillar, 1.4 for the cargo per caterpillar.

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