So after 15-20 hours, I think I have a decent grasp of how the game works to set out some kind of strategy.
This is not an easy game. In terms of money, we've barely made progress, and we often LOSE progress. I'll analyze all this in my upcoming review, but the point is... we need to start making some kind of progress, because new content will be coming every 3-4 months, and at the rate we're going we'll never get through even a fraction of it.
We've been learning a LOT, and that IS progress. But I'd also like some money and some vehicles and stuff and a bunch of completed missions, so let's try to make that happen.
Due to all the alpha bugs and glitches, it turns out that it might be easier to make progress in smaller groups than larger ones. Otherwise you just spend a lot of time waiting for a bunch of people to sync up with you, half of whom end up glitching out, or just dying before the mission has even begun. That said, you can't even use the larger vehicles without a large crew, so of course we need to play in a big group too.
Bottom line is that from now on we'll be playing pretty much 24/7 as there's just way too much content in the game to get anywhere with it in 5-6 hour blocks once per week, as we've been trying to do up to now. So from now on we'll have THREE basic modes of play.
1) SOLO
You can, and should, play solo throughout the week whenever you feel like it because there are many specific and cool tasks that are best handled solo. For example, shopping for gear. ysignal bought a cool suit, but it took him time to find it, and it makes little sense to hold back a 6-man party on a Saturday just to buy some threads. I am not saying shopping isn't fun in a big group. Everything is more fun in a group! But given a choice between spending our Saturday when we have a big group to go shopping, or to run some big missions, the choice is crystal-clear. So use your solo time to look for gear, scout for ships, stock your various locations in the various planets with whatever you think you may need such as perishables and supplies, or just tour areas and read up on lore, etc. Above all, try to ensure your character is READY for the duo and trio and bigger missions we'll be undertaking during the week and especially the weekends, so that when the day comes, you aren't holding up the rest of the team with your shopping or your eating and drinking or whatever. Get that stuff sorted!
And of course you can run missions too, but try to look for the smaller, low-hanging fruit. Don't ruin the bigger missions by attempting them on your own. Rather try to clear out as many of the smaller missions that you can. This is the time to be completist and try to do everything that doesn't seem very inspiring. Play FedEx man and just take your time and enjoy the sights, all the while scoping out all the cool shops etc.
2) DUOS, TRIOS, ETC.
As soon as you know you want to be playing missions throughout the week, ping everyone with the @Star Citizens role to see if you can get a partner or two. Unless you plan to do solo stuff, I mean. But if you feel like running missions midweek, ping people to see if anyone can join. I am sure there are missions that can be handled solo, but it's always more fun with at least one more person, and it's also safer.
Ping people as early as possible. If on Monday you know you want to play on Wednesday, ping them immediately so more people have time to make the time and fit it in their schedules. If you're lucky, you may even get a big group together midweek and try some more elaborate, tougher missions.
3) LARGE GROUPS
For 4-man missions and above, we'll probably have to wait for the weekends, and primarily Saturdays. By the time the day arrives, we should all try to be fully kitted-out, and ideally know in advance which mission(s) we will be tackling, so that we know what gear to bring, how many people there will be and therefore also how many and which ships we can bring etc. Planning for missions is WAY more complex than I had thought. Do you park the ship outside and everyone goes in? But then any player can fly by and blow your ship up while you're running the mission. Do you have fighters flying patrol? But then what if you encounter players in the actual mission? Does a pilot drop the players down and then retreats to safety, perhaps in orbit, and comes get them later? But wouldn't that pilot then get bored? Stuff can get real complex, and we're only playing beginner missions! Solid planning is essential if we ever hope to do well on the more complex missions.
The above are just guidelines that make sense to me. When you're in the actual game, do whatever the hell you want. If you want to spend all Saturday kart racing, go for it, and post some pics for everyone to see!
Any more ideas and discussion on these guidelines and beyond, drop them below.