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Dynamic Event: Jumptown

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Dynamic Event: Jumptown

Unread postby icycalm » 15 Dec 2022 19:11

https://robertsspaceindustries.com/spec ... ck-in-town

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Chris Wayne Schmitt | CIG @Wayne-CIG wrote:Jumptown v2.1
What started as emergent gameplay before being implemented as a Dynamic Event is now in its third iteration.

After evaluating your feedback, Jumptown's illegal drug labs have doubled in size for version 2.1. They also now have a second entrance, a second drug dispenser, and multiple windows and skylights. To improve gunplay inside, we made the labs circular and removed most of the doors for better visibility and fire lines.

And, if you run the mission on the illegal side, you can now also sell the captured Maze at junkyards alongside Grim HEX.


TWICE THE SIZE! SECOND DISPENSER!!!

Jumptown in 3.18 will be epic, and now we have two Carracks and two clones to bring along. For anyone who doesn't know what this is, Jumptown is basically PlanetSide inside Star Citizen. It's the same goal: to capture a base, but here you make tons of money the longer you keep it (if you manage to carry out the contraband without it being stolen that is, and transport it etc.), and you can be attacked from everywhere across an entire planet including space.

I wouldn't call this update 2.1, I'd call it at least 2.5 if not 3.0.

Background links:

Jumptown 2.0
https://robertsspaceindustries.com/comm ... umptown-20

Jumptown Wars Documentary
https://www.youtube.com/watch?v=LI6tx3Enx2M
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Unread postby icycalm » 15 Dec 2022 19:22

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You can see the size difference with the 2.0 version, which was itself larger than the 1.0 I believe.
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Unread postby icycalm » 15 Dec 2022 22:52

https://robertsspaceindustries.com/spec ... wn/5605640

LtHedonist @LtHedonist wrote:Jumptown is both an occasional event and always a shady location you can visit regardless of ongoing events, to loot and interact with. Jumptown on Yela, Paradise Cove on Lyria, and Raven's Roost on Calliope.


That doesn't sound right to me. Unless the dispensers generate contraband only during the timed events.
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Re: Event: Jumptown

Unread postby icycalm » 15 Dec 2022 23:00

https://robertsspaceindustries.com/spec ... wn/5606027

Venomancer @venom400 wrote:Please consider adding strong anti air (like those found at regular bunkers) at jump town that shoot at ANY ship criminal or not to incentivize ground vehicles and ground combat. at least as an initial strike force while the ground force removes the turrets. right now the ships bombing everyone removes or make FPS and ground vehicle combat very difficult. specially now that the atmosphere protection has been removed from the lab., it means now ships will be able to bomb and shoot inside the lab.

Add 6 anti air turrets to protect ground troups and give them a self repair timer. I guarantee you it will make the gameplay more fun.

Also remove sat comms from drug labs as it makes no sense that a drug lab is being monitored by the UEE and keeping track of crimes in the area.


ROWDY-PIPER @ROWDY-PIPER wrote:I'd much rather they just fixed the Centurion's emissions so it's barely detectable and let players defend it with the vehicles that are meant to do that job. If they do what they said they were gonna do with the altitude restriction on the A2 bombs, a Centurion should have no issues with taking out the bombs. The best thing about JT is that it's a pure sandbox PvP location without any AI. I think they should keep it that way.


[Exile] JadeStarwatcher @Exile-JadeStarwatchr wrote:No. They should not bias gameplay towards one thing or another. It's a sandbox. Just make the anti-air ground vehicles more effective (lower emission, higher range). Like someone else said, the best thing about JT is that it's a Sandbox. The original Jumptown 1.0 was community created and didn't have any AI help, nor should this. The minute they start adding automatic turrets and stuff they need to rename it as it's no longer Jumptown.
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Re: Dynamic Event: Jumptown

Unread postby icycalm » 06 May 2023 06:52

[Post reserved for planned retrospective of all our previous Jumptown attempts. I think there were four or five, and I want to post the videos and recap how we did in them, but I won't have time to do this before the next one this weekend, so I'll do it sometime after.]
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Re: Dynamic Event: Jumptown

Unread postby icycalm » 06 May 2023 07:26

So here's my plan for tomorrow's/tonight's JT. It's by far the most elaborate tactics we've used in this game, or any first-person game really.

We divide ourselves into two squads, one led by me in the air, and one by recoil on the ground.

My squad includes ysignal and ChevRage. recoil's includes shubn, Adjudicator, Some guy and ExiledOne. So my squad is 3 people, and recoil's 5, for a total of 8 people in this mission.

In short, we load up all the vehicles into our two A2s. Then we drop the vehicles within driving distance of JT. Then my squad bombs JT to clear it out, and then recoil's squad rolls in with the vehicles to secure the two exits and the perimeter of the facility, then moves in to clear whoever's inside. Once everything's clear, they call my squad in, and we land and load one A2 at a time, while recoil's squad stays outside and guards us. The two A2s then take turns flying the drugs out, and coming back to load more drugs, etc.

Ideally, shubn would have bought an Eclipse to patrol overhead and one-shot any enemy A2s, but it wasn't possible to earn enough to buy an Eclipse for this weekend, because CIG gave such short notice of the event. And anyway, A2s are rare in Jumptown. We've never seen one in our previous attempts that we didn't bring ourselves. They ARE seen frequently in YouTube videos, but I suppose it must be because YouTubers are rich and connected. For small groups, an A2 is quite expensive, and especially this soon after a wipe. So the Eclipse isn't an utter necessity. And besides, I can bring my Scorpius just in case. We'll have an Eclipse for next time, this time we'll do without.

