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[Star Citizen] Submit your wargame scenarios

Corwin111

EDIT: Be advised that you can now submit your wargame scenarios directly on the UOLTT website. Follow this link. Thanks to @Judahnator and @rucdoc for their lightning fast reaction! 

 

 

Ok guys, with the release of patch 2.2, Crusader is finally allowing consistent party joining and is stable enough to allow us to mix in some work with our usual dicking around. :)

 

Everyone please feel free to think up and submit your suggestions for wargame scenarios in this thread. And the Project Eden squadrons will do their best not to totally mess them up on our weekly meetups. Suggestions are welcome from anyone at this point, regardless of whether you are a UOLTT member or not. Participation in the wargames will be limited to UOLTT members only, but of course we are always happy to welcome new members. :)

 

I will start with the first submission. Please try to adhere to the below submission format.

 

====================================================================================

 

Name:

Rescue Mission

 

Context:

 

A VIP is stranded in hostile territory. A rescue team is on a mission to extract the VIP and bring him safely home, while an opposing force has orders to capture and kill him.

 

Area of operations:

Crusader / PU

 

Operational scope:

 

 - Ship-to-ship combat

 

 - EVA combat

 

 - Ground Combat

 

 

 

Number of participants:

4 - 8 (Up to however many the party system and instances allow in the future)

 

 

 

Participant deployment structure:

 

 - One of the participants is designated "Target".

 

 - The rest of the participants are split into two teams - Team A (Rescue Party) and Team B (Attackers).

 

 

 

Participant equipment loadout:

 

Target: The Target is armed only with a pistol.

 

Team A: The rescue party team must be equipped with at least one multicrew rescue ship. The rest of the team fly fighter ships to escort the rescue ship as well as heavy EVA weapons. 

 

Team B: The attackers are equipped with fighter ships and heavy EVA weapons.

 

Ship and weapon types may vary. TBD during the OP.

 

Initial Deployment: 

 

 - The Target is deposited at a remote location, known to both teams.

 

 - The starting positions of both teams are decided before initiating the scenario.

 

Victory conditions:

 

 - Team A must dock/land at the Target's location, extract the target via the rescue ship and escort the Target to a pre-decided rescue location on a station.

 

 - Team B must intercept and kill the target by any means necessary. Either by destroying the rescue ship with the Target on it or by killing the target either before extraction or at the station, before the rescue location is reached.

 

Special rules:

 

N/A

 

============================================================================

 

Well that's it for the first one. It's a bit conservative but don't let that restrain you, go nuts. ^^ It it looks fun, we'll likely try it at some point.

 

 

 

 

 

 

 

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Mine is a blank screen. My GTX 980 blew up, really hope it gets fixed in time. Can't wait to play 2.2.

 

Though, they probably didn't implement Stealth properly yet. And my Ghost is still a fucking paper maché plane with pea-shooters.

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Let me try!

-------------------------------------------------------------------------

Name:

Yela Run

 

Area of operations:

Crusader / PU

- Yela

 

Operational scope:

 - Ship-to-ship combat

 

Number of participants:

6 - 8 (Up to however many the party system and instances allow in the future)

 

Participant deployment structure:

 - One/Two of the participants is designated "Target".

 - The rest of the participants are after the target, "Seekers".

 

Participant equipment loudout:

- Targets get the fastest ship they can get their hands on

- The Seekers get normal combat crafts

 

Initial Deployment: 

 - The Target is at the initial entry point to Yela from Port Olisar

 - The starting positions of the others are scattered around the asteroid field

 

Victory conditions:

 - Targets win if they can make a full revolution

 - Seekers win if they can successfully kill both Targets.

 

Special rules:

- Targets can only fly and they cannot engage with the Seekers

- Targets can use CRU mode

- Seekers cannot use CRU mode to get ahead of the Targets

 

----------------------------------------------------------------------------

 

If you guys like it or have some thing to add don't hesitate to do so.

 

I can't get rid of this struckthrough text. Sorry.

- Fixed-

I only lurk... wait a sec-...

My only two contributions to society: SC Ship Guide / Squadron Logos

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====================================================================================

 

Name:

Operation Rogue Nation

 

Area of operations:

Crusader / PU

 

Operational scope:

 

 - Ship-to-ship combat

 

 - EVA combat

 

 - FPS Combat

 

Number of participants:

 

4+

 

 

 

Participant deployment structure:

 

 - All players become mercenaries

 

                                      Either through shooting each other once or killing security guards

 

 

 

Participant equipment load out:

 

Any and all ships are available for this mission

- Preferably some multi-crew ships to make it more interesting.

