Threid
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Tachiagare, GANDAMU!
Posts: 385
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Post by Threid on Mar 26, 2010 22:36:03 GMT -5
Possible Post-Odessa Plans:Mass Scout Potential Zeon Targets ( California, Alexandria, Hughendon, etc.) (suggested by Feyd here)When: After most PCs have finished repairing. Who: Groups of PCs. Why: To gain intel for assaulting bases. How: Each group of PCs would have a target; group members would attempt to scout their target simultaneously ( Feyd). Take Zeon's Major Bases ( California, Alexandria, Hughendon, etc.) (suggested by Flippmoke here)When: After bases have been scouted. Who: Merged groups of PCs. Why: To secure earth against future Zeon invasions, and gain more side RP. How: - Take Out Zeon's Spaceports (located at Baikonour, California, Hughendon, Kimberlite and Odessa) (suggested by Advocate here)When: While we're taking Zeon's bases. Who: Large groups of PCs Why: To prevent Zeon's ground forces from reinforcing their space forces. How: This will happen as we assault bases. We could prioritize assaulting bases with spaceports to limit the Zeeks' routes to space. Links to Zeon Earth Bases:Does not include ruins.AlexandriaKimberlite CaliforniaMexico City Vladivostok HughendonBaikonourAll of the above, via Google Docs spreadsheet Latest Roster: Google Docs Spreadsheet Current PC Groups:Going to Space:Aurem Senaiha: GM Ground Sniper, 127VP Scott Archer: Core Booster, 82VP Jarvis Ackart: GM Command, 124VP Group 1:Jim Irwin: Tin Cod, 131VP Edmund Blackadder: GMPGT, 68VP Arianna Elvy Saoirse: GM S Type, 70VP Bryce Hollerfelt: Land Combat Type GM, 77VP Group 2:Nigel Ferdinand: Captain of the LLG and 42nd, 101VP Hirsch Munchek: Waterproof Gundam, 117VP Thierry Mersault: Guncannon Harbor Defense Type, 36VP Charles Gano: Aqua GM, 56VP Group 3:Jack Murphy: Guntank MPT, 118VP Kyle Slater: EZ-8, 49VP Aaron McCaskey: GM Land Combat Type, 77VP Group 4:Thorvald Siggurdson: Blue Destiny, 114VP (144 Marion) Seth Yamanu: Lvl. 6 Infantry, 111CP Thomas Parks: GM Cold Climate Type, 41VP Cray Vermillion: Type 61, 114VP Original Post:Given that we have weeks before Odessa is over, now would be a good time to reassess how we're doing, organizationally, and to think about what we're going to do after it ends - what with all the free time we all have. A big thanks to everyone who helped plan; we are riding the wave of your effort to victory! I have compiled the list below after some consideration of issues facing the EFGF post-Odessa, but feel free to chime in with anything that you consider important to the war effort. First: TeamsEarlier, GoufCustom suggested ( thread) splitting up into discrete, mostly-permanent units of PCs, for RP, teamwork and writing benefits. Feedback was generally positive, with the two principal concerns being that if the Zeeks clusterfuck, we have no choice but to respond in kind, and that each group should be a fleet, so that they can respond to attacks in a coordinated manner. The proposed solutions to these problems were joining multiple teams together to fight larger groups, and forming fleets with cheap ships ( e.g. Medeas). These groups ought to be formed based on both player preference and group makeup. That way, a player who RPs consistently would not be stuck in a group that doesn't RP much, and RL buddies will get a chance to RP their characters together. Group makeup can be balanced, to ensure the team is effective all-around, or focused, such that the team is particularly effective in certain environments or situations. A team size of 3-5 PCs sounds reasonable, but is up for discussion. Next: StrategyOdessa looks good for our side right now, which leaves EFGF people like me wondering what we're going to do after it ends. The main story - and I assume most of the action - moves to space. What will be left for us grounders? I assume a cleanup of Zeon forces is in order, but that shouldn't take too long, and there is lots of RPG time left. Will we be going to space as well, following Odessa, or is there plenty of conflict left on earth for us to deal with? All these are questions that we should try to answer during Odessa. In addition to working through post-Odessa tactics, we can work at forming the PC teams described above. Finally: PlannersDisclaimer: I do not have access to the officer boards; planning may involve more people than is readily apparent. Take the following with a grain of salt.Feyd has been planning actions for the EFGF almost by himself - especially when it came to Odessa. He stepped up to take some responsibility, and ended up with almost all of it. He has done a great job, but there are others in the EFGF whose experience with Gundam and the OYWRPG means they ought to think about helping out. More people actively planning would take some of the pressure off Feyd, which means that we can continue to effectively strategize when he can't be there. Plus, it is to be hoped that more brains means better, more thought-out plans. As a bonus, more people being involved in the planning means a few more promotions, which means more RP, which means more purchases and more victory.
