Meguca Micro Empire Quest (PMMM)

What should I do regarding a change in system?

  • Notgreat's proposed simplification of hunting, leave rest intact.

    Votes: 5 55.6%
  • Chapter system vastly simplifying everything.

    Votes: 4 44.4%

  • Total voters
    9
  • Poll closed .
Because radar and sonar pass through space, and degrade due to their interactions with it, whereas clairvoyance is explicitly bypassing spatial limits, so shouldn't have that degradation happen. It's kind of like saying you couldn't hear someone speaking from 100 miles away because the sound of your voice degrades in the air, and then expecting the same thing to happen over a telephone.

My proposed explanation was that it's not the perception that degrades (because the perception doesn't go through space), but the magic power that connects the two points in space and defines how much can be perceived, which itself has to go through space (sort of).
The analogy wasn't perfect admittedly, but your explanation is pretty much how I view it.

You're spending magic bridging the distance, the more magic you spend on that the less you have at the target to penetrate other defenses.
 
Given that the OOC bookkeeping is not actually that difficult, and that it degrades the realism of the setting when we often do a lot to try to make things more realistic, I don't really see the change as being something I'd expect to be done.

It will also allow us to have a bunch of territory in tokyo and without having to refactor our entire territory. Remember recently where our new territory that was in the north was basically perfect DS wise for being added to the south, but we had to jump through hoops to add it to our northern territory because it was northern?

Having the territories be A/B or Truth/Beauty rather than North/South would let us just add new territory to wherever it's most convenient.
 
I find this kind of a strange idea in general, particularly the quark naming seems totally random.

The quark naming is odd, but the idea makes perfect sense.

Given that the OOC bookkeeping is not actually that difficult, and that it degrades the realism of the setting when we often do a lot to try to make things more realistic, I don't really see the change as being something I'd expect to be done.

Actually, it does add complications to the bookkeeping. It's also not that unrealistic.

What's preventing us from hunting a patch in the south, a patch in the middle, and a patch in the North up to +10 DS (for a total territory of 37 sustainable cubes), while hunting all the rest to 0 DS?

Nothing that I can see. In fact, as we get big this will be more and more attractive so that we don't have to constantly shift all our girl power from one side of the territory to the other.

Right now that added complication of specifying exactly where the DS is +10 and where it is 0 DS is not that hard to handle. But add big swaths of Tokyo and it probably will be.
 
What's preventing us from hunting a patch in the south, a patch in the middle, and a patch in the North up to +10 DS (for a total territory of 37 sustainable cubes), while hunting all the rest to 0 DS?
Mainly the idea that the boundary between the territories isn't exactly a crisp line (since demons tend to wander), and that the DS is an overall average over the entire area. The more 'patches' you have, the less accurate your DS evaluation will be. A patch of 10.0 in the middle of a 0.0 territory would just bleed into the surroundings, and doesn't help contribute to the stable evaluation of the larger 10.0 area elsewhere.

Right now that added complication of specifying exactly where the DS is +10 and where it is 0 DS is not that hard to handle. But add big swaths of Tokyo and it probably will be.
I figured a swath of Tokyo would be its own territory, completely independent of our North and South. It wouldn't be integrated at all, other than maybe splitting it in half and hunting each half in tandem with North and South.
 
Mainly the idea that the boundary between the territories isn't exactly a crisp line (since demons tend to wander), and that the DS is an overall average over the entire area. The more 'patches' you have, the less accurate your DS evaluation will be. A patch of 10.0 in the middle of a 0.0 territory would just bleed into the surroundings, and doesn't help contribute to the stable evaluation of the larger 10.0 area elsewhere.

I see no reason this kind of stuff shouldn't be below the resolution of the abstraction. What does it hurt to just ignore that kind of stuff for our book keeping?

I figured a swath of Tokyo would be its own territory, completely independent of our North and South. It wouldn't be integrated at all, other than maybe splitting it in half and hunting each half in tandem with North and South.

