OLD - Jumptown Operations Guide

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Revision as of 22:22, 9 November 2023 by Fifthdread (talk | contribs) (Created page with "== General Guidelines == === Utilize Sesh to create an outline of teams for people to join. === This helps place people in teams ahead of launch time, and reduces the amount of people at the last second asking "so where am i going?" === Utilize multiple mules to ferry drugs from JT to sale point. === This protects from server issues destroying hard work, but also prevents pirates or griefers from doing the same. === Lock down local mining areas === This allows a safe...")
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General Guidelines

Utilize Sesh to create an outline of teams for people to join.

This helps place people in teams ahead of launch time, and reduces the amount of people at the last second asking "so where am i going?"

Utilize multiple mules to ferry drugs from JT to sale point.

This protects from server issues destroying hard work, but also prevents pirates or griefers from doing the same.

Lock down local mining areas

This allows a safe location for our pilots to rearm and refuel while denying it to our enemies. It also prevents enemies from easily spawning ground vehicles.

Place a ballista and/or a fighter to monitor and defend these areas.

Lock down the closest OM

By also securing the closest OM marker, we extend our range of control and influence to give the Close Air team and Ground team improved notice of enemies.

Minimize vehicles at JT

Fewer vehicles at JT allows for easier ID of friendly/foe, while also allowing room for Mules to land and take off easily/quickly.

Ground is always moving product

Organize ground team at 4 key locations in order to:

  1. Remove product from spawn
  2. Stage product inside airlock
  3. Remove product from airlock and stage on ground outside
  4. Take staged product and load Mule

This organization of four key locations, with 1-2 players at each, keeps product moving at all times and ensures a quick and efficient loading of Mules.

Supply boxes inside of JT proper

Have a 1/8SCU box with additional supplies in the form of food, ammo, and medical pens

Include a Mantis in the air from the start

This prevents enemies from QT jumping away and gives us more time to engage & destroy.

Keep only 10-15 drug boxes in airlocks

Too many boxes will push players through walls/ceilings during airlock cycling. By keeping the number down, we can more easily move the drugs while preventing players from becoming glitched into walls.

This also helps with the speed and efficiency of utilizing mules, by keeping a flow going at all times.

Ideally, only people or drugs will be in the airlock during cycling. With JT 2.0 now having two separate airlocks, try to keep one for pedestrian traffic and one for drug traffic.

Reiterate and ensure air team stays away from JT unless otherwise necessary

The occasional flyby can not only cause unfortunate vehicle collisions or crashes, but also can blast ground team players and drugs with jet wash.

Utilize a command/leadership comms channel

In game party chat can become clogged and discord doesn't always notify. Creating an in game channel with only command and team leads, that is a different color than the rest of chat, will help get important messages to the right people quickly and cleanly.

Keep Voice Chat on topic

As the event goes on and we settle into a routine, communication will become laxed, which either prevents critical information from being shared or leads to certain information being shared repeatedly. Staying focused and keeping idle chat to a minimum can ensure a communication steam line is achieved.

Shorter time on ground for Mules

While air superiority allows Mules to stay on station longer, shorter times and faster trips out ensures players don't get bored waiting, and potential bugs/glitches damage us less.

We aimed for no more than 5 minutes on ground, but that could potentially be shortened still.

Designate a specific landing zone or two, for Mules and another for other ships

This will ensure Mules know exactly where to land, shows ground crew where not to stand or load product, and ensures other pilots avoid the general area.

This could be done with quickflares (which only show up in the last few hundred meters), or potentially with a shared delivery box contract, provided the box isn't blown away by jet wash.

If possible, pair a fighter with a mule for added defense

Mules will occasionally targeted, and with current in game bugs, will occasionally be unable to escape through QT jump. Having a fighter with them would allow better support/distraction.

Focus Ground Team uniform to the environment

If JT is on an extremely cold planet, using Novikov armor instead of the standard RS1 uniform would allow players to stay outside much longer. The same goes for an extremely hot planet and the Pembroke.

Have Ballista team / Outpost controllers on Air team instead of Ground

Having Ballistas as part of the Air team allows them to call out potential threats and request air support much faster than coordinating from the ground team.