Combat Convoy

May 7, 2017
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Knucklesdeep
#1
I would like to have a discussion about logistics from the mind set of a combat trucker.

To start out, a little background. While i was still a Veh operator, the USAF loaned me out to the ARMY to do convoys in Iraq (a total of 3 fucking times in the span of 3 years).

Ok, so what you need to run a convoy in a combat zone is a Lead Veh, pacesetter, RTO, FNL, loadmaster, MX, CC, ACC, and finally the Security Team. So i know this all sounds like a lot, but im going to "break it Down" for ya.

Lead Veh - He is the 3rd in charge of the convoy and will be responsible for the route planing and navigation of the trip. He will Be in the front and will have none explosive cargo and his own truck.

Pacesetter - He is responsible for setting the speed for the rest for the convoy so the Lead Veh can push ahead to scout the route. He has his own truck with any mix of cargo he can carry. This position my not be required in SC

RTO(Radio Telephone operator) - He is responsible for all management and maintenance of Comm equipment to include Radios, sat phones, counter electronic warfare, and text messaging devices. He has his own truck with any mix of cargo he can carry.

FNL(Foreign national Liaison) - This one is not fun. Responsible for the care and management of civilians that are used to transport additional cargo for the Convoy. He has his own truck with any mix of cargo he can carry.

Loadmaster - Responsible for the Cargo Manifest and state of the cargo during loading, the trip, and during unloading. He has his own truck with any mix of cargo he can carry.

MX(Maintenance) - This one is fun. Responsible for the care and condition of all veh in the convoy. He has a veh that can repair and tow any veh in the convoy if needed.

CC(Command and Control) - He is responsible for all the moving parts of the convoy and makes sure that all positions are doing their part on time and correctly. He has a truck that is capable of taking on any cargo from any other truck in case that truck needs to be towed or left behind.

ACC(Assistant Command and Control) - he is the 2nd in command of the convoy. He handles all the admin for the CC and any disputes between the other members of the convoy. He has his own truck with any mix of cargo he can carry.

Security Team - This will consist of gun trucks (usual a HMMWV with a really big gun) assigned to every members truck with a Lead Security Gun Truck close to the CC that will control all security of the convoy.

You will notice that there is no position for refueling. That is because we strapped fuel cans to the side of the trailers for the gun trucks and we could make the long haul with out having to refuel. That being said, I don't think that we can strap fuel tanks to the side of our ships. So, we may need a fuel truck in SC.

Here is an example of the order: Lead Veh - gun truck - Pasesetter - civilians - RTO - gun truck - civilians - Lead gun truck - CC - civilians - FNL - civilians - Loadmaster - gun truck - civilians - ACC - MX - gun truck.

Man this was a long post. In conclusion I would like your ideas and convey fleet set up, being that 3.0 is right around the corner.

Cheers,

Knuckles

Updated: https://testsquadron.com/threads/by-request-space-combat-convoy-for-dummies.10875/
 
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marcsand2

Grand Admiral
Officer
Mar 15, 2016
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marcsand2
#10
May 7, 2017
190
915
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Knucklesdeep
#11
Keep it coming. The more the merrier. I will work on a revised version of this thread after a will with all of your imputes to help flush out a good skeleton to help plan for convey runs in the PU. Be it physical, digital, or live cargo for good or evil. I know how to plan for a convoy on the streets but i need help with the hole space thing.
 

Beerjerker

Grand Admiral
Sep 8, 2015
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Beerjerker
#12
Keep it coming. The more the merrier. I will work on a revised version of this thread after a will with all of your imputes to help flush out a good skeleton to help plan for convey runs in the PU. Be it physical, digital, or live cargo for good or evil. I know how to plan for a convoy on the streets but i need help with the hole space thing.
Breaker one-nine, Knuckles, this is TEST Squardon. We need pictures.
Use http://fubank.org/ships.aspx# that @Han Burgundy found so we can "ooh" and "aah" at your CONVOY!

View: https://www.youtube.com/watch?v=Sd5ZLJWQmss
 
May 7, 2016
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I_MIKE_I
#14
Keep it coming. The more the merrier. I will work on a revised version of this thread after a will with all of your imputes to help flush out a good skeleton to help plan for convey runs in the PU. Be it physical, digital, or live cargo for good or evil. I know how to plan for a convoy on the streets but i need help with the hole space thing.
I don't think convoys in SC need a lot of planning besides the routes and wares/missions, you simply have to make use of what's there with you...

Most ships in SC that transport cargo are actually reasonably well defended... only the Hull Series seem a bit fragile in comparsion.
 
May 7, 2017
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Knucklesdeep
#15
Fleet exp.png
This is just an example of what i am thinking here, to help explain the OP.

The Dur is used for the Lead Veh to find short cuts via unknown Jump Points and plan routes.
The Harald will relay the Info from the Dur to the rest of the Fleet as the RTO and store the info for sale at a later time.
The top left Hull would be your Loadmaster.
The bottom Left would be your FNL.
The Max represents any Civilians that we bring along (non Test Players).
The med Hull is your CC and would stay empty in case a ship goes down.
The Sentinel is your Lead Security Ship and will direct all the other Wardens.
The Last Hull is your ACC.
The Crucible and Starfarer for you MX and Fuel Support.

