[Discussion] Divisions of TEST - Brainstorm

Blind Owl

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KIST- Keep It Simple Testies!


Great thread! Some additonal food for thought, 2cents-

To me, the verse and all the activities are ultimately combat centric. Forming a command structure around that premise keeps things simple. It’s all about missions. Creating them and managing them.

That boils down to threat mitigation and the level of force you want to apply to achieve each mission goal. Everything else is secondary. Getting things for Test, Protecting what Test has or destroying those who want to take things from Test.

The ‘Verse is going to be a dangerous place. How we manage force and its correct application in a timely manner will decide a great many things. Keeping this in focus and simple helps tremendously.

Force application can be broken down into 3 main fields. Strategic, Tactical and Logistics.


I like the analogy of the old SAC, TAC and MAC configuration the Air Force used to use. For example:


SAC- Strategic Air Command

TAC- Tactical Air Command

MAC- Military Airlift Command


SAC- Strategic Ops, Offensive and Defensive.

Large scale objectives. Major operations against other orgs or groups including all out war. Obtaining and protecting large “fixed” assets such as space stations, Bengal carriers etc. These are major assets which Test decides they want to have and don’t want to lose. Period.


TAC- Tactical Ops, Offensive and Defensive.

All minor operations to fulfill smaller objectives not related to the other two. These include intelligence gathering (all info obtained), recon ops, pirate actions, assassinations, exploration, etc.


MAC- Logistics Ops. This covers ALL commercial activity and the protection of all Test assets under transport from one place to another.



I would possibly add a forth group-

QRF- Quick Reaction Force. Ad Hoc group that could be put together very quickly for fast deployment to aid SAC, TAC or MAC. These could be a group of your ultimate bad-asses or whoever shows up and answers the call.

This structure keeps things simple. If a call goes out from Test Command for a SAC, TAC, MAC or QRF manpower/ship requirement/mission, you automatically know what the mission is basically going to be about and you can quickly decide if you want to participate. Overlaps can be done like a SAC/MAC where you know it’s a logistics mission to support a TEST SAC op. for example. I would expect this to be a run hauling missiles and fuel, etc. Missions would have a priority level so you know how bad the need is. Test Command would set who is able to create missions in the first place.

If you are in protected space for example and just doing your thing on your own, you may not need any help or support. But you would know EXACTLY who to call in Test if you did. Heard some good info in a bar? Send it to TAC.

Modifying the names, just playing around-

SAC- Strategic Aerospace Command (Or TSAC for Test Strategic...etc)

TAC- Tactical Aerospace Command

MAC- Matierial Aerospace Command (or Material and Commerce)

QAC- Quick reaction force (pronounced “Quack”).

Or…..just for fun-

K Group- (K for Keep) Strategic

I Group- (I for Intel) Tactical

S Group- (S for Supply) Logistics

T Group- (T for Test’s best) QRF

So that’s it. 4 Groups that covers everything simply. Personally I like the SAC/TAC/MAC/QRF best as it rolls off the tongue easier.

I’d also like to mention a quote from General George S Patton Jr.-

"Nobody ever defended anything successfully, there is only attack and attack and attack some more."

I think Test should be VERY aggressive in dealing with any threat. If attacked, Test’s response should be overwhelming and devastating. Having a reputation where others know if you mess with Test you will pay a horrible price will pay enormous dividends.

Finally.....Pirates.

Pirate activities would fall under the same SAC/TAC/MAC/QRF structure as well. It’s just a mission type, nothing more. So I would make a special identifier for that, Like the letter “Z” for pirate activities and something else for non-pirate or legal activities like “W” I picked those because they are letters not normally used. Z could be for the end of the line, career wise and W for wimp. Whatever works for you.

So a mission with the header TACZ would be a Pirate tactical mission, for example. MACW would be for a legal logistics mission.

-END
Is it wrong that organized military tactics and stratagems make my pants tight?
Your ideas KIST me right on the sweet spot. Hehe.
I can make anything dirty. Go army.
 
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NKato

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Is it wrong that organized military tactics and stratagems make my pants tight?
Your ideas KIST me right on the sweet spot. Hehe.
I can make anything dirty. Go army.
It's going to be pretty simple in the long term, methinks. If it gets unnecessarily complicated, it will not help long-term functioning of the organization.
 

