2.6. The Plan

The Plan - Introduction

Iccyh:

Coming into 2.5, we had one of the best rosters TDZK has ever seen and versus Warriors, we put out an amazing war effort. However, fighting Warriors wasn't ideally what we wanted to do and when inactivity started to hit hard, we found we couldn't do quite what we wanted to anymore. We want to be able to both hunt and raid effectively on our own and right now, we can't do that. We're going to change this, by changing both how we raid and how we hunt.

With our hunting, we're going to need to coordinate on our designs and we're going to need to pick our races carefully. This round, we've had a variety of races flying a large variety of shield bubbles. We've had virtually no other kinds of ships. This has left us weak when carriers have come around and it's left us weak versus groups that have designed more tightly than us. Far and away the best races for group combat next round are going to be Zalluns and Snivs. We need to make sure we recognize this and pick our races accordingly. Then, we need to make sure we design our ships to compliment each other rather than having general ships that do everything. We need to work as a team, rather than a group of individuals.

Currently, high level raiding takes two teams of raiders, shield and armour. This means that we end up in situations where we can get good raider turnout but either not be able to hit 30s due to missing armour raiders or we're not able to hit many because of a lack of shield raiders. In order to be able to do things most efficiently with both types of raiders, we need 10 separate raiders per port. Given the size of our alliance (we've roughly 40 signed up for next round) this isn't something we can reasonably expect without compromising our ability to cover greatly. So, we're wanting to move to AI raiding. AI raiding is very, very expensive but it allows a single team to raid high level ports very effectively. This means we're able to get far more done with fewer people. For an alliance of our size and skill, this is ideal.

However, parking high level AI raiders in ports is a dangerous thing to do. They're obvious targets and it really, really hurts if we lose them. So, we're aiming at building a true fortress planet like the game has not seen before. Barring people suiciding multiple level 300 ships into it, this planet will not even begin to be touchable. This planet will make previous fortresses like Bubblegum and Tyr look weak and pathetic in comparison.

Unfortunately, fortress planets just don't appear out of thin air and neither do fleets of AI raiders. This is going to cost a lot of money and in order to get that money, we're going to need to make a real effort as a team to try and get as much money as possible as quickly as possible. This doesn't mean that we're going to need everyone cash trading or that cash is going to be our only goal (far from it), but we need to make sure that we donate, we need to make sure we sign up planet builders and we need to make sure that we put the alliance before ourselves.

From day one, we'll be keeping this in mind.

The Plan - Stage One   

Iccyh:

By the third day of 2.6, we're aiming to be able to raid anything and everything on the map. By having a dangerous raid fleet this soon, we'll be able to take advantage of people's poor docking habits, we'll be able to crush alliances before they're really able to get their own plans off the ground and we'll be able to make a ton of money doing it. All we need is a solid early cover team, a solid early raid team and about $6 billion dollars.

The Cover
Carriers make for excellent hunters early on. If we have a group of about 7-10 Snivs that level to 10 and store turns, we can ship them into small carriers. If we load up the carriers with auras, we'll have a *very* strong cover and jump fleet early on while we'll be able to raid easily with the correct auras.

The Raiders
If they're going to still be around next round, we'll be using Persecutors as raiders. If they're not, well, we'll adapt this plan accordingly but this is what we're looking at for now. Our raid team of about 10 raiders would simply get themselves to the correct alignment and store turns.

The Cash
The rest of the alliance, especially our Tamaran traders, should easily be able to make $6 billion by the 3rd day. This doesn't need much explanation, it just means that we're going to need to be very, very good about organizing our trading and donating over the first few days.

The Op
The current raider design we're looking at should allow us to be able to hit any port in the game at the time, as well as any stations. More than that, we should easily be able to make back any money spent on the raiders that very first day as we'll likely be raiding near a dozen of the most packed ports and stations in the game in quick succession.

