COALITION Wiki Difference between revisions of "Advanced Mission Making"

Difference between revisions of "Advanced Mission Making"

From COALITION Wiki
(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.


Line 13: Line 14:
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]]
<image>
 
Forced, directly under the element they're below on the slotting menu[[File:ArmaReforgerWorkbenchSteamDiag 5f1ZKtA7Cs.png|frameless|576x576px]]


Forced, directly under the element they're below on the slotting menu
<image>


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.
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.


<screenshot here>
[[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


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=== 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


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=== 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 elementArmaReforgerWorkbenchSteamDiag CN6aSn2lj7.png

Forced, directly under the element they're below on the slotting menuArmaReforgerWorkbenchSteamDiag 5f1ZKtA7Cs.png


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.

ArmaReforgerWorkbenchSteamDiag WlyO0Lltle.png

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.