Having four urban territories instead of just 2 will be hell on Helix. By letting us put territories together without regard to actual geography it will reduce his workload.
 
Mainly the idea that the boundary between the territories isn't exactly a crisp line (since demons tend to wander), and that the DS is an overall average over the entire area. The more 'patches' you have, the less accurate your DS evaluation will be. A patch of 10.0 in the middle of a 0.0 territory would just bleed into the surroundings, and doesn't help contribute to the stable evaluation of the larger 10.0 area elsewhere.

That just sounds like there is a minimum effective patch size. Maybe 25 sustainable cubes? So it makes sense that as we get bigger we can abstract this detail away.

I figured a swath of Tokyo would be its own territory, completely independent of our North and South. It wouldn't be integrated at all, other than maybe splitting it in half and hunting each half in tandem with North and South.

In fact, that seems exactly what you are planning to do.
 
Various thoughts

~

Caution - While sniping lone targets, be wary of them laying a trap for us instead. Don't take every available chance. Be patient.

Beholder - We have a bit of information correlation. There are two things that happen when it teleports: the interdiction field goes down, and its labyrinth resets. The fact that the labyrinth gets more and more complex the longer is stays in place means we do not want to go to it; we want it to come to us. We want to start with as minimal a labyrinth as possible. We probably also want to run before it gets too complex, and force it to teleport after us, reseting the labyrinth each time.

We know that it will teleport in on Nagoya's teams. We also know that if we had gained its attention with the poking, there was a 75% chance that it would travel away from Tokyo. So it's entirely possible to get it to come to us. However we also know that it would have been a bit difficult to get its attention, and it doesn't really like to move out of the city center. As such, I think there's a very high likelihood that we can clear out most of the class 3s before we go after the beholder.

On actual fight tactics, we probably want to target the eye stalks first. That's too obvious a potential vulnerability for us to ignore.

We know it has barriers, but we know Kyouko can break through a tandem barrier, and we hope that that will be roughly on par with the degraded power level.

We know it has healing. Unfortunately, the only way to really beat healing is to just overwhelm it, so that you're doing damage faster than it can keep up. Alternatively, eliminate the source of the healing power, if such a thing exists.

We don't know if it has stealth. Thus, to cover our bases, we will need to include Taya in the assault. Taya would also give us a defense against the labyrinth effect.

Probably want to do something like: break a barrier, destroy an eyestalk; repeat. If the powers are stored in or focused through the eyestalks, that means we can neutralize some or all of its powers that way, giving us a significant advantage.

We know it has teleportation. With its barriers, we cannot expect to be able to have any physical control over it at any point in time. So ultimately, if it decides to bail, there's not much we can do but chase it. On the other hand, if it is running, that probably also means that it's getting low on power, which means that if we keep up the pressure, it will be much weaker in the second fight.

The problem is that we cannot force the girls to spend that much time in Serena's full power aura. They were having problems after only a few minutes inside. We might be able to rotate in an entire fresh team for the second fight attempt, but any further actions will probably have to be purely team Serena and Mami.

On the other hand, if it has been weakened sufficiently that it has to run, and the aura can already drop it down to a grade 3 or so, it should be entirely possible as long as we keep the clairvoyant team active to track it, and there aren't any leftover class 3's lying around.


We can't stay in the miasma too long, or we will end up trapped in its labyrinth. If we end up trapped or lost, and cannot easily leave, that leaves people trapped in Serena's aura as well, and we cannot allow that to go on for too long.


Initial strategy: Have the elites focus on breaking down barriers and keeping it busy, while the vet assault team focuses on destroying eyestalks every time the barriers are down. Consider positioning, and that any eyestalks on the back of the head are likely to be more important than the rest.

Track any apparent effects. It might have multiple eyestalks dedicated to healing, for example. Look for any indications of slowed healing rates, and try to destroy all such stalks together once they've been identified. Similarly for other powers, in order of relevance: healing > teleportation > barriers > ???