 

Initial Deployment: 

 

 - All mercenaries are to start and stick together

 

Victory conditions:

 

 - Survive for as long as possible from the rest of the universe population.

 

Special rules:

 

N/A

====================================================================================

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54 minutes ago, Majestic said:

Mine is a blank screen. My GTX 980 blew up, really hope it gets fixed in time. Can't wait to play 2.2.

 

Though, they probably didn't implement Stealth properly yet. And my Ghost is still a fucking paper maché plane with pea-shooters.

Nope, no stealth yet. They implemented signatures for a while but it really wasn't working properly so they took it down for the time being.

 

That said, you can fit out the Ghost pretty well with REC. You can pretty much turn it into a Super Hornet, minus the shield and powerplant. And the SH is rentable now too.

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58 minutes ago, Corwin111 said:

====================================================================================

 

Name:

TBD

 

Area of operations:

Crusader / PU

 

Operational scope:

-TBD

 

Number of participants:

4 - 8 (Up to however many the party system and instances allow in the future)

 

Participant deployment structure:

-TBD

 

Participant equipment loadout:

-TBD

 

Initial Deployment: 

-TBD

 

Victory conditions:

-TBD

 

Special rules:

-TBD

 

============================================================================

 

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2 minutes ago, CommanderFett said:

====================================================================================

 

Name:

TBD

 

Area of operations:

Crusader / PU

 

Operational scope:

-TBD

 

Number of participants:

4 - 8 (Up to however many the party system and instances allow in the future)

 

Participant deployment structure:

-TBD

 

Participant equipment loadout:

-TBD

 

Initial Deployment: 

-TBD

 

Victory conditions:

-TBD

 

Special rules:

-TBD

 

============================================================================

We already did that one yesterday. :D

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I mostly copy-pasted Corwin's post. I had a few things in mind for ops. They might be a little complicated or plain impossible to carry out right now, though.

 

============================================================================

 

Name:

Capture the experimental ship

 

Context:

A ship equipped with experimental technology has sustained damage and cannot move due to its power plant being unstable. An engineer has been dispatched to repair it, but the enemy has intercepted communications and is en route with an enginner of their own to assault the ship and capture it.

 

Area of operations:

Crusader / PU

 

Operational scope:

 - Ship-to-ship combat

 

 - Inside ship combat

 

Number of participants:

8 (Up to however many the party system and instances allow in the future)

 

Participant deployment structure:

  - The participants are split into two teams: Team A and Team B.

 

  - One member from Team A will be designated as "Engineer".

 

Participant equipment loadout:

Engineer: The Engineer is armed only with a pistol.

 

Team A: Laser rifles only (except the Engineer). Additionally, 2 fighters for Phase 2 (if applicable).

 

Team B: Laser rifles only, a multicrew ship. Additionally, as many fighters as members in the Team for Phase 2 (if applicable).

 

Ship and weapon types may vary. TBD during the OP.

 

Initial Deployment: 

  - Team B is deposited at a remote location (preferably an asteroid field), known to Team A.

 

Victory conditions:

Phase 1

  - Team A must infiltrate Team B's ship and neutralize all opposition without losing their Engineer (or be penalised for it). Should this objective be accomplished, the operation moves onto Phase 2.

 

  - Team B stop Team A from taking over the ship.

 

Phase 2

Only applicable if Team A successfully completed Phase 1

 

  - Team A has taken control of the ship and must exit the asteroid field to escape. This objective will be complete when the captured ship jumps to the designated coordinates. Those coordinates and the range at which the jump has to be carried out will be decided on site. The ship will have at least two escorts.

 

  -Team B has lost the ship, and must destroy it before the enemy escapes with it.

 

Special rules:

  - Team A will have two attempts to capture the ship. Team B will not receive any reinforcements between waves.

 

  - If Team B kills the Engineer, but Team A manages to capture the ship, Team B will be able to attempt to recapture the ship. This can happen in both attempts from Team A.

 

============================================================================

 

Name:

Nebula escort mission (or "WTF is wrong with this ship?!")

 

Context:

A small military convoy has had to switch route to avoid detection, and ended up going through a nebula that has disabled the ships' quantum drives. However, pirates roam the area and have spotted the convoy. Moreover, it would seem that the nebula is affecting the main ship's systems and randomly disabling them.