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Post by dj1678 on Mar 26, 2010 23:57:28 GMT -5
More people actively planning would take some of the pressure off Feyd, which means that we can continue to effectively strategize when he can't be there. Plus, it is to be hoped that more brains means better, more thought-out plans. As a bonus, more people being involved in the planning means a few more promotions, which means more RP, which means more purchases and more victory. This idea here desperately needs fleshing out. If it's gone about poorly then it'll just make a big mess. Done correctly though, I agree, it could help take some of the pressure off. I'll start by breaking it down into the three ways I can see this going down: the current way, the messy way, and the organized way. The Current Way[/b] The current way we have things is that one overall officer dictates the entire ground campaign and everyone else is basically a glorified lemming. People occasionally point out flaws or typos, but the burden of planning and organization is almost entirely on one person. The lead guy does really well for a while because he has total control, but eventually gets burnt out because this takes too much time and energy. This is a game, so it shouldn't have to become like a job where if the one leader steps out the entire force runs around like a chicken with its head cut off with nobody really knowing what to do, until somebody new takes the reigns. Pros: -Organized -Unified -Stable while we have a fresh leader Cons: -Leadership easily lost -Energy intensive on leader -Poor RP capability -Downtime and instability while finding a new leader Atra's rating: C+ The Messy Way[/b] The messy way is to have everyone in the EFGF start making their own plans or everybody to some extent being a leader. This sounds good in theory, but you either have complete chaos, constant arguing, or you revert back to the method we have now, with one leader. For those that don't know, my Electronic Warfare class is in the middle of planning a fake war. If you ever want to see total chaos, then just give 20 guys leadership abilities, and tell them they have 3 days to agree on a single plan of action, all with varying good ideas and you'll see nothing but arguments for hours. More ideas are good, but handled improperly, the burden of leadership is still on either one guy, nobody, or everybody. Everybody and nobody might as well be the same thing. Both are far worse than just one leader. Pros: -Lots of ideas -Degrades to Current Leadership Method Cons: -Nothing accomplished -No unity -No organization -Everyone gets annoyed/burntout Atra's rating: D- The Organized Way[/b] The organized way, the new system which I am proposing, more accurately reflects a true command system. While I understand that the RPG was designed so that it doesn't have to work on the ranking system, I think it actually works out best. My proposition is that we split the EFGF into teams of roughly 3-5 people as mentioned above, and give each team a leader. Said leader doesn't even have to be an officer, just somebody who knows the system, and has a little more free time. Of those team leaders, one team leader would be designated as the overall commander. The Overall Commander would tell each of the teams generally where to go and what he wants done, but leave the how's to the team leaders themselves. In this way we have more leaders actually being effective, the Overall Commander doesn't have as large of a workload, and if the Overall Commander disappears on us the team leaders should still have some idea of what they are doing and be able to retain some level of organization. Furthermore we could rotate the Overall Commanders to avoid burnout, as well as designate a specified order so that if one suddenly goes MIA we know who's going to pick up the slack. This could also play into the set teams to help encourage group RPing. The main arguments against this are not having enough available team leaders and splitting our forces too wide. Without enough team leaders we'll eventually fall back to our current system, so nothing is truly lost there. As far as splitting our forces goes, there is no reason we can't send multiple teams to the same task temporarily, it might just mean a little more communication between leaders. Pros: -Very Organized -Shared leadership burden -Better group RP opportunities -Flexible -Stable -Degrades to Current Leadership Method if it fails Cons: -More communication intensive -Untested Atra's rating: A So there you have it. I've been watching my Electronic Warfare class argue a lot lately. I've been watching leader after leader burnout in OYW. I think that if we have the volunteers, that following Odessa would be the perfect time for a change.