So here's the breakdown of vehicles we're bringing:

Alpha Squad (icycalm)
icycalm: Scorpius
ysignal: Hercules A2
ChevRage: Hercules A2 (with CULTCLONE-1 account)

Bravo Squad (recoil)
recoil: Nova
shubn: Ballista
Adjudicator: Ballista
Some guy: Centurion
ExiledOne: Centurion

In addition, everyone should bring along a Cyclone MT just in case.

So this is v1 of the plan. There is a v2, that's quite a bit more complex, for your consideration.

In this version, we bring all the above machines, but we also bring two Carracks: Adjudicator's and CULTCLONE-2's. Before we drop off recoil's vehicle force, we land the Carracks 50km away from JT, and we transfer our imprints to their medbeds, so we can respawn there. We also leave the Cyclones there so we can rush back to JT with them for extra lives. The problem is that we aren't sure what the range of the Carrack medbeds are. Opinions online are mixed. Some people say the beds have infinite range, others say it has to be the same planet, or 100km, or 50km, or even 20km. A couple of guys swear up and down that it's just 2km. All these opinions are often voiced in the same thread. No one seems to know for sure, and to complicate matters, it seems that this number has been changed several times over the years, so if you find old opinions, they're useless.

Keep in mind also that if we bring Carracks, we have to load them up with our gear for successive lives, and if something goes wrong—whether by the Carracks getting blown up, or us respawning back in ArcCorp—the gear will be lost. I suppose we could split our gear, half on ArcCorp and half in the Carracks, to cover all eventualities. But it will get expensive, plus time-consuming to load up the Carracks, etc.

If we take the Carracks, Adjudicator would be flying the one on his main account, and someone else would have to fly CULTCLONE-2. I suppose that could be recoil. But recoil has already bought a Nova for his main account, so now he would need to buy one also for CULTCLONE-2. At least I think that clone has a bunch of Commander gear that ysignal bought for it for XenoThreat last week.

There are many more types of tactics we could utilize. Some day I want us to just take a Prowler dropship and just pile in with rifles and shotguns and just drop in and kill everyone and take all their ships and their drugs. That would be a fun approach. Or we could all get sniper rifles and stealth our way in from the mountains. But for now, I want to go as heavy as possible in order to utilize as much of the cool hardware we've been buying as possible. Ergo all the tanks and bombers and Carracks. I think that has insane potential for fun, and success.

That said, keep in mind that this is a new wipe, and an improved, enlarged Jumptown that everyone will want to experience, so competition will likely be stiff. But we'll do our best, and we'll see how far we get. If we make any money at all, I'll be ecstatic.

Post any questions, objections or suggestions here. As for the choice between v1 or v2 of the plan, it will depend on how organized we manage to get right before the start time. If everyone is on time, fully geared up, and with cash to spare, we'll add the Carracks into the plan. If not, we'll go with the light version of the plan for now, and try the heavier one next time, while making it even heavier in the meantime, by for example bringing in the Eclipse, et al.


P.S. shubn says he has 5-10 railguns, so maybe he can hand these out if we have enough time. There's no use hoarding this sort of stuff, might as well go all out and see what we can do with them. And don't forget ammo for them!

It's gonna be grand! Especially if the servers cooperate.
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Re: Dynamic Event: Jumptown

Unread postby icycalm » 06 May 2023 07:38

Some additional instructions for recoil.

Once he's on the ground with his vehicle force, it's up to him how he will secure the facility. The reason I give him a Nova is:

1) So he can protect the Atlas platforms, if they encounter ground forces. The Centurions can help a bit too, but the Ballistas only have a small gun I think, and they are practically defenceless.

2) So he can one-shot any ships parked around Jumptown in case my squad fails with the bombing (which is quite probable given that ysignal and Chev so far have almost no experience with bombing, and precious little time in which to learn).

I leave all details on the approach, the clearing of the perimeter, and the breach of the facility to recoil. Remember there are two doors now, and multiple windows and skylights, plus I think there is a turret positioned on the roof.

After our bombing run, my squad will be circling overhead, waiting for the all-clear to land. In case of an emergency, we can land and provide help in securing the facility, but only as a last resort.
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Re: Dynamic Event: Jumptown

Unread postby icycalm » 06 May 2023 08:41

Them: "The Eclipse is a 1 trick pony." Me: But I bagged 2 Hammerheads and an A2 over Jumptown tonight.
https://www.reddit.com/r/starcitizen/co ... y_me_but_i

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PlanetBurner_ wrote:Being a one trick pony isn't bad if it's really good at that one thing.


SaltyLittleLich wrote:I imagine when stealth components do what they're supposed to, it'll turn into a very scary ship when it's doing that one thing.

I mean, imagine an S9 torp that just suddenly comes at you from only 2500-3000m away, no ship on radar.
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Re: Dynamic Event: Jumptown

Unread postby icycalm » 06 May 2023 15:40

Rory is sick so he won’t be playing. But I made a mistake anyway since I gave Bravo Squad 5 large vehicles, and the 2 A2s can only carry 4. So the plan is the exact same, just with one fewer Centurion.

An additional modification is that Adjudicator should bring one of his Carracks along in the initial flight. He still gets a Ballista loaded in the A2s, and still joins Bravo Squad as normal. But before all that, he parks his Carrack 50 clicks or so away from JT, and as mentioned in the v2 of the plan, we all imprint there. Even earlier, we load the Carrack with 2-3 gear sets each.
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