Difference between revisions of "Advanced Mission Making"
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(Created page with "= Advanced Mission Making Topics = == Rule of Twos: Leadership == As a rule of thumb, all leadership elements in a mission should contain at least two subordinates under it, but does not exceed four subordinates. Example: A company command element is useless if there's only one platoon element. If a company element is warranted, then that implies there are at least two infantry platoons who need a company command as well as an number of attached specialties. This ap...") |
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== Rule of Twos: Leadership == | == Rule of Twos: Leadership == | ||
As a rule of thumb, all leadership elements in a mission should contain at least two subordinates under it, but does not exceed four subordinates. | As a rule of thumb, '''all leadership elements''' in a mission should contain '''at least two subordinates under it''', but does not exceed four subordinates. | ||
Example: | Example: | ||
A company command element is useless if there's only one platoon element. If a company element is warranted, then that implies there are at least two infantry platoons who need a company command as well as an number of attached specialties. | A company command element is useless if there's only one platoon element. If a company element is warranted, then that implies there are at least two infantry platoons who need a company command as well as an number of attached specialties. | ||
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You can establish group hierarchy in two ways in the workbench: | You can establish group hierarchy in two ways in the workbench: | ||
Alphabetical, directly under the lead element | Alphabetical, directly under the lead element[[File:ArmaReforgerWorkbenchSteamDiag CN6aSn2lj7.png|frameless|573x573px]] | ||
Forced, directly under the element they're below on the slotting menu[[File:ArmaReforgerWorkbenchSteamDiag 5f1ZKtA7Cs.png|frameless|576x576px]] | |||
Both work, but the "forced" way ensures that they never change. | Both work, but the "forced" way ensures that they never change. | ||
== Callsigns - Faction Manager == | == Callsigns - Faction Manager == | ||
Standardized callsigns are important for provided a streamlined experience to attendees of all events. While they may not necessarily be realistic in nature to their real-world counterparts, they prevent confusion and ensure everyone can understand what element their apart of regardless of player count or side | Standardized callsigns are important for provided a streamlined experience to attendees of all events. While they may not necessarily be realistic in nature to their real-world counterparts, they prevent confusion and ensure everyone can understand what element their apart of regardless of player count or side | ||
Callsigns are established in the faction manager and directly correlate to the order in which each group is placed in the world editor.** If your callsigns are out of order, ensure the hierarchy of the groups are in the correct order. | |||
[[File:ArmaReforgerWorkbenchSteamDiag WlyO0Lltle.png|frameless|648x648px]] | |||
=== Company === | === Company === | ||
COY | COY | ||
In the event of multiple companies: COY A, COY B, etc... | In the event of multiple companies: COY A, COY B, etc... | ||
=== Platoon === | === Platoon === | ||
Platoon Number + PLT | Platoon Number + PLT | ||
Example: 1PLT | Example: 1PLT | ||
Line 40: | Line 42: | ||
=== Squads === | === Squads === | ||
Platoon Number - Squad Number in platoon | Platoon Number - Squad Number in platoon | ||
Example: 1-1 is 1st platoon, 1st squad | Example: 1-1 is 1st platoon, 1st squad | ||
Line 46: | Line 49: | ||
=== Fireteams === | === Fireteams === | ||
Platoon Number - Squad Number + Color Team | Platoon Number - Squad Number + Color Team | ||
Example: 1-1R is red team inside 1st platoon, 1st squad | Example: 1-1R is red team inside 1st platoon, 1st squad | ||
COALITION uses Red and Green for color teams. | COALITION uses Red and Green for color teams. | ||
More info on color teams can be found in https://coalitiongroup.net/wiki/index.php/New_Infantry_Guide#Fireteam_Structure_&_Roles | |||
More info on color teams can be found in [https://coalitiongroup.net/wiki/index.php/New_Infantry_Guide#Fireteam_Structure_&_Roles Structure and Roles] | |||
== Squad/Platoon/Company Structure == | == Squad/Platoon/Company Structure == | ||
A standard COALITION Reforger Framework infantry company structure is: | A standard COALITION Reforger Framework infantry company structure is: | ||
Company - COY | '''Company - COY''' | ||
- Company Commander | - Company Commander | ||
- Executive Officer (2IC) | - Executive Officer (2IC) | ||
- Supporting Role (1SG, JTAC, etc...) | - Supporting Role (1SG, JTAC, etc...) | ||
1st Platoon - 1PLT | '''1st''' '''Platoon - 1PLT''' | ||
- Platoon Leader | - Platoon Leader | ||
- Platoon Sergeant (2IC - Optional) | |||
- Platoon Sergeant (PLT 2IC - Optional) | |||
- Medical Officer | - Medical Officer | ||
First Squad - 1-1 | '''First Squad - 1-1''' | ||
- Squad Leader | - Squad Leader | ||
- Medic | - Medic | ||
- Fireteam Leader (Red - BOF) | |||
- Fireteam Leader (Red - BOF - Squad 2IC) | |||
- AR | - AR | ||