Do we have any light-based powers? The only one I know of is Kesi (who obviously isn't here). That could be useful for blinding it.


What about supercharged effects, such as healing and barriers, inside Serena's active aura? How much can the amplified effects be applied to the fight? What, exactly, can supercharged healing do?

Really wish we had Fusion working; a teleport barrier would be amazing right now. On the other hand, we might be able to force teleportation (and thus reseting the labyrinth) by using binding effects (eg: super barriers, Lita's roses, Mami's ribbons, etc). It would use teleportation to escape that the same way our teleporters automatically use that for their fighting. If we combine that with the eyestalk destruction, we could identify any that are tied to teleportation when it can no longer get out of the bindings.

Note: going all out on the eyestalks idea for tactical leverage, because if that doesn't work, the only fallback I have right now is "hit it a lot".
 
Putting the whole support team that close to Serena is really troublesome, it invites attacks on the support team. Almost certain to have a few casualties.

If communication is truly a major issue, we could put a team of tandem stealth girls (maybe with one teleporter for emergency escape if discovered?) 1 kilometer away, just outside Serena's aura, and then they use telepathy to relay information to and from Serena while she is in the miasma. Three girls with tandem stealth are far less likely to be located than 28 girls.
Putting a group of three vets in an area with actively patrolling Class 3s, some with noted clairvoyance abilities, seems more dangerous to me than a group of 28 girls that can be backed up with Serena's aura in seconds. If we're talking in terms of casualties I'd expect that group of 28 girls to maybe have one or two injuries in the 5-10 seconds it would take for them to be covered by Serena's aura, while that group of three vets might disappear entirely.

I find this kind of a strange idea in general, particularly the quark naming seems totally random.
Heh, especially since the Serene are math nerds, not science nerds: if we go with an increased abstraction level then we should name the territories something like Sigma and Chi. :D

Honestly I'm not sure it's so bad to track 4 urban territories as opposed to 2; that would give a total of 6 territories to keep track of (North, South, Tokyo-North, Tokyo-South, Rural, Nomad). We probably don't want to go too much beyond that, however, so if we do start to expand further we should probably combine North and Tokyo-North into Sigma, and South and Tokyo-South into Chi.

Viewing a stealthed demon from outside its miasma is outside your power limits entirely.

Viewing through miasma in general is at a stiff penalty.
This is the general idea. I'm not sure why it seems odd. It's similar to how sonar or radar degrade over range.
Not odd; I just needed it confirmed. I think we all sort of expected something like this after the Tokyo scouting mission went bust, but it makes perfect sense that there are two effects you need to power--call them Remote Viewing and True Seeing--and putting more power into one lowers the amount of power that can be put into the other.
 
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Note: going all out on the eyestalks idea for tactical leverage, because if that doesn't work, the only fallback I have right now is "hit it a lot".

Yeah...

My feeling is that the first time we strike at this thing we better hope for a killing blow. So I'd rather focus on the barrier team with layered barriers, and everyone else just on the "hit it with everything you got."

Hopefully we can kill it quickly before it realizes how outmatched it is and tries to flee.

If we have to start chasing it around town, then I think we switch to trying to take out individual eyestalks. Since once it starts running I doubt we will get another chance to overwhelm it.
 
Putting a group of three vets in an area with actively patrolling Class 3s, some with noted clairvoyance abilities, seems more dangerous to me than a group of 28 girls that can be backed up with Serena's aura in seconds. If we're talking in terms of casualties I'd expect that group of 28 girls to maybe have one or two injuries in the 5-10 seconds it would take for them to be covered by Serena's aura, while that group of three vets might disappear entirely.

However, the group of 28 is almost certain to be attacked, repeatedly.

A group of 3 stealth concealed girls is far less likely to attract attention compared to the 5 girls openly fighting.
 