 

Area of operations:

Arena Commander

 

Operational scope:

 - Ship-to-ship combat

 

Number of participants:

>=8+1

 

Participant deployment structure:

  - The participants are split into two teams: Attackers and Defenders.

 

Participant equipment loadout:

Attackers: Fighter ships.

Defenders: Freelancer (or another multi-crew ship when it's available), fighters.

 

Ship and weapon types may vary. TBD during the OP.

 

Initial Deployment: 

  - Defenders start at a position that will be decided at the time of the operation, as well as the required conditions of their escape. Attackers know this position.

 

Victory conditions:

  - Attackers must destroy the convoy.

  - Defenders must destroy all atackers or escort the main ship out of the area designated as the nebula.

 

Special rules:

  - This OP will need a game supervisor (hence the "+1" on the number of participants). Roles:

      - The supervisor will notify the teams every 5 minutes of a respawn wave, that will allow dead pilots from both teams to respawn.

      - The supervisor will, at random (procedure TBD) set a limitation for the convoy's main ship for a short period of time (TBD, i.e.: turrets/countermeasures disabled) to mimick random system failures.

      - The supervisor will keep track of the number of respawns for each team and will notify them when they've run out of tickets (number TBD).

 

============================================================================

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9 hours ago, colt92 said:

I mostly copy-pasted Corwin's post. I had a few things in mind for ops. They might be a little complicated or plain impossible to carry out right now, though.

 

============================================================================

 

Name:

Capture the experimental ship

 

Context:

A ship equipped with experimental technology has sustained damage and cannot move due to its power plant being unstable. An engineer has been dispatched to repair it, but the enemy has intercepted communications and is en route with an enginner of their own to assault the ship and capture it.

 

Area of operations:

Crusader / PU

 

Operational scope:

 - Ship-to-ship combat

 

 - Inside ship combat

 

Number of participants:

8 (Up to however many the party system and instances allow in the future)

 

Participant deployment structure:

  - The participants are split into two teams: Team A and Team B.

 

  - One member from Team A will be designated as "Engineer".

 

Participant equipment loadout:

Engineer: The Engineer is armed only with a pistol.

 

Team A: Laser rifles only (except the Engineer). Additionally, 2 fighters for Phase 2 (if applicable).

 

Team B: Laser rifles only, a multicrew ship. Additionally, as many fighters as members in the Team for Phase 2 (if applicable).

 

Ship and weapon types may vary. TBD during the OP.

 

Initial Deployment: 

  - Team B is deposited at a remote location (preferably an asteroid field), known to Team A.

 

Victory conditions:

Phase 1

  - Team A must infiltrate Team B's ship and neutralize all opposition without losing their Engineer (or be penalised for it). Should this objective be accomplished, the operation moves onto Phase 2.

 

  - Team B stop Team A from taking over the ship.

 

Phase 2

Only applicable if Team A successfully completed Phase 1

 

  - Team A has taken control of the ship and must exit the asteroid field to escape. This objective will be complete when the captured ship jumps to the designated coordinates. Those coordinates and the range at which the jump has to be carried out will be decided on site. The ship will have at least two escorts.

 

  -Team B has lost the ship, and must destroy it before the enemy escapes with it.

 

Special rules:

  - Team A will have two attempts to capture the ship. Team B will not receive any reinforcements between waves.

 

  - If Team B kills the Engineer, but Team A manages to capture the ship, Team B will be able to attempt to recapture the ship. This can happen in both attempts from Team A.

 

============================================================================

 

Name:

Nebula escort mission (or "WTF is wrong with this ship?!")

 

Context:

A small military convoy has had to switch route to avoid detection, and ended up going through a nebula that has disabled the ships' quantum drives. However, pirates roam the area and have spotted the convoy. Moreover, it would seem that the nebula is affecting the main ship's systems and randomly disabling them.

 

Area of operations:

Arena Commander

 

Operational scope:

 - Ship-to-ship combat

 

Number of participants:

>=8+1

 

Participant deployment structure:

  - The participants are split into two teams: Attackers and Defenders.

 

Participant equipment loadout:

Attackers: Fighter ships.

Defenders: Freelancer (or another multi-crew ship when it's available), fighters.

 

Ship and weapon types may vary. TBD during the OP.

 

Initial Deployment: 

  - Defenders start at a position that will be decided at the time of the operation, as well as the required conditions of their escape. Attackers know this position.

 

Victory conditions:

  - Attackers must destroy the convoy.

  - Defenders must destroy all atackers or escort the main ship out of the area designated as the nebula.