- AAR | - AAR | ||
- Fireteam Leader (Green - Maneuver) | - Fireteam Leader (Green - Maneuver) | ||
- Rifleman (AT) | - Rifleman (AT) | ||
- Rifleman (AT) | - Rifleman (AT) | ||
- Rifleman (Demo) | - Rifleman (Demo) | ||
Second Squad - 1-2 | '''Second Squad - 1-2''' | ||
- Squad Leader | - Squad Leader | ||
- Medic | - Medic | ||
- Fireteam Leader (Red - BOF) | |||
- Fireteam Leader (Red - BOF - Squad 2IC) | |||
- AR | - AR | ||
- AAR | - AAR | ||
- Fireteam Leader (Green - Maneuver) | - Fireteam Leader (Green - Maneuver) | ||
- Rifleman (AT) | - Rifleman (AT) | ||
- Rifleman (AT) | - Rifleman (AT) | ||
- Rifleman (Demo) | - Rifleman (Demo) | ||
2nd Platoon - 2PLT | '''2nd''' '''Platoon - 2PLT''' | ||
- Platoon Leader | - Platoon Leader | ||
- Platoon Sergeant (2IC - Optional) | |||
- Platoon Sergeant (PLT 2IC - Optional) | |||
- Medical Officer | - Medical Officer | ||
First Squad - 2-1 | '''First Squad - 2-1''' | ||
- Squad Leader | - Squad Leader | ||
- Medic | - Medic | ||
- Fireteam Leader (Red - BOF) | |||
- Fireteam Leader (Red - BOF - Squad 2IC) | |||
- AR | - AR | ||
- AAR | - AAR | ||
- Fireteam Leader (Green - Maneuver) | - Fireteam Leader (Green - Maneuver) | ||
- Rifleman (AT) | - Rifleman (AT) | ||
- Rifleman (AT) | - Rifleman (AT) | ||
- Rifleman (Demo) | - Rifleman (Demo) | ||
Second Squad - 2-2 | '''Second Squad - 2-2''' | ||
- Squad Leader | - Squad Leader | ||
- Medic | - Medic | ||
- Fireteam Leader (Red - BOF) | |||
-Fireteam Leader (Red - BOF - Squad 2IC) | |||
- AR | - AR | ||
- AAR | - AAR | ||
- Fireteam Leader (Green - Maneuver) | - Fireteam Leader (Green - Maneuver) | ||
- Rifleman (AT) | - Rifleman (AT) | ||
- Rifleman (AT) | - Rifleman (AT) | ||
- Rifleman (Demo) | - Rifleman (Demo) | ||
Latest revision as of 17:50, 11 July 2024
Advanced Mission Making Topics
Rule of Twos: Leadership
As a rule of thumb, all leadership elements in a mission should contain at least two subordinates under it, but does not exceed four subordinates.
Example:
A company command element is useless if there's only one platoon element. If a company element is warranted, then that implies there are at least two infantry platoons who need a company command as well as an number of attached specialties.
This applies all the way down the structure. A platoon needs at least two squads, but no more than four, and a fireteam has two color teams.
Group Hierarchy
You can establish group hierarchy in two ways in the workbench:
Alphabetical, directly under the lead element
Forced, directly under the element they're below on the slotting menu
Both work, but the "forced" way ensures that they never change.
Callsigns - Faction Manager
Standardized callsigns are important for provided a streamlined experience to attendees of all events. While they may not necessarily be realistic in nature to their real-world counterparts, they prevent confusion and ensure everyone can understand what element their apart of regardless of player count or side
Callsigns are established in the faction manager and directly correlate to the order in which each group is placed in the world editor.** If your callsigns are out of order, ensure the hierarchy of the groups are in the correct order.
Company
COY
In the event of multiple companies: COY A, COY B, etc...
Platoon
Platoon Number + PLT
Example: 1PLT
In the event of multiple platoons: 1PLT, 2PLT, 3PLT
Squads
Platoon Number - Squad Number in platoon
Example: 1-1 is 1st platoon, 1st squad
Third platoon second squad would be 3-2
Fireteams
Platoon Number - Squad Number + Color Team
Example: 1-1R is red team inside 1st platoon, 1st squad
COALITION uses Red and Green for color teams.
More info on color teams can be found in Structure and Roles
Squad/Platoon/Company Structure
A standard COALITION Reforger Framework infantry company structure is:
Company - COY
- Company Commander
- Executive Officer (2IC)
- Supporting Role (1SG, JTAC, etc...)
1st Platoon - 1PLT
- Platoon Leader
- Platoon Sergeant (PLT 2IC - Optional)
- Medical Officer
First Squad - 1-1
- Squad Leader
- Medic
- Fireteam Leader (Red - BOF - Squad 2IC)
- AR
- AAR
- Fireteam Leader (Green - Maneuver)
- Rifleman (AT)
- Rifleman (AT)
- Rifleman (Demo)
Second Squad - 1-2
- Squad Leader
- Medic
- Fireteam Leader (Red - BOF - Squad 2IC)
- AR
- AAR
- Fireteam Leader (Green - Maneuver)
- Rifleman (AT)
- Rifleman (AT)
- Rifleman (Demo)
2nd Platoon - 2PLT
- Platoon Leader
- Platoon Sergeant (PLT 2IC - Optional)
- Medical Officer
First Squad - 2-1
- Squad Leader
- Medic
- Fireteam Leader (Red - BOF - Squad 2IC)
- AR
- AAR
- Fireteam Leader (Green - Maneuver)
- Rifleman (AT)
- Rifleman (AT)
- Rifleman (Demo)
Second Squad - 2-2
- Squad Leader
- Medic
-Fireteam Leader (Red - BOF - Squad 2IC)
- AR
- AAR
- Fireteam Leader (Green - Maneuver)
- Rifleman (AT)
- Rifleman (AT)
- Rifleman (Demo)
Any other supports/specialties come after.
Changing Infantry Structure
Missions are encouraged to deviate from the provided path of the infantry structure if the mission calls for it. However, remember that not every mission that has real-world loadouts or structure necessarily implies good game play. Game play should always be forefront in your design.
Any structure, such as mechanized/motorized or airborne that is added to the CRF by your mission is your responsibility to maintain.