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AAR [SC] Operation F.R.E.I.G.H.T - 22APR26

After Action Report
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Sparrow.P

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Name of Combat Mission: Operation F.R.E.I.G.H.T
Campaign of Combat Mission: 2/3
Game: Star Citizen
Date of Combat Mission: 22APR26
Time of Combat Mission: 6PM EST - 10PM EST
Mission OIC: Specialist Sparrow.P
Mission Controllers: Specialist Sparrow.P

Number of attendees: 10
Second Lieutenant Swift.A
Corporal James.B
Specialist Sparrow.P
Specialist Baxter.CJ
Specialist Torrez.W
Private First Class Clan.L
Private First Class Centurion.K
Private Pilla.B
Private Daniels.M
Recruit Kaori.K

Feedback:
Need to pick rally point closer to where we need to be
Need to just start at the start time - people can catch up
Slot signup sheet - people need to sign up before hand
Mole loadout with flexibility, store extra heads in cargo bay
 
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Baxter.CJ

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Feedback:
Pros: Lot of people joined, had great fun, unique mission (never done a mining mission before where I was in a Mole), PFC.Clan.L taking the initiative to send people to Mole 1 and Mole 2 to get going.

Cons: Server crash in the beginning meant a restart for most, pre-mission brief by mission maker sharing their screen and giving roles via Google Sheets would've saved a lot of time and confusion, Error 30,000 on my side towards the end of the mission ruined it for me.
 

Torrez.W

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Sign Up form not created pre-op, nor anyone but myself claiming any designated roles, creating mass confusion pre-op and during op. Lots of members showing up just to show up. Unpreparedness created lots of distraction, and took a big portion of the ops designated time slot. Roles which were designated were eventually dissolved after numerous plan changes mid-op, in which the hauler, who did take time to prep before the op, was forced to abandon all cargo, including ones bought out of pocket (over 80% of my aUEC) which led to a mass delay into AO. Ultimately had server issues, and even when the op was started, the previous resulting unpreparedness in understanding of task led to even more delay, into the point the designated op-time was over before any real progress could be made.

Mitigation:

  • Create Google Spreadsheet, first come first serve (link to 7cav website forum page for the op to allow members to check currently filled roles) / roll call to be verbally taken before pre-op.
  • Give only 2 options, primary/secondary. This will allow for an easier time redesignating someone, in the event of no shows, or overflow. Also add certain, tentative etc. status options, and include notes that members can include incase of possible events, delayed reporting, etc.
  • Require an understanding in what the OP is centered around, learning, task, mission objectives. Ensure members that sign up are aware of how to complete task/functions if mission obj, mechanics, or label it as learning op.
  • Never redesignate mid-op with very clear sign up form, unless stated a day or a few hours beforehand (at least before the op)
  • Be more clear in prep, muster locations, meetup points beforehand. This allows members to have everything prepped beforehand, including travel, spawns, hanger items, etc.

Although not a similar game, Squad, a complex game in very much the same aspects of this one, hosting 40 to 50+ an op, has this system down to a tee, and I think a lot can be learnt from that, as SC is an insanely complex game itself.

Other than the normal SC setbacks, and very bad prep, once things were rolling, they were rolling, but I believe we should be in QT to mission AO about 5 mins after the OP begins if we want to make any progress in the OP, since certain task can take hours.
However, everyone had a good time, and that's what matters in the end, just hope it can be both ends in the future.
 

Rutkowski.P

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Angels.N

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S1 Operations Processed / Milpacs Updated

Eligible: 9
1x Not Eligible for Operational Credit
 
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