77th JSOC / Public Servers / Guides / HQ/ HQ Handbook

From 77th JSOC - Wiki
Jump to navigation Jump to search

Previous

HQ Handbook


This is a handbook for public players on the 77th JSOC servers and will cover the function of the HQ role on our servers. It will mainly cover responsibility and privileges but might extend to some tips and tricks to get the most out of your HQ role.

HQ is the highest-ranking public player on the 77th JSOC servers, the only ones outranking an HQ are admins and ambassadors. This makes HQs function vital for a smooth-performing server.

Since the HQ is the one organizing the server he is expected to behave appropriately, HQ is expected to do his best in upholding the high standards the 77th have set for their servers and to the best of his abilities enforce the rules and regulations the 77th JSOC have chosen to implement. The HQ is not to do anything or tell any other player to do something that's in direct violation of server rules.

Hierarchy, Criteria, Abilities and Quick Guide:

Hierarchy on the 77th servers:

  1. Admins and Ambassadors
  2. HQ
  3. Pilots
  4. Squad leads
  5. Foot soldiers/squad members


Criteria needed to be fulfilled by HQ:

  1. HQ must be on TS, in the correct TS channel for the server he/she is playing on.
  2. HQ must have a functioning microphone and be able to communicate in English verbally and in writing with the other players.
  3. HQ must have read and understood the rules of our servers and enforce them to the best of his/her abilities.
  4. If the player is to be HQ, he/she needs to be in the designated HQ slot.


HQ special abilities:

  1. The ability to use the artillery at the base to help support the squads when requested to do so by a Squad leader.
  2. The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.


HQ quick guide:

  1. A HQ that organizes the squads properly at restart will have a smoother performing server and an easier task at hand.
  2. The quicker an HQ handles new arrivals on the server, the smother the server is going to run.
  3. A good HQ is level-headed, fair, and treats other players with respect and as equals.
  4. HQ should attempt his best at getting players to abide by the server standards.
  5. A good HQ listens to his Squad Leaders and Pilots, and uses their advice in his decisions.
  6. A good HQ does not micro-manage the server, he trusts his Squad Leaders and pilots to do their jobs.
  7. HQ is the only one able to approve the use of Vics and manned CAS support.
  8. HQ may not use or order the use of any artillery/CAS without a request from a Squad leader.
  9. HQ should be helpful towards new players and try to help them ease into the server standards.

Primary Function of a HQ:

back to top

The primary function of an HQ is to organize the server and primarily the squads. This involves checking that squads have sufficient manpower and player class distribution for the mission ahead.

Squad composition:

HQ should always check so a squad fulfills the minimum manpower requirements before deploying the squad to the AO. The minimum manpower requirement can be found in the Rules section of this Wikipedia. A good rule of thumb is that a squad should have a squad leader and a minimum of one medic and one AT. The rest of the Squad can be adjusted with different player classes to suit the situation.

Special circumstances apply to an armored crew. Check the minimum manpower requirement for armor units in the rule and guideline section of this wiki. Preferably an armor crew will consist of one Squad leader, one engineer and a third member of any player class.

At a server restart:

When a server restarts and an HQ is online he should take his time to line all players at the barriers and organize the squads properly into well-balanced squads. This is done by asking each player class(medics, AT, AR, and so forth), one class at a time to take a step forward and assigning every player for that class to a specific squad, spreading them out between the squads. By doing this, HQ will have greater control over squad composition and will be able to adjust any squad as needed.

It is recommended to start by asking players to line up if anyone wants to lead a squad and get these lined up by squad signs to see how many squads there will be forming.

To leave the forming of squads to the Squad leads and players is not satisfactory. HQ is expected to do his duties and personally see to it that the squads are forming appropriately at the beginning of a server cycle. This means getting players lined up and assigning them to squads.

During a server cycle:

During the course of a server cycle players will come and go, getting new arrivals into squads as quickly as possible is vital for a good HQ, players standing around in base will decrease the amount of firepower available at the AO.

A good HQ tries to get new players to line up at the barriers and wait for him to assign them to a squad as fast as possible. When the new players are lining up he should quickly form a new squad if the manpower allows or communicate with the existing squad leads to assigning the new arrivals to a squad as soon as possible. HQ is expected to do his duties and personally see to it that ungrouped players get assigned to a squad needing them. To just tell SLs to invite all ungrouped players does not cut it, HQ must be involved in the process and see to it that squads get a proper squad composition.