 

Special rules:

  - This OP will need a game supervisor (hence the "+1" on the number of participants). Roles:

      - The supervisor will notify the teams every 5 minutes of a respawn wave, that will allow dead pilots from both teams to respawn.

      - The supervisor will, at random (procedure TBD) set a limitation for the convoy's main ship for a short period of time (TBD, i.e.: turrets/countermeasures disabled) to mimick random system failures.

      - The supervisor will keep track of the number of respawns for each team and will notify them when they've run out of tickets (number TBD).

 

============================================================================

 

"Context" is a good idea. I'm adding it to the initial format. :) :)

 

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============================================================================

Name:

The Most Dangerous Game 

 

Context:

You are alone in enemy territory and are spotted by enemy military. You have 4 minutes left until you are rescued by the rest of your division. Will you survive?

 

Area of operations:

Crusader / PU / Broken Moon

 

Operational scope:

Ship to Ship

 

Number of participants:

4+ (Up to however many the party system and instances allow in the future)

 

Participant deployment structure:

In asteroid field, one runner, the rest are attackers

 

Participant equipment loadout:

Attackers- fighter ships

Runner- fighter ship

 

Weapons: Basically anything 

 

Initial Deployment: 

All participants start in an asteroid field and the runner gets a 30 second head start to evade the attackers.

 

Victory conditions:

Runner wins if surviving for 4 minutes or more counting from the attackers starting

Attackers win if destroying/killing runner

 

Special rules:

You always let me win because I'm cool

Runner IS allowed to kill attackers if they so choose, but is not necessary to attain victory.

============================================================================

I recall us doing this a couple times before, and it was pretty fun along with teaching you what to do when you can't fight back and have to run. Do you hide behind that space rock? Do you turn and fight everyone? or do you dodge and duck behind space obstacles and hope you don't fly into one?

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Damn you're like a modular human being. -ThatCoolBlueKidd

 
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============================================================================

Name:

Seek and Hide

 

Context:

Standard CAP around Yela, the Wing should do one lap around the moon looking for contacts.  In the Ring will be one Tango whose mission is to scout the CAP without being detected and/or destroyed and submit that data via the security console on Kareah.

 

Area of operations:

Crusader: Yela / Kareah

 

Operational scope:

Ship to Ship

FPS

 

Number of participants:

4+

 

Participant deployment structure:

In asteroid field, one Tango, the rest are in the CAP

 

Participant equipment loadout:

CAP - Combat ships

Tango - fighter ship (ghost or Sabre, something stealth-ish?)

 

Weapons: Pilots Discretion

 

Initial Deployment: 

Tango gets a 15 minute head start to deploy somewhere in the asteroid belt.  Then the CAP Departs from Port Olisar.

 

Victory conditions:

Tango must scout ship type of at least 75% of the CAP as well as at least 50% of the player names then take that information to Kareah and hack the terminal indicating successful transmission of the data.

 

CAP must find the Tango and destroy it, or prevent the pilot from successfully hacking the security station.

 

Special rules:

CAP is not allowed to deploy to Kareah unless the Tango has left the initial engagement area.

 
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====================================================================================

 

Name:

Guerrilla Tactics using lower tier ships.

 

Context:

 

Your squadron is up against a stronger force and there is no current hope for assistance by the organization. You and your fellow pilots must destroy or incapacitate the enemy force.

 

Area of operations:

Crusader / PU / Arena Commander

 

Operational scope:

 

 - Ship-to-ship combat

 - Boarding possible

 

Number of participants: (Edit: ship count, crew number isn't counted)

3 - 8 (Up to however many the party system and instances allow in the future)

 

Participant deployment structure:

This can be managed in different areas or situations. Asteroid field, nebulas that cause varied results on shields, energy or propulsion.

The goal is for a small squadron with lesser armament and quality to fight in a situation not to their advantage. Any tactics, use of environment, etc., is fair game.

 

Participant equipment loadout:

 

Guerrilla squadron:

Ships must be of a lower tier and not be fully military spec'd, or at least have shields of a far lesser tier than the enemy force. Ships should also be faster. Mines and e-war (when added to game) allowed.

 

Hostile squadron:

Must have less overall ships, but required to have better shielding and armament and numbers than the other squadron.

 

Initial Deployment: 

 

The squadron consists of: a) 2 or 3 mid to low tier ships vs 1 multi crew ship, b) 4 mid to low tier ships vs 2 combination of military grade medium fighters, c) 5 mid to low tier ships vs 1 multicrew, with 2 mid tier military grade ships escort.