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Post by flession on Mar 27, 2010 0:33:05 GMT -5
TBH, although I am not good at this game as I'd like to be, but I am willing to try, since everything still has a sense of strangeness to it. I'm still learning everything in this game (and probably would not be a absolutely great resource for full scale operations as compared to others), but I am actually really good at coming up with mobile suit tactics and basic strategies for small scale operations (Nader, among others, can back me up on that), which is what Atra described.
Therefore, I would like to volunteer myself to take a leadership position of a MS team. Although I would not ask to be a Overall Commander, I feel that my previous experience in leading groups, teams, and even a entire side would be helpful to the entire group.
Also, after Odessa, since the EFSF is hurting with all their quitters, perhaps we should see about sending volunteers to aid them.
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Post by goufcustom on Mar 27, 2010 0:34:30 GMT -5
I'm Ky-Jar, and I approve this message.
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Feyd
ZMF Officer 
Major
Your favorite Tin Cod now with more GUNDAMU
Posts: 1,911
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Post by Feyd on Mar 27, 2010 12:16:09 GMT -5
I like the ideas being presented here too.
I definitely think we should give the MS team idea a try for all the reasons stated above. It has the potential to boost our effectivenss as well as providing more interesting RP material.
I'm also in favor of getting more people involved on the leadership side so we can have better communication and if someone is busy someday they can ask someone else to take over. I don't want anyone to feel like this a dictatorship even though that's what it seems a lot of the time.
So keep up the good work everyone, if you have plans of how you'd like to organize yourself I'd go ahead and work on those.
I'll post more on possible ideas I have for post Odessa strategy when I have the time.
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Post by flession on Apr 1, 2010 3:08:21 GMT -5
How about, while we're waiting we try to determine now who would work best as doing what and with whom. With the amount of active people we have, I wouldn't extend the group to larger than 5 PC's as a rule of thumb. Granted, that could change depending on the mission, but it's a good solid number for us to get things started. Let's start off with a full list of characters and mobile suits currently available to us. Note, I'm not going to factor in VP and CP right now , since I'm merely looking towards the actual units and capacity. I also won't really be factoring in inventory (with the exception of Nigel and the 42nd) since at this time it might end up being a wasted effort with the results of Odessa still yet to be fully determined:
- Aurem Senaiha, GM Ground Sniper
- Bryce Hollerfelt, Land Combat Type GM
- Charles Gano, Aqua GM
- Cray Vermillion, Type 61
- Edmund Blackadder, Gundam Massed Production Ground Type
- Jack Murphy, Guntank MPT
- Jim Irwin, Tin Cod
- Kyle Slater, Ez-8
- Seth Yamanu, lvl 6 Infantry
- Thomas Parks, GM Cold Climate Type
- Aaron McCaskey, GM Land Combat Type
- Jarvis Ackart, GM Command
- Nigel Ferdinand, Captain of the LLG and 42nd.