Blind Owl

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It's going to be pretty simple in the long term, methinks. If it gets unnecessarily complicated, it will not help long-term functioning of the organization.
Especially this organization. Thought processes tend to degrade with beer consumption. Yay. I hate intellectuals anyways. Well, mildly dislike.
 
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CrudeSasquatch

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I haven't read a single thing in this thread.
I HAVE drank a case of beer.
I will be found flying in circles killing NPC's, or searching for a Bagel I can fly into the sun, until the moment Glorious Leader calls upon me to do something, when I will show up late and be happy that I participated in the victory afterparty...
that's my strategy....
 

Blind Owl

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I haven't read a single thing in this thread.
I HAVE drank a case of beer.
I will be found flying in circles killing NPC's, or searching for a Bagel I can fly into the sun, until the moment Glorious Leader calls upon me to do something, when I will show up late and be happy that I participated in the victory afterparty...
that's my strategy....
GLOWING LEADER! Because he's bald. Dammit, why won't this STICK! ;)
Also, brilliant plan. Can I have a beer?
 

WarrenPeace

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Captin_Chewie

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This is pretty goddamn early, but I've been brainstorming ideas on how to condense TEST's various disciplines into as few divisions as possible, and I decided to try breaking it down into broad categories that cover a lot of things, but are distinct from one another. Here is what I have...

  • Combat Division
    • Space Combat
    • Marine Combat
    • Field Command
  • Logistics Division
    • Cargo & Passenger Transport
    • Information Logistics
    • Exploration
  • Economy Division
    • Mining & Salvage
    • Trade
    • Production
Regarding other potential "class-able" roles and activities, those will probably fall into one of the three divisions depending on their level of depth in the game as well as their value to the organization. Here is a basic breakdown of the Divisions:

Combat Division - Straightforward, all about fighting; Marine, Space, and Field Command. This is strictly about the practicals of combat, and will have the fewest "specializations" added to it, but have a tremendous amount of utility and flexibility of having other roles and specializations "cross-classing" into combat. Field Command will focus on the practicals of leadership in the field (and anybody with a ego will get a gut-check). If you're an Engineer and you want to try weaponizing a Starfarer into a makeshift minelayer, this is also where you go to test out your ideas.

Logistics Division - This is primarily a highly technical division that focuses also on the practical necessities of moving goods, information, and technology. Planners, Engineers, Science Officers, Data Runners, Hackers and Explorers will find themselves at home in the Logistics Division. This division is what drives the Squadron's capabilities.

Economy Division - This is about money. Making money. Losing money. Breaking Even, or getting space-rich as fuck. This division will probably have the highest amount of 890 Jump owners, too. Miners, Salvagers, Traders, and Factory Operators will be part of this Division. When needed, other "production"-oriented professions will become part of this division.

These categories are very broad and actually help cover new professions that would eventually get introduced to Star Citizen post-launch. Here's an example:

Star Citizen introduces drug production post-launch, as a compliment to the MISC Endeavor and other science-y vessels. If TEST decides to engage in the manufacture of drugs (both legal and illegal), this would fall under "Production" in the Economy Division.

I know what some of you are going to think: "But doesn't this invalidate the squads we've been talking about?!"

The answer is no, it does not invalidate the hard work you've put into brainstorming these squads; Rock Raiders, Infinity, Mothertruckers, Spreadsheet, Yellow Jackets, etc... It also bears noting that some career disciplines such as Medical and Science, are actually cross-career skillsets and as such shouldn't be pigeonholed into their own category. Example: Exploration, Combat, etc will have need of Medics, and therefore those shouldn't be pegged into a specific divisional category.

What this structure does do, is help give a concrete place within the TEST structure for these squads to call home.

And regarding illicit activities like Piracy, that's something that will need to be handled on it own, because there are simply too many questions at this point to address. The structure I proposed above is mainly to address the bulk of TEST's needs.

If you have any questions or feedback about this divisional layout, post it here. I'm exploring various concepts and ideas that might or might not work for TEST when game-time is upon us.

And as a reminder guys, it's kinda my thing to be thinking about these sorts of things so you don't have to. :slight_smile:

Edit: I posted this later in the thread, putting it in OP for clarity's sake.



UPDATE: In depth comments and breakdown here - https://testsquadron.com/threads/discussion-divisions-of-test-brainstorm.3793/page-5#post-49920
Well, done! I am using this concept to find my place for fun. Such as industry and info logistics. I know its early, but it makes since.
 
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