Secondary Function of a HQ:

back to top

HQ is the primary link between squad leaders and pilots, he determines the priority order for the server and assigns squads to different missions. HQ will determine the best ways to deploy his troops.

HQ will handle mission priority and determine if and when any extra assets are needed, he/she is the only public player on the server able to permit the use of armor units, ground or aquatic vehicles and manned fixed or rotary wing CAS aircraft. This means that unless an HQ is online no aquatic, armor or other ground vehicles can be deployed, and no CAS support from any armed Orca, Hellcat, Hummingbird (Pawnee), Blackfoot, Kajman, Wipeout, Neophron and CAS-equippable Buzzard, Black Wasp II, Shikra, Gryphon.


HQ Behavior:

back to top

All task placed on the HQ is aimed towards a smoother-running server, this means that HQ is to do its best to get the players to abide by the server rules.

All tasks placed on HQ is expected to be performed from the confines of the main operations base. Since HQ duties primarily revolve around keeping the server organized and players assigned to squads, HQ may not belong to a squad or leave the base.

HQ should try to take care of new players on the server, see to it that pilots and squad leaders take their time to welcome new players into the community and help them get set into the server standards.

As mentioned at the beginning of this handbook, the HQ is the highest-ranking public player on the 77th JSOC servers. This means that an HQ is supposed to behave appropriately. An HQ should always have a level-headed approach to situations and show a professional attitude toward other players. Even though other players might misbehave an HQ is expected to rise above anything thrown towards them and act professionally. Players being abusive should not be met with the same manners they present. If a player is being disrespectful towards other players and won't show any signs of improvement when met with a professional response HQ or any other public player should talk to an admin/ambassador to let them handle the matter.

HQ have the final say in a dispute with another player on the server. With this said, a good HQ knows to listen to pilots and squad leaders and consider their input into his/her decisions, including their impression of the situation will mostly have a beneficial effect on the outcome of the task at hand. The Pilots or Squad leads do usually have a better grasp of the direct dangers/conditions that affect them when they are out in the field, an HQ that won't use this information in its decision process are more likely to make decisions with unsatisfactory outcome.

A good HQ does not micro-manage the server, he trusts his subordinates and gives them an order in with they are able to make their own decisions according to the situation they are faced with. This will give the HQ more time to focus on his primary function and lets his pilots and squad leads handle the decisions in the field.

A good HQ has the ability to trust its pilots and UAV operators and let them help with the workload when there is a high workload.

HQ have the overall responsibility to give all squads fair treatment when it comes to special assignments, this means that if multiple squads are aspiring to do side missions/special taskings HQ should use a rotation regime to give all squads an opportunity to do a side mission/special tasking.

If a dispute can not be settled between HQ and another player an Admin/Ambassador should be contacted to deal with the matter.


Good to know:

back to top

As HQ there is some useful information to remember when playing the role. In this section, we will cover some important information useful to anyone wanting to organize the servers.


Comunication:

Different procedures apply to communication between squads, UAV and Pilots. It is the job of an HQ to communicate and organize the different elements on the server. For communication between HQ, pilots and UAV the communication will primarily be done over TS. For the communication between squads and HQ, the communication will primarily be done over the command channel.

Guidelines for Communication:

  • When sending a message over the command channel, the sender should always start with identifying the receiver followed by their own identity
  • To reduce radio traffic, all voice communications should be as short as possible
  • Voice communications should always be to the point and have a clear message that is easy to understand by the receiver
  • Communication procedure: [Request] –> [Contact] -> [Message] -> [Ending]
  • Keep all channels clean for good communication between players.
  • Only one person can speak on the command channel at a time.
  • You can request communication with all elements on the command channel.
  • The end of channel use should always be clear for other elements.


Reward System:

back to top

During a server cycle NATO forces can accumulate points by completing different objectives. These points can be used to acquire additional assets to be used in the fight against enemy forces.

These assets are all subject to server rules regarding usage and ROE. They can only be used when an HQ is online and actively grants the use of them. The rules are applied to all ground vehicles, aquatic vehicles and the following air assets: Armed Orca, armed Hellcat, armed Hummingbird(Pawnee), Blackfoot, Kajman, armed Blackfish, Wipeout, Neophron and CAS-equippable JETs(Buzzard, Black Wasp II, Shikra, Gryphon).

