If people want to cause trouble they will be dealt with as needed. We're not going to intimidate anyone into going away, there's enough space for everyone.............FOR NOW *evil*.One thing you might want to have (if you want to roll this way) is claim enforcer(s).
Kick those who might want to cause trouble (or outsiders who mine under our protection without contributing) out even before they lock people up. Ideally, these people will already have crime stats and have enough of those people that a BH or two can be driven off/destroyed.
Alternatively, offer protection for other miners outside so long as they pay an hourly fee (enforced by above enforcers). Say 10-20k per hour. Once they pay, they come into the group and can use our quantum beacons, etc to get to the station quickly. Might be a good choice to coordinate with Yellow Jackets.
A hard No on the 2nd one. Our escorts are for us. They're not to protect people we don't know nor care for.
And Marcsand already knows about this.
They are split up kinda sorta. The moles should be in the same general area of each other so the escort group doesn't have to go very far to reach either if there is trouble. The goal now is to mine an entire area at a time and not leave anything around and be constantly going back to put refinery jobs in.Split up in 2 teams. When shit hits the fan for one team, then the miners of the 2nd team can go in safety and their protection can help out the 1st team.
CET, so CST afternoon would be doable for me. I'm a very bad miner
You're not a bad miner, you just mine DDM: death, destruction, and mayhem.
Current Force comp thought:
19 people, 15 total + 4 alternates
Mining Team:
2 Moles - Crew 6
2 Prospectors - Crew 2
3 Scout/Additional Fighter - Crew 3
Escort Team:
1 Station Overwatch/Beacon - Crew 1
3 - Escorts: 2 Fighters, 1 Eclipse - Crew 3
Total People - 15ish
Further expansion form this is another Mole, replacing the Prospectors, followed by the addition of 3 more escorts.
Last edited: