77th JSOC / Public Servers / Guides / HQ/ HQ Handbook: Difference between revisions

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   <li> The end of channel use should always be clear for other elements.</li>
   <li> The end of channel use should always be clear for other elements.</li>
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<h2 class="combatSectionHeader">Revard System:</h2>
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]<br>
<p class="combatText"> During a server cycle points will be granted to the NATO forces based on their performance in the field, these points can be used to acquire additional assets to be used in the fight against enemy forces.</p>
<p class="combatText"> For this purpose there is a reward menu accessible at the monitors in the NATO base main hangar, any player on the server may access this menu via their scroll menu option when close to the monitors but ist only HQ that is able to make a purchase.</p>
<p class="combatText"> 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 its an air, ground or aquatic vehicle.</p>
<p class="combatText"> 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.</p>
<p class="combatText"> For an HQ to be able to purchase vehicles he/she must have been active in the HQ slot for a minimum of 15 min, if HQ want to check how long he/she has been online as HQ he/she can use the HQ scroll option while by the screens in the hangar, this will display how long he/she has been in the HQ slot. </p>





Revision as of 00:35, 11 October 2017

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HQ Handbook


This is a handbook for public players on the 77th JSOC servers, it 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 is admins and ambassadors. This makes HQs function vital for a smooth performing server.

Since the HQ are the one organising the server he is expected to behave appropriately, HQ are 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. An HQ are not to do anything or tell any other player to do something that's in direct violations of server rules.

Hierarchy, Criterias, 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


Criterias 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 inforce them to the best of his/here abilities.
  4. If the player are to be HQ he/she need to be in the designated HQ slot. (Exception to this is if there is no designated HQ online and a pilot takes the responsibility of HQ.)


HQ special abilities:

  1. The ability to use the artillery at 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 organise the squads properly at restart will have a smoother performing server and an easier task at hand.
  2. The quicker a HQ handless new arrivals on the server the smother the server is going to run.
  3. A good HQ are level headed, fair, treats other players with respect and as equals.
  4. HQ should try his best at getting player to abide by the server standards.
  5. A good HQ listens to his SL and Pilots and uses their advice in his decisions.
  6. A good HQ do not micro manage the server, he trusts his SL and pilots to do their jobs.
  7. HQ are the only one able to approve use of Vics and manned CAS support.
  8. HQ should 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:

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The primary function of an HQ is to organise 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 fulfill the minimum manpower requirements before deploying the squad to the AO. Minimum manpower requirement can be found in the Rules and Guidelines section of this wikipedia. A good rule of thumb is that a squad should have a squad leader and 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 armoured crew. Check the minimum manpower requirement for armour units in the rule and guideline section of this wiki. Preferably an armour crew will consist of one Squad leader, one engineer and a third member of any player class.

At a server restart:

When a server restart and an HQ is online he should take his time to line all players at the barriers and organise 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 a greater control over squad composition and will be able to adjust any squad as needed.

It is recommended to start with asking players lining 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 are expected to do his duties and personally see to it that the squads are forming up 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 quick 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 waiting 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 existing squad leads to assigning the new arrivals to a squad as soon as possible. HQ are 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:

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HQ are 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 are the only public player on the server able to permit the use of armour units, ground or aquatic vehicles and manned fixed or rotary wing CAS aircraft. This means that unless an HQ is online no aquatic, armour or other ground vehicles can be deployed, no CAS support from any armed Orca, Hellcat, Hummingbird, Blackfoot, Kajman, Wipeout, Neophron and CAS-equipped Buzzard, Black Wasp II, Shikra, Gryphon.


HQ Behavior:

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All task placed on the HQ are aiming towards a smoother running server, this means that HQ are to do his best to get the players to abide by the server rules.

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 player into the community and help them get set into the server standards.

Like mentioned in 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 towards 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/here decisions, to include 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 his decision process are more likely to make decisions with unsatisfactory outcome.

A good HQ do 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 focuses on his primary function and lets his pilots and squad leads handle the decisions in the field.

A good HQ have the ability to trust his pilots and UAV operator and let them help with the workload when there is a high workload.

HQ have the overall responsibility to give all squads a 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:

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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 applies to communication between squads, UAV and Pilots. It is the job of an HQ to communicate and organise 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 command channel.

Guidelines for Communication:

  • When sending a message over the command channel, the sender should always start with identifying themselves by anounsing their callsign
  • To reduce radio trafic, all voice comunications should be as short as possible
  • Voice comunications 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 a good communication between players.
  • Only one person can speak on 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.


Revard System:

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During a server cycle points will be granted to the NATO forces based on their performance in the field, these points can be used to acquire additional assets to be used in the fight against enemy forces.

For this purpose there is a reward menu accessible at the monitors in the NATO base main hangar, any player on the server may access this menu via their scroll menu option when close to the monitors but ist only HQ that is able to make a purchase.

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 its 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 an HQ to be able to purchase vehicles he/she must have been active in the HQ slot for a minimum of 15 min, if HQ want to check how long he/she has been online as HQ he/she can use the HQ scroll option while by the screens in the hangar, this will display how long he/she has been in the HQ slot.


Vehicle Capacity list:

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The following is a list of the most common standard equipment and side mission reward 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 exluding 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
  • 1 Hunter MRAP or
  • 1 Prowler LSV or
  • 1 UGV Stomper or
  • 2 Prowler LSVs or
  • 1 Prowler LSV and 1 UGV Stomper


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


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