I must say I much prefer the safety in numbers approach to the safety in stealth approach in this instance.
 
My feeling is that the first time we strike at this thing we better hope for a killing blow. So I'd rather focus on the barrier team with layered barriers, and everyone else just on the "hit it with everything you got."
My own experience, from many top-end MMO battles, is that "hit it with everything you got" is the strategy of the groups that fail horribly. Yes, you want to hit it as hard as you can, but if you aren't trying to find every possible trick you can use to beat it, you're going to lose.

Right now, the potential tricks I see are:

1) Force it to teleport during the fight, in order to reset the labyrinth.
2) Destroy the eyestalks, with an eye for possibly destroying groups of related ones together.
3) Blind the eyeballs. (Stealth team tandem illusion, supercharged? Possibly even tandem Kyoukos; a suitably mind-bending illusion could make it incapable of proper action.)
4) There might be something hidden in the labyrinth that acts as a weakness. (This seems very unlikely, as the labyrinth seems to be something that makes it stronger, not weaker.)
5) Super-heal it when it blinks, sealing the eyes shut.

That's all the crazy tricks I can think of right now without having access to fusion tandem magic. (Even the illusion one might not be valid without mind magic fusion.)
 
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@inverted_helix

How comes the rumors? I think once we get those we'll be ready to start planning.
I ended up working on the front page for a while and then forgot about needing to do the rumors, lol.

And it's occurred to me that gathering a description of powers might also make sense.

Mainly the idea that the boundary between the territories isn't exactly a crisp line (since demons tend to wander), and that the DS is an overall average over the entire area. The more 'patches' you have, the less accurate your DS evaluation will be. A patch of 10.0 in the middle of a 0.0 territory would just bleed into the surroundings, and doesn't help contribute to the stable evaluation of the larger 10.0 area elsewhere.
This is the in universe reasoning for not letting you break down areas into too small of patches and why I don't want to let you just have complete patchwork everywhere. Though it is already pretty heavily abstracted.

Heh, especially since the Serene are math nerds, not science nerds
I know. Of the suggestions so far if I was going to abstract further I think Sigma and Delta sound best.

Honestly I'm not sure it's so bad to track 4 urban territories as opposed to 2; that would give a total of 6 territories to keep track of (North, South, Tokyo-North, Tokyo-South, Rural, Nomad). We probably don't want to go too much beyond that, however, so if we do start to expand further we should probably combine North and Tokyo-North into Sigma, and South and Tokyo-South into Chi.
Honestly keeping track of territories is about the least significant issue for me in this quest. I pretty much just rely on Kinematics math to be right at this point because his spreadsheet is really nice.

The bigger load on me in the past couple turns has been figuring out how all the other groups are shaping up around Japan. I don't actually put together much on each of them. I mean each of them I have a general idea of how capable they are but I'm not mathing out their own manpower distributions each turn. But it's still a lot of work coming up with different groups and trying to ensure that all of them are at least plausible.

Incidentally I haven't plotted out anything for groups beyond Japan at all except a couple vague thoughts for later. Call it your group having a Japanese focus. Hong Kong was just close enough to be a major news point even then.

I miss @notgreat. We could really use his insight right now.
It's odd, I've spotted him in the viewing thread list a couple times, but he hasn't posted anything on the site at all in a couple weeks. Maybe he's just busy or something.
 
I must say I much prefer the safety in numbers approach to the safety in stealth approach in this instance.

I don't.

The stealth approach is much much safer.

A group of 28 girls? Demons are going to be teleporting in to attack them all the time. We'll probably have an encounter per an attack at least 50% of the time, and of those say 20% result in casualties, with 30% being fatalities? That's... 5% fatality chance per an encounter, assuming 10 to 20 missions, that's overall a 30% to 60% chance of at least one girl dying. And that doesn't even get into the possibility of multiple teleporting demons coming in, which is likely against a pack of 28 girls, but not against a pack of 3 girls (not enough food to go around).