The resin the positions are spread between the ships and not all in one ship is to prevent lack in cohesion if a ship goes down (like the CC's Ship). But you can always down size and place the more admin roles in to one ship.

I would like all the feed back good and bad. I want to make something that is flowed and can be applied to all fleet comps.
 
Jun 5, 2016
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Thalstan
#16
My thoughts on convoys in SC.

First off, I see this are more like a naval convoy than a land convoy. While there is a "best route" and a start, an end, and maybe some waypoints you must hit along the way, the rest of the route is up to you. You can go straight/most direct, or you can detour some. Some passages (straights) may even be too shallow (too small a jump point) for some ships to enter.

So...he is how I would organize a convoy in SC. This could be cargo, ships going to and from a mining destination, etc.

Escort/Fleet Commander - Ultimately responsible for every ship in the convoy. This is the person who leads all planning aspects of the mission. From determining escort strength needed, to the number of refueling ships or stops needed. She plans the route and coordinates with the captains of the individual ships. If a captain is not happy with the amount of protection being offered (too much or too little), they are free organize their own convoy and not join this one.

Scout commander - Reports to the Escort Commander directly. Is in change of all scouting. This may be a small one person operation, or involve multiple scout ships of varying sizes from a one person craft to Carracks supported by Aquilas, DURs and Terrapins depending on the size of the fleet and the mission involved. An exploration mission may be composed mostly of scouts with the exception of any combat escorts.

Warship (large combat ship) commander - In charge of any ships larger than a Vanguard that is designated a "Warship" for the mission. This might include Connies, Freelancers, Polaris, Idris, Javelin, Redeemer, Retaliator, or any other large craft that would be designated as part of the screen during the mission. Not all missions will have a Warship Commander, and sometimes, the Warship commander will also be the Escort/Fleet commander or the scout commander

Load master/cargo master - the person in charge of all the cargo ships. If a ship is carrying cargo for sale at a destination, it's a cargo ship. If the cargo is being used to support the fleet during operations, it is an auxiliary ship. This person is responsible for organizing the hauling of any cargo and organizing who is hauling what so that only one or two ships would need to stop at an individual planet. For large mining operations, they would be responsible for organizing the hauling of mined ore from the mining point to depot where it will be stored or sold.

Auxiliary Command - This are the refit, rearm, and refuel ships of the fleet. These help get people back on their feet and back into the fight, or boost the range of smaller ships. SAR and Medical ships fall under this category.

Fighter Commander - in charge of coordinating any Vanguard and smaller fighers/interceptors. May be a pilot, may be stationed on a larger ship and act as a CAG. Coordinates/responds to the Escort/Fleet Commander. In smaller groups, they might be the same as the Escort Commander.

Ship Captain. Responds to the orders of their respective commanders. Does not argue with orders as they may not see the big picture. Is responsible for their ship and the crew of that ship.


Ultimately, unless we start seeing very large convoys in an instance, most of these roles will probably just be assigned to the Escort/Fleet Commander or 'convoy command" and they just do what she says. Any group with over 40+ players (PCs) or 30 ships is where I start seeing responsibilities being split.
 
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May 7, 2016
396
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I_MIKE_I
#18
View attachment 6671
This is just an example of what i am thinking here, to help explain the OP.

The Dur is used for the Lead Veh to find short cuts via unknown Jump Points and plan routes.
The Harald will relay the Info from the Dur to the rest of the Fleet as the RTO and store the info for sale at a later time.
The top left Hull would be your Loadmaster.
The bottom Left would be your FNL.
The Max represents any Civilians that we bring along (non Test Players).
The med Hull is your CC and would stay empty in case a ship goes down.
The Sentinel is your Lead Security Ship and will direct all the other Wardens.
The Last Hull is your ACC.
The Crucible and Starfarer for you MX and Fuel Support.

The resin the positions are spread between the ships and not all in one ship is to prevent lack in cohesion if a ship goes down (like the CC's Ship). But you can always down size and place the more admin roles in to one ship.

I would like all the feed back good and bad. I want to make something that is flowed and can be applied to all fleet comps.
Don't take this the wrong way, but I think you're wasting your time if you try to set a "ideal" template for conoys and even more so when trying to assing specified military roles to individual players/ships.
I know there are some hardcore orgs doing it like that, but TEST overall is just too big and casual for this... and frankly, I think the orgs doing it your way have no big future... they remind me of the kids in MMORPG that only want you in their party if you run a specific build and equipment.

I've actually tought about making a suggestion about a transport division, but I still haven't quite reached the point where I think my ideas are fun and simple enough to work...
 

Stevetank

Lead Aurora Theorycrafter
Jun 3, 2016
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Stevetank
#19
The ships and crew you want may not be the ships and crew you have.

Might be stuck with 1,000 Auroras and a Hull E. Might only have 3 Idrises.

I think that keeping loose minimums is better than coming up with a solid structure. Make your ideal convoy work with ANY ships and you'll ship all the time. :slight_smile:

(๑╯ﻌ╰๑)