- Arianna Elvy Saoirse, GM S Type
- Bigby Wolfe, GM Desert Type
- Thierry Mersault, Guncannon Harbor Defense Type
- Hirsch Munchek, Waterproof Gundam
- Scott Archer, Core Booster
- Thorvald Siggurdson, Blue Destiny
Now, I'm thinking that with this split up into teams, we'll be focusing mostly on three things: weakening defenses, man-hunts, and fortifying defenses. Creating specific teams that focus on these three avenues will benefit us the most, as we can just send what we need over there and expect the maximum benefits of such , as opposed to just piling everyone into random bunches and toss them wherever. So, as a initial thought, I'd be thinking this: Edmund Blackadder, Kyle Slater, Scott Archer, Arianna Elvy Saoirse, Jim IrwinThis group would be focusing on mostly hit-n-run attacks, as two of these people have very fast units. The other two are both great offensive capable mobile suits. While I wouldn't be looking for anything very serious if it's just these 5, a good solid attack followed by fleeing the scene to fight another day would make a excellent group effort. Maybe even toss in a NPC Guntank MPT to add additional firepower and distraction to the scene. Nigel Ferdinand, Hirsch Munchek, Thierry Mersault, Charles GanoThese are the 4 main water attack PC forces we have, so they should obviously band together to take on shoreline attacks and defenses. While it wouldn't hurt to switch someone from one side to another, or maybe even add a additional person to the list, these 4 would work best together when they are all patched into the 42nd. Bigby Wolfe, Aurem Senaiha, Bryce Hollerfelt, Jack Murphy, Aaron McCaskeyI would like to call this the "Blow Shit Up" team. This combo would focus greatly on artillery strikes, with Aurem Senaiha focuses on covering Jack Murphy, Bigby Wolfe, and Aaron McCaskey, if need be as they engage in the artillery strikes, as well as picking off stragglers. This team also allows Wolfe and McCaskey with the ability to defend Jack and Aurem should close combat be required, as Jack and Aurem lack any real worthwhile close combat weaponry. Thorvald Siggurdson, Seth Yamanu, Jarvis Ackart, Seth Yamanu, Thomas ParksThe remaining men seem to have a great advantage with focusing on ambushing and hunting down. While it's no great secret that the Blue Destiny is a awesome machine, utilizing the Marines to setup ground-based ambushes would be greatly effective. The Cold Climate and the GM Command swiftness and weapon capacity would also greatly compliment the Blue Destiny in this endeavor. A great hard hitting, multi-tasking team. This is just a rough draft, of course, and as I said, I didn't factor in VP and CP with this, since I just wanted to factor in just PC capacity first before putting it all together, but what do you guys think?
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Post by Spade on Apr 1, 2010 12:11:55 GMT -5
Sorry =P Bryce is going where Arianna is going from now on, even if different orders are given~
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Advocate
EFF
Chief Petty Officer
Youkai Moe~
Posts: 473
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Post by Advocate on Apr 1, 2010 12:51:51 GMT -5
Two things, you haven't take into account that we should send some troops up into space to reinforce the EFSF and your didn't take into account people's RP related requests. Oh and you forgot me  (guessing I should be in that last group.) The people who at the moment are able to go into space are:
- Jack Murphy, Guntank MPT
- Seth Yamanu, lvl 6 Infantry
- Aaron McCaskey, GM Land Combat Type
- Jarvis Ackart, GM Command
- Nigel Ferdinand, Captain of the LLG and 42nd.
- Scott Archer, Core Booster
I count officers since they could just jump into ships but Ackart just needs a free refit to continue in his MS. Of the rest... Aurem isn't going anywhere Arieta isn't so scratch him, Arianna's S Type is Earth only so she stays and so does Bryce, clearly our underwater friends aren't going anywhere and neither are our friends in antiquated machines (Jim and I), and then there's Kyle whom I don't think is going to ditch his upgrade. -
Aurem Senaiha, GM Ground Sniper
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Bryce Hollerfelt, Land Combat Type GM
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Charles Gano, Aqua GM
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Cray Vermillion, Type 61
- Edmund Blackadder, Gundam Massed Production Ground Type
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Jim Irwin, Tin Cod
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Kyle Slater, Ez-8
- Thomas Parks, GM Cold Climate Type
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Arianna Elvy Saoirse, GM S Type
- Bigby Wolfe, GM Desert Type
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Thierry Mersault, Guncannon Harbor Defense Type
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Hirsch Munchek, Waterproof Gundam
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Thorvald Siggurdson, Blue Destiny
So we have a total of 3 people left over who CAN switch to space capable MS come next shop update (which I think is after Odessa, don't quote me.) So who's taking a dip in the sea of stars? Edit: Didn't realize the Blue Destiny is based off the GMPGT so that rules it out from going into space.
