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 - 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. :)
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
- Combat Division
- Space Combat
- Marine Combat
- Field Command
- Logistics Division
- Cargo & Passenger Transport
- Information Logistics
- Exploration
- Economy Division
- Mining & Salvage
- Trade
- Production
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. :)
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
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