 

Victory conditions:

 

Guerrilla squadron wins if the enemy is destroyed, or the ships are incapacitated (engines destroyed, or ship unable to warp).

Hostile Squadron wins by destroying the enemy.

 

Special rules:

 

Optional rules:

 

Escort - Hostile force is escorting a freelancer, MISC cargo ship, etc. Ship is required to have decent shielding, and is slow. Alt. victory condition fulfilled on destruction of escorted ship.

 

VIP (requires asteroid field, nebula or area with difficulty scanning and limited view) - Guerrilla force is hiding another ship, base or cache from the hostile force. Enemy is not knowledgeable of location and must find and capture/destroy the target. If a base, discovery can fulfill victory condition.

 

 

============================================================================

Still new, but learning


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  • 2 weeks later...

UPDATE: Be advised that you can now submit your wargame scenarios directly on the UOLTT website. Follow this link.Thanks to @Judahnator and @rucdoc for their lightning fast reaction! 

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Name:

 

Operation Jaeger - "Insert Target"

ex.

Operation Jaeger-Relic

 

Context:

 

An individual or group of individuals have been harassing UOLTT missions and assignments, as well as viciously targeting members of our own organization.

 

Area of operations:

 

Crusader / PU

 

Operational scope:

 

-Ship to Ship

 

-FPS

 

Number of participants:

 

Gather your pitchforks and torches gentlemen, everyone is coming to this one.

 

Participant deployment structure:

 

Everyone is assigned a system to scout. First person to locate a target immediately sends their location and all parties converge on their location. It is a small matter to then eliminate them. Do not relent. Destroy them.

 

Participant equipment loadout:

 

The target's may have any variety of weaponry. Be prepared for any possible armament. 

 

Use every tool to your advantage.

 

Initial Deployment: 

 

The targets may be anywhere in the system. This is their only advantage.

 

We start on Port Olisar, and then move to our assigned waystations to scout.

 

Victory conditions:

 

We win when the lesson is taught - You don't fuck with UOLTT.

 

Special rules:

 

N/A

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  • 4 months later...

Ok, this is the plan for this Saturday - Aug 13. Join us on discord (discord.uoltt.org) at 9PM BST if you wish to participate.

 

Name:   Operation Genesis (don't look at me, that's Spoon! ^^)

 

 

Context: There is an enemy space station in contested space. The strike force needs to destroy the occupying ships, then board and secure the station and hold it against enemy counter attacks.

 

 

Area of operations:  Kareah

 

Operational scope: 

 

- Ship to ship combat

- EVA combat 

- Formation flying

- EVA troop deployment and maneuvers

- EVA troop extraction (optional)

 

 

 

 

Number of participants:

 

The more the merrier. At least 8.

 

 

Participant deployment structure:

 

The force will be divided into two main elements:

 

 - Team A is an EVA assault team of 4-8 people, under the command of @colt92

 - Team B is a fighter escort team of 4-8 people, commanded by @Adreyu (Dusk)

 

-  @Napper198 is in overall command of both detatchments. He stays aboard the troop carrier, which serves as command ship.

 

Participant equipment loadout:

 

 - One troop carrier/command ship  - TBD, possibly Freelancer.

 - Space superiority fighters for escort

 - Uniforms to differentiate between different elements, as well as enemies - the red, white and black-gold flight suits - usage TBD.

 - Everyone's preferred eva guns.

 

 

Deployment: 

 

 - Team A, as well as the mission commander will board the troop carrier. 

 - Team B will escort the troop carrier to Kareah, engage and destroy any opposing ships and clear a window for team A to disembark. During this stage, Team B commander has tactical command, while the mission commander has the overall decision of when to deploy team A.

 - Once team A is deployed, they will enter and secure the station, while Team B remains in space to provide cover against incoming ships.

 - Once the station is secured, the mission commander will remain in the command ship, along with 1 or 2 team A fighters as escort under his command. The command ship and the fighters will remain outside to provide reconnaissance and engage eventual inbound threats, while letting some through to be engaged by the station defenders, at the discretion of the mission commander. The rest of team B will disembark their ships and join team A in the station.

 - The command ship may also act as a taxi to ferry and redeploy assault troops who die during the action, leaving the escorts to guard the space around the station.

 

Victory conditions:

 

Hold Kareah for as long as possible

 

Special rules:

 

I get to shave rentaspoon.

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