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Threid
Full Member
 
Tachiagare, GANDAMU!
Posts: 385
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Post by Threid on Apr 1, 2010 13:58:25 GMT -5
Flession/Advocate, thanks for thinking things through. Good lists!
If things on earth are going to get real boring, real quick, Kyle would jump at the chance to try out a new (space!)suit. We'll see what my options are after Odessa, but as of right now, I'd rather follow the action.
I'd prefer to be in a group with people who RP frequently, but I would sacrifice that preference for good tactical groupings, a la Flession.
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thomas
EFF
Senior Chief Petty Officer
Posts: 327
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Post by thomas on Apr 1, 2010 16:57:38 GMT -5
Can the Blue Destiny actually go into space...? This is delightful news to me. I thought it was only BD 2 and 3 that could do space.
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Advocate
EFF
Chief Petty Officer
Youkai Moe~
Posts: 473
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Post by Advocate on Apr 1, 2010 17:28:47 GMT -5
Can the Blue Destiny actually go into space...? This is delightful news to me. I thought it was only BD 2 and 3 that could do space. *Goes and reads the BD mahq profile.* Scratch that it can't, sorry.
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Feyd
ZMF Officer 
Major
Your favorite Tin Cod now with more GUNDAMU
Posts: 1,911
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Post by Feyd on Apr 1, 2010 18:26:15 GMT -5
There will still be stuff that needs to be done on Earth post-Odessa so I wouldn't get to concerned about jumping to space.
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thomas
EFF
Senior Chief Petty Officer
Posts: 327
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Post by thomas on Apr 1, 2010 21:59:13 GMT -5
Can the Blue Destiny actually go into space...? This is delightful news to me. I thought it was only BD 2 and 3 that could do space. *Goes and reads the BD mahq profile.* Scratch that it can't, sorry. It's cool. Someday, I'll upgrade. For now, I'll deal with stuff on Earth.
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Post by flession on Apr 1, 2010 22:38:05 GMT -5
I'd prefer to be in a group with people who RP frequently, but I would sacrifice that preference for good tactical groupings, a la Flession. I agree with that as well. Trust me, if I were going with just Roleplaying, I'd be in your group in half a second. Two things, you haven't take into account that we should send some troops up into space to reinforce the EFSF and your didn't take into account people's RP related requests. Oh and you forgot me  (guessing I should be in that last group.) I...think I accidentally deleted you in my final list. My bad ^_^;; You're right, I didn't factor anything like that in my initial list, but to be fair, I did know that some people would be going into space, as I did mention in a earlier post in here. Also, after Odessa, since the EFSF is hurting with all their quitters, perhaps we should see about sending volunteers to aid them. I merely wanted to utilize my list as a starting point in a discussion about what to do next and I chose things that tactically made the most sense. This is where we break out and discuss the said list, as we are doing right now, and get dialogue going. If space is the final frontier after Odessa, then at least we know the suits that are currently capable of space awesomeness, what would work best there in groups, and utilize our capacity from there. This also lets us know what it is we'll need in Space and what remains on Earth, as well as what we should expect. So, can we get some of the EFSF people in on this and discuss what it is they need right now?
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Post by dj1678 on Apr 1, 2010 23:19:14 GMT -5
Lists were a good start, but I also disagree completely with putting all of our long range/artillery into one unit and nothing into the others.
Though my suit and Arieta's are both land-based, I am actually very interested in moving to space if I can switch out their suits. If not, I have no problem staying on Earth either.
Also war-planning sucks. I hate life right now. I'll see you all again Saturday.
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