Anyone can check the current accumulated points at the monitor inside of the hangar at the base but HQ is the only one who can spend the points.

If NATO forces have gained enough points to purchase equipment HQ will be able to do so through the menu. HQ simply needs to select the item of interest and press the purchase button. The vehicle will spawn in the appropriate spawn position depending on if it's an air, ground or aquatic vehicle.

The vehicles will spawn locked, HQ has the ability to unlock and lock the vehicles bought through the reward system. To do this HQ needs to be close to the vehicle and use the scroll menu option "set lock state".

For a HQ to be able to purchase vehicles he/she must have been active in the HQ slot for a minimum of 15 minutes, if HQ wants to check how long he/she has been online they may use the HQ scroll option while by the screens in the hangar, this will display the time they have been in the HQ slot.


Multi Crew Aircraft:

back to top

Special guidelines apply to the following aircraft: Blackfoot, Kajman, and armed Blackfish.
Reward Air assets capable of carrying crew/gunners must have all crew/gunner slots filled, a vehicle with a pilot and co-pilot slot does not need two pilots to operate, one pilot will be sufficient as long as all other crew/gunner slots are occupied.
Neither a second pilot, HQ or UAV is allowed to occupy crew/gunner seats or the co-pilot seat in armed reward air asset vehicles.
The players occupying the co-pilot/crew/gunner seats must be in the same squad as the pilot flying the air asset, the pilot will be in charge of the aircraft and are responsible for the actions of the crew.
The pilot operating the asset must be the squad leader for the support crew and must be able to hear and communicate with other squad leaders through the Command channel.


Vehicle Capacity list:

back to top

The following is a list of vehicles and their capacity. This list is to make it easier for HQ to know how many soldiers a specific vehicle can carry. The list is divided into Aircraft, Ground vehicles and Aquatic vehicles.

Aircraft:

Aircraft:
All numbers are excluding pilots.
MH-9 Hummingbird:
  • 6
UH-80 Ghost Hawk:
  • 10
CH-49 Mohawk:
  • 16
CH-67 Huron:
  • 18
Mi-290 Taru:
  • 1
Mi-290 Taru (Bench):
  • 9
Mi-290 Taru (Transport):
  • 17
PO-30 Orca:
  • 8
WY-55 Hellcat:
  • 6
Mi-48 Kajman:
  • 8
Y-32 Xi’an:
  • 16
V-44 X Blackfish (Infantry Transport):
  • 34
V-44 X Blackfish (Vehicle Transport):
  • 2 passengers
  • 1 Marshall IFV or
  • 2 AWC Nyx (all variants) or
  • 1 Rhino MGS or
  • 1 Hunter (unarmed) or
  • 1 Strider (all variants) or
  • 2 Prowlers or
  • 2 Qilins or
  • 2 UGV Stompers or
  • 1 HEMTT Fuel or
  • 1 HEMTT Transport (uncovered only)


Ground vehicles:

Ground vehicles:
All numbers are total carrying capacity (crew + passengers):
Hunter:
  • 4 total
  • 1 driver
  • 3 pax
Prowler (Unarmed):
  • 7 total
  • 1 driver
  • 6 pax
Prowler (Armed):
  • 5 total
  • 2 crew
  • 3 pax
HEMTT Transport:
  • 18 total
  • 1 driver
  • 17 pax
HEMTT Medical:
  • 17 total
  • 1 driver
  • 16 pax
AMV-7 Marshall:
  • 11 total
  • 3 crew
  • 8 pax
M2A1 Slammer and Slammer UP:
  • 9 total
  • 3 crew
  • 6 pax
BTR-K Kamysh:
  • 11 total
  • 3 crew
  • 8 pax
AFV-4 Gorgon:
  • 11 total
  • 3 crew
  • 8 pax
FV-720 Mora:
  • 10 total
  • 3 crew
  • 7 pax
MBT-52 Kuma:
  • 3 total
  • 3 crew
T-100 Varsuk:
  • 3 total
  • 3 crew


Aquatic vehicles:

Aquatic vehicles:
All numbers are total carrying capacity (crew + passengers):
Speedboat:
  • 11 total
  • 3 crew
  • 8 pax
RHIB:
  • 7 total
  • 1 driver
  • 6 pax
Assault Boat:
  • 5 total
  • 1 driver
  • 4 pax
SDV:
  • 4 total
  • 2 crew
  • 2 pax


back to top