After the op, we'd be left with a ton of kills, a number of raids, a raid fleet capable of hitting large numbers of ports whenever we feel like it and a solid source of income for us while still having fun. By doing something like this rather than just trading, it gives us stuff to do, it keeps the rest of the game on their toes (the raid fleet should be adaptable enough to last quite awhile) and it will mean we'll be able to take everyone by surprise later on when they realize that our goal for the round was to do more than just fly around with cheap ships killing easy stuff at the start.

By roughly a month into the round, we're hoping to have our planet mostly complete and enough money to fund our raid fleet, with a good amount left aside for reships for cover and raiders.

Once we're ready to fight, we've got a target in mind to demonstrate our ships and our skills on. We'll be aiming for a huge op to kick things off, hopefully taking out a huge amount of our opposition while giving them no warning and no chance. We'll then proceed to mop them up and move on.

If we're able to keep active and pull this plan off, we should easily be able to take on the rest of the game on our own. We'll have a virtually unraidable planet, we'll have the strongest raid fleet in the game and an unstoppable jump and cover fleet to go with it.

We'll take on the game and we'll win.

The Plan - Stage Two

Iccyh:

While it would be nice to think that we'd be able to make all of the money we need through kill raiding, that would be a bit too much to hope for. So, we've got to make sure that everyone else (meaning everyone who isn't actively raiding or a sniv covering) is contributing in one way or another.

Trading
This is the most obvious thing. While we're going to have some dedicated traders next round hopefully, we're going to also need everyone who's not part of the op/jump team to be donating as much as possible. Keep in mind that our non-Sniv cover are likely going to be the people trading at this point and that our non-Sniv cover should be almost entirely Zallun. While trading or resourcing as Zallun isn't near as much fun as it might be, keep in mind that the only real difference between a Zallun and any other race is the number of holds and holds are easily upgradable.

Item Sweeping
Early on this round, one of our best donators happened to be Baron Troskey, someone who was mostly inactive. When he did have turns, he went around sweeping for items, refining the spores, extracting the crystals and selling the rest. Despite him not being able to be on regularily, he helped us a ton. If you're not going to be able to be as active as you might like, consider item sweeping as an option as we still need people contributing however they can.

Planet Builders
As always, we need planet builders. And again, as always, we don't want anyone in Fury to actually end up doing this. Get people from other games, get your friends, get whoever and get them set up to planet build. If we had 30 planet builders, within two weeks of the beginning of the round we'd be able to have 4 planets making a total of $2 billion per day all on their own. Once again I'll be talking to my sister to see if I can make an arrangement with her Earth alliance (explorers traded for builders) and if she can't come through, we may try talking to other alliances instead. We need builders.

The Plan - Stage Three

By roughly a month into the round, we're hoping to have our planet mostly complete and enough money to fund our raid fleet, with a good amount left aside for reships for cover and raiders.

Once we're ready to fight, we've got a target in mind to demonstrate our ships and our skills on. We'll be aiming for a huge op to kick things off, hopefully taking out a huge amount of our opposition while giving them no warning and no chance. We'll then proceed to mop them up and move on.

If we're able to keep active and pull this plan off, we should easily be able to take on the rest of the game on our own. We'll have a virtually unraidable planet, we'll have the strongest raid fleet in the game and an unstoppable jump and cover fleet to go with it.

We'll take on the game and we'll win.

The Plan - Race  Signups

Iccyh:

As mentioned elsewhere, we really, really need to make sure that we pick races that are going to be directly useful for either hunting, raiding or trading (RCing as well).

Cover - Sniv
Our Snivs are going to be hugely important for us next round. They'll be our early cover, they'll be a huge boost on our jumps and they'll be able to drone raid if it's needed. If you like carriers or drones, definitely sign up for Sniv.

Cover - Zallun
Even with their shield bonuses removed, Zalluns are still far and away the most dangerous group combat race in the game with their armour bonus and their incredibly powerful racial weapons. Zalluns will anchor our cover and jump teams, making us hellishly hard to beat in combat.