Stealth in small numbers on the other hand allows us to have a far lower likelihood of ever being attacked. First because it's less likely that they will be seen, and second because a stray 3 girls is not as attractive a target as 28 girls. There is a reason reconnaissance in force is less common than straight reconnaissance missions. Additionally, with only three girls, the likelihood of a bad roll in a surprise round is much much smaller, as only three girls have to make their saving throw, not 28. Finally, with 2 girls and a teleporter, teleport escape is easy against every threat except the beholder, and isn't nearly as time consuming as teleporting 28 girls is. Indeed, a teleporter and 2 girls running from the beholder can probably teleport out in the seconds the interdiction field is down.

Although.... now that I think about it, teleport charms back to the support base is way better than a teleporter. That gets us down to just two stealth girls.

Yeah, that's the best approach - if communications are really a problem. I think we go without the first couple attacks during stage 1 and see how big of a problem it really is.
 
Participation restrictions:

4 Tokyo girls - not going
Kanon - not going
Akeno, Akane, Kit - on jobs
2 spare clairvoyants - on hunting duty

That's 8 vets that should not be expected to participate in the Tokyo action at all, and 2 that will only be going on rotation.


Aside from Serena and our elites, we were looking at:

Taya + vet
4 teleporters
1 liaison

6 barrier
2 healer
2 stealth
8 artillery (including Kaoru)

24 vets

However, we don't need them all the time. We're only planning two, maybe three attack runs per day with Serena. The vet team would only be on standby when Serena is actually going in to fight a class 3, and we're really only looking at maybe 2 to 4 hours for 3 attack actions. Will call it 4 hours for extra slack. (30-60 minutes setup and finding target; 15 minute fights; 1 hour break between each one; break camp after the last one).

Basically, for the initial careful sweep period, the vet team is just on standby for about 1/2 of their daily time.

I would then expect another couple hours spent monitoring the area by the scout team, just to make sure everything is stable, before they return as well.

Hours 0-4 (1/2 time): All present (24 vets = 12.0 meguca)
Hours 4-6 (1/4 time): Scouts (4 vets = 1.0 meguca)
Hours 4-8 (1/2 time): Scouts (4 vets = 1.0 meguca), vets+evac (20 vets = 10.0 meguca)

There's also break days, where we try to let the demons settle down. Still need to monitor activity, but don't need to bring in the full teams unless things change drastically.

A more reasonable approach to the overall cost is just to say that this team is on standby at half time for the month, and can bring its collective power to bear when Serena is fighting, with strategies appropriate to the situation. The other half time, Serena is on break, and the vets can do whatever other things they need.

That means it would be 12.0 vet meguca (well, 11.5, since the liaison will be full time regardless) to allocate the above team resources. Possibly half time for a lot of the elites, as well, though Taya will spend more time keeping watch than most.


Because we're going to be doing this in mini-turns, it's very difficult to be sure of meguca allocation for the entire month, because we don't know exactly how things are going to play out. The above seems a reasonable approach for the plans. @inverted_helix - can we use this method for defining our general meguca allocation? The number of hours spent on it per day will vary from day to day, but approximately half-time for the entire month seems reasonable.

I don't intend to pull in more than the above two dozen, though various individuals with the same powers are likely to cycle through to avoid over-exposure of Serena's aura.
 
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Or, more generally:

Liaison: 1.0 vet
Scout unit (Taya+vet): 1.0 elite, 1.0 vet
Teleport unit (4 teleporters, half time): 2.0 vets
Assault unit (20 vets, half time): 10.0 vets
Serena unit (5 elites, half time): 2.5 elite
Mami unit (3 elites, half time): 1.5 elite

Meguca total: 5.0 elite, 14.0 vets

Available: 1.5 elite (general), 2.5 elite (restricted), 12.0 vets
 
My own experience, from many top-end MMO battles, is that "hit it with everything you got" is the strategy of the groups that fail horribly. Yes, you want to hit it as hard as you can, but if you aren't trying to find every possible trick you can use to beat it, you're going to lose.

