Cargo Interdiction!

Today concludes our 890 Jump party, we had a great time using the 890 Jump and learned a few great lessons. Next week we'll get back into cargo but first let's talk about the player event tomorrow, Cargo Interdiction.



Lessons Learned from the 890 Jump
1. The 890 Jump is a versatile ship but one thing it doesn't do well, is moving people from place to place, yes it's great in quantum travel but factoring in it's slow moving SCM speed it's a better practice to keep the capital ship on a mission and move players to the ship. This is essential to keep the ball rolling and not have lots of downtime.
2. Lot of different ships and rovers can fit in the hanger and cargo elevator.
3. Using the medical bay to spawn works very well.
4. The ship can be very persistent if managed it correctly. This is a good sign for capital ships.
5. You can repair and refuel at Port Olisar.

Today we ran a little cargo and had some full clearing some bunker missions in the 890 Jump. I'm not sure if this was the best ship for the job, as it was slow going, but it seemed to speed up once we got the crew organized. It takes an organized crew to make the 890 Jump work and I was surprised to see it run so efficiently once we all started working together. If I can take a step back and let everyone do their work, things go much smoother. This way, I can focus on making sure things continue to run smoothly. Thanks to everyone who teamed up today, you all are top notch!   

Cargo Interdiction!

For those of you who don't know Svetz, he is a master mind behind some very creative and well thought out post on Spectrum about some innovative game play loops. He's really the genius behind these cargo convoys we've been running, and my inspiration behind our daily cargo run. Just don't tell anyone my secret!

Svetz has put together a great idea for an operation but I'd like to take a look at it and see what can be done to make it run and work effectively.

We'll be running a cargo interdiction event this Saturday, November 2, so please sign up on this google sheet. We're looking for two teams of about five players each to make this successful, but the more the marrier. Also, if we only have a few guys the mission is scale-able working with as few as 1 vs 1.

https://docs.google.com/spreadsheets/d/1RZdNX-_Tgm2Yf7PbeBqAILKY5IOfJ4kD2FNIforu30o/edit?usp=sharing

The basics of this player event is freighters and pirates go head to head to see who will rule the trade lanes of the Stanton System. The two sides will battle for survival and credits. Cargo traders and their escorts try to protect their cargo, while the pirates are attempting to steal the cargo and sell it off.  
This event is just for fun and to experiement with the current gameplay mechanics. This event is not for the faint of heart, don't sign up unless you are willing to lose tons of credits and suffer countless deaths by Rich Banks and Timbur. Every player is encouraged to stream and report on their experiance.

Teams Consist of 3 to 7 players, plus or minus 2, if there is more than 9 they will roll into another team.

Teams must be self-organized and cross functional, meaning they choose how to best to accomplish their work, rather than being directed by others outside the team. Cross-functional teams have all the competencies needed to accomplish the work without depending on others not part of the team.

This idea of self-organized and cross functional teams is straight out of the Scrum Guidebook for anyone interested in additional reading.

The cargo teams will form a convoy hauling commodities from one point to another. All routes are known and announced ahead of time. Their main objective is to survive, secondary to earn a profit. Expect multiple interdictions and attacks. Surviving, Stranded players may be rescued. Convoys may use beacons to request aid from others.

The pirate teams have one objective, turn a profit from stolen cargo. Interdict, attack, and loot ships, but be on the lookout for incoming players and local law enforcement. The game fence will be announced ahead of time, giving the cargo teams a second chance to get revenge or die trying. Pirates may also send out beacons to unlawful players.

I'm still working on the rules but I'll try to keep as few as possible, focusing on the outcome, and using the rules more as guidelines.

I hope to see you at the event!

Theorycrafting:

Here is a link to original post by Sven followed by some theory crafting my me.
https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/player-event-convoy-interdiction/2487827

The basic principle is a cargo ship traveling from A to B and then having one Pirate ship interdicting that cargo ship. With the current ship available in game, I think a good choice would be the Caterpillar for the cargo and the Mantis for the pirate. Both sides have the option to add more fighter escorts, but teams would need to balanced by the number of players per side. Ideally, each ship would need to run at least the minimum crew requirement, if not the full crew complement listed on the rsi website. For example, a caterpillar would have a crew of two to four. A Mantis has a crew of one, so to balance the the teams, the pirate team could add another 1 crew fighter, like an arrow, for a two vs two match or for a four vs four match, they could have 1 mantis and three arrows.

Key elements to this operation:
-Cargo ship must be able to deliver a piece of cargo from one location to another.
-Pirate ship must be able to disable or capture cargo ship with the intent to take said cargo.
-Pirate ship must be able to deliver or sell cargo to another location.

Delivering a piece of cargo from one location to another:

This game mechanic is currently in game in multple ways.

1. Buying and selling cargo at commodity trading consoles.
  •  A ship with SCU can land at a location with a trading console and buy or sell commodities using aUEC on hand. Commodities have various prices, and if the ship is de spawned due to a crash or destroyed the commodities and credits are lost. 
  • Ships destroyed may or may not drop commodities, sometimes it's just a small percentage of the units on-board. 
  • Cargo on board can't be transferred to another ship or player currently in game
2. Delivery Missions
  • Delivery Missions can be obtained via the mobiglass 
  • They be spawned at multiple loactions, but random.
  • They can be stolen, placed on any ship and sold at various locations as stolen goods.







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