Raider - Zallun
No real explanation needed here, Zalluns are still the only way to go for raiders.

RC - Wraith
Going with Wraith for our RCs allows us to use our RCs not just for repping raiders but it also gives them the ability to get into cheap stealth ships and help out on jumps as well.

Trader - Tamaran
Here's another obvious one, Tamaran for our dedicated traders. No explanation needed.

Others
If you're wanting to be a race other than what's listed for the position it's listed for, please post here or message a leader. Be prepared to defend your choice, as with us not being a large alliance, we need everyone to contribute and put the team first if we're going to be able to pull this plan off. We need to get as much as we possibly can from what we've got.

CURRENT SIGNUPS

Sniv
DCD
LotD
HLS
Octavious
FuzzyBunny
Kamui (or Zal)
Ellendil (or Zal)
Foamy (or Zal)

Zallun
Solace (hunter)
Detmer (hunter)
Iccyh (hunter)
Rodin (hunter)
NG147 (hunter)
TTBre (hunter)
AKULA (hunter)
Stainless (hunter)
Ghost (raider)
XePa (raider)
Demagosos (raider)
Danny (raider)
Ingen (raider)
Vips (raider)
Bub (raider)
Kinetika (raider)
Lilal (raider)
Daz (raider)
Nightmyre (whatever needed)
Weatherlight (undecided)
Ragiski (undecided)
Agito (undecided)
Allen (undecided)
Athrun (undecided)

Tamaran
zer0das (cash cow)
Jirnoa (cash cow)
Firestorm (cash cow)

Wraith
Blah (RC)
Ashanthalas (ERROR: SEWING MACHINE NOT FOUND)

The Plan - Finishing Thoughts

Solace:

So: Why? Why all the meticulous planning, the preparation, the directions, expenses and sacrifices? Why the focus in our approach to the new round?

The reality is that in many ways, this round has been a huge dissapointment. When 2.5 began, the Fury core was active and intact. Talented players were joining in droves; the roster seemed to be in better shape than it has ever been. The raid team was fielding two squads alone, and we'd picked up good, experienced hunters from all over the game. It was my every expectation that we would dominate easily and immediately.

Instead, what happened? Some players who'd joined found they had loyalties elsewhere and left. Some cited real life issues and slowly faded away. Others simply disappeared without a word. And activity problems rolled through the core group of longtime Fury members. So we moved along, showed some grit, made ends meet, and in general did what we needed to do. And we did decently.

I have a one huge motivation for playing TDZK, and it's this: to make Fury the best damn alliance the game has ever seen. I want to own every round we play in and 'decently' doesn't cut it for me. I feel that this is the finest squad currently playing and you all deserve better than an "okay" round.

So this is why we're doing things differently in 2.6. The idea behind The Plan is simple: to do more with less. We don't have a huge base of players to draw on, but instead of trying to remedy that again like we did this round simply by bringing in players from all over the place, we're going to make sure that we get the very maximum we can out of every player and every ship. We're going to have a mindblowing planet to protect our assets. We're going to have a raid team which can carry the alliance even without huge numbers of raiders. And we're going to have warbirds as lethal as we can design them, starting from the initial race selection.

It's a lot to ask of an alliance. For us to be effective, we're going to need teamwork on a scale which is almost unprecedented for a TDZK alliance, and raising 600 billion isn't going to be easy. But it will be worth it. The fact is, I wouldn't ask this of you if I didn't have total faith in your ability to do this. You have no idea thow much respect and gratitude I have for those of you who are reading this; you're the ones who have proven you can be the counted on; you're the ones who've shown the ability to survive through thick and thin. You're the ones who've shown the loyalty to rejoin for yet another round.

So, stick with it. You'll be glad you did, and it's going to be a hell of a lot of fun.