My experience is that getting fancy only works if you have a specific plan that exploits known weaknesses of the enemy. That allows you to take an enemy down with the minimum of resources.

If you don't know the enemy's weakness, then the best strategy is to bring twice or even three times as much firepower as you "need" and just overwhelm it with sheer power, supported by basic strategies such as barriers and healing, and stealth.

Trying to guess it's weaknesses based on guesses just means you do the wrong thing, it doesn't work, and then you die because you don't have enough forces to win when your plans don't work.

1) Force it to teleport during the fight, in order to reset the labyrinth.
2) Destroy the eyestalks, with an eye for possibly destroying groups of related ones together.
3) Blind the eyeballs. (Stealth team tandem illusion, supercharged? Possibly even tandem Kyoukos; a suitably mind-bending illusion could make it incapable of proper action.)
4) There might be something hidden in the labyrinth that acts as a weakness. (This seems very unlikely, as the labyrinth seems to be something that makes it stronger, not weaker.)
5) Super-heal it when it blinks, sealing the eyes shut.

1: Force it to teleport... but not teleport away from the fight

Okay... might be possible. Mami and her ribbons tying it down might force it to teleport, but stay close so it can keep on fighting. Not sure what the advantage to resetting the labyrinth is though. The main problem with it growing bigger is if we intend on running away. Since we aren't planning on running I'm not sure what the big advantage we gain here is.

2: Destroy the eyestalks

This is based on the assumption that different magical skills are tied to different eyestalks. Which fits D&D lore, but not PMMM lore. Of course, the floating eyeball is inspired by D&D, but we don't really know how much of the D&D lore is applicable. I'm hesitant to commit to a plan so heavily dependent on assumptions that are not in evidence.

3: Blind the eyeballs/illusion spells

Not sure how this is going to be anymore effective against the eyeball than any other demon. This just seems like a fancy way of saying "use tandem illusions" which I think we already agreed to, and doesn't seem to add anything beyond the "hit it with all you got" plan.

4: Secret weakness

That's wishful thinking

5: "Heal" the eyelids shut

Almost certain to fail, and risky for the healers trying to perform it.

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


The only plan I see here that has the potential to add some significant advantage is destroying the eyestalks. And that assumes that D&D lore applies, which I think is a risky thing to base our strategy on.
 
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Hours 0-4 (1/2 time): All present (24 vets = 12.0 meguca)
Hours 4-6 (1/4 time): Scouts (4 vets = 1.0 meguca)
Hours 4-8 (1/2 time): Scouts (4 vets = 1.0 meguca), vets+evac (20 vets = 10.0 meguca)
I don't get this, shouldn't this add up to 24 meguca then?

Also keep in mind that a meguca unit is 40 hours a week, not 8 hours 7days a week. Normally not a significant detail, depends how you're planning here.
 
Not sure how this is going to be anymore effective against the eyeball than any other demon. This just seems like a fancy way of saying "use tandem illusions" which I think we already agreed to, and doesn't seem to add anything beyond the "hit it with all you got" plan.
It's rather different from "hit it with all you got", as it's designed to hurt its ability to act against us, not to directly damage it. It may be something we are already planning, but I haven't seen anything indicating that as an actual tactic. The only use of illusions that has been brought up so far was a distraction if we were running away.

Almost certain to fail, and risky for the healers trying to perform it.
I'm mainly just trying to figure out what the hint about supercharged healing could apply to, and how it could be useful. Since we must have done something to get that note in the update, but weren't told what, I'm poking at what possibilities there might be.

The only plan I see here that has the potential to add some significant advantage is destroying the eyestalks. And that assumes that D&D lore applies, which I think is a risky thing to base our strategy on.
There's nothing particularly risky about it. We're still hitting the beholder; we're just selecting specific target points, rather than firing at anything at random. In fact, focused firepower at specific points may be more useful than a random scattering of shots all across its body, even if the eyestalks have no special effect at all.

1: Force it to teleport... but not teleport away from the fight

Okay... might be possible. Mami and her ribbons tying it down might force it to teleport, but stay close so it can keep on fighting. Not sure what the advantage to resetting the labyrinth is though. The main problem with it growing bigger is if we intend on running away. Since we aren't planning on running I'm not sure what the big advantage we gain here is.
Ignoring the potential loss of an exit seems foolish, regardless of whether you "intend" to use it.

At the least, a large labyrinth gives it someplace to hide without teleporting away, and if we try to chase it down, we could very easily get screwed over. Being lost in an enemy miasma with Serena's aura going full blast seems like a really bad combination.
 
4 Tokyo girls - not going
Kanon - not going
Akeno, Akane, Kit - on jobs
2 spare clairvoyants - on hunting duty

Also our universal translator. 4 Tokyo girls mean we are down 1 barrier girl, and 3 healers from our total available.

Aside from Serena and our elites, we were looking at:

Taya + vet
4 teleporters
1 liaison

6 barrier
2 healer
2 stealth
8 artillery (including Kaoru)

24 vets

Truthfully, I really don't get the advantage of a whole girl dedicated as liaison. What exactly is she going to be doing with all her time? I see the liaison as a very small time commitment, basically notifying Nagoya of any changes we see in behavior that makes us think some demons are going to make a break for it somewhere. Perhaps a daily update on our progress.

That seems so small that it could be covered by one of the girls on standby.

It's not like we need someone feeding constant live updates during battles to Nagoya.

However, we don't need them all the time. We're only planning two, maybe three attack runs per day with Serena. The vet team would only be on standby when Serena is actually going in to fight a class 3, and we're really only looking at maybe 2 to 4 hours for 3 attack actions. Will call it 4 hours for extra slack. (30-60 minutes setup and finding target; 15 minute fights; 1 hour break between each one; break camp after the last one).

Basically, for the initial careful sweep period, the vet team is just on standby for about 1/2 of their daily time.

I would then expect another couple hours spent monitoring the area by the scout team, just to make sure everything is stable, before they return as well.

Hours 0-4 (1/2 time): All present (24 vets = 12.0 meguca)
Hours 4-6 (1/4 time): Scouts (4 vets = 1.0 meguca)
Hours 4-8 (1/2 time): Scouts (4 vets = 1.0 meguca), vets+evac (20 vets = 10.0 meguca)

I... think that it's overly optimistic to think we can have girls available during the standby support team phase to work on other things in addition. There is the mental and emotional fatigue to consider too.

There's also break days, where we try to let the demons settle down. Still need to monitor activity, but don't need to bring in the full teams unless things change drastically.

Possible, but hard to plan for. I agree that I don't expect all 24 vets to be dedicated the whole month, but I think we do have to count on them being dedicated until we kill the eyeball. If that happens in week 2, great, we get 1/2 time, but if that doesn't happen until week 3 we get 3/4 time, and if it ends up being only at the end of the month... well at that point we have dedicated them for the full month. I think we need to plan in a way that recognizes this needed flexability.

A more reasonable approach to the overall cost is just to say that this team is on standby at half time for the month, and can bring its collective power to bear when Serena is fighting, with strategies appropriate to the situation. The other half time, Serena is on break, and the vets can do whatever other things they need.

That means it would be 12.0 vet meguca (well, 11.5, since the liaison will be full time regardless) to allocate the above team resources. Possibly half time for a lot of the elites, as well, though Taya will spend more time keeping watch than most.

I... don't think this will work. I think we need to count the support team as fully dedicated. When on standby they are running through possible scenarios, reviewing the terrain, and in general keeping themselves alert and ready. Context switching is not helpful in combat.

Because we're going to be doing this in mini-turns, it's very difficult to be sure of meguca allocation for the entire month, because we don't know exactly how things are going to play out. The above seems a reasonable approach for the plans. @inverted_helix - can we use this method for defining our general meguca allocation? The number of hours spent on it per day will vary from day to day, but approximately half-time for the entire month seems reasonable.

I don't intend to pull in more than the above two dozen, though various individuals with the same powers are likely to cycle through to avoid over-exposure of Serena's aura.

I think the better solution would be to have"backlog" plans on what to do with extra meguca months. With the backlog plans being put in order, and any available meguca power being put on those jobs in that order.

If we drop a bunch of the support girls out in the first week, then they get 3/4 manpower applied to the backlog. Support girls dropped in the 2nd week get 1/2 manpower counted towards the backlog, and so on.

@inverted_helix How does that sound?

Teleport unit (4 teleporters, half time): 2.0 vets

Actually, even once we move to the mopup stage I expect we will need all the teleporters, since we'd be switching to teleport heavy transport of Serena to the needed battles.

Serena unit (5 elites, half time): 2.5 elite
Mami unit (3 elites, half time): 1.5 elite

I don't think we can put Serena or Mami on half time either.

One possibility though, is that Kyouko could summon Kyoclone when the support unit moves out, and is lying in wait at the location Serena is retreating too.

So maybe we could squeeze a 0.5 elite out of Kyoclone.
 
I don't get this, shouldn't this add up to 24 meguca then?
12 + 1 + 1 + 10 = 24

I left out the 6-8 line for the scouts, and just let it blend in with the 4-8 of everyone else. Got a little lazy after adjusting it several times as I worked through the idea.

Also keep in mind that a meguca unit is 40 hours a week, not 8 hours 7days a week. Normally not a significant detail, depends how you're planning here.
Works easy enough either way. 2 assaults per day over 7 days (14 total) or 3 assaults per day over 5 days (15 total), given 3 hours per day as halftime over 7 days, vs 4 hours per day as halftime over 5 days. And since I was expecting to give a couple days off for things to settle after the first few hunts, only going in 5 out of 7 days also still works fine.

Regardless, if we're doing this carefully, we won't be spending much more time than that each day anyway.

Truthfully, I really don't get the advantage of a whole girl dedicated as liaison.
I mostly bumped it from 0.5 to 1.0 to account for also needing to keep in regular contact with all the Tokyo groups. It's a very fuzzy value, and @inverted_helix can select whatever he feels is appropriate.

Possible, but hard to plan for.
That's why I just went for an overall average. We don't know what the specific needs are going to be. The support team might be sitting there doing almost nothing the entire month, or they could be in constant action the entire time. Without being able to predict what we're going to need, half time seemed a reasonable compromise.

I... don't think this will work. I think we need to count the support team as fully dedicated. When on standby they are running through possible scenarios, reviewing the terrain, and in general keeping themselves alert and ready. Context switching is not helpful in combat.
They aren't doing other things during their standby time. We're just being very careful in our approach to working through the Tokyo demons (or at least, that's how I'm approaching it), which means there's no particular value of spending more than 3-4 hours there each day.

I think the better solution would be to have"backlog" plans on what to do with extra meguca months. With the backlog plans being put in order, and any available meguca power being put on those jobs in that order.

If we drop a bunch of the support girls out in the first week, then they get 3/4 manpower applied to the backlog. Support girls dropped in the 2nd week get 1/2 manpower counted towards the backlog, and so on.
That's also a possible way to approach it.

Actually, even once we move to the mopup stage I expect we will need all the teleporters, since we'd be switching to teleport heavy transport of Serena to the needed battles.
This is mainly that there's no need for the teleporters to be there if we don't have Serena doing her thing, so they'd be on roughly the same time scale as everyone else (though one might be left with the scout team to bring them back at the end of the day).
 
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