HellHound Posted June 5, 2012 John, I can do that but as a warning it was a 17 page word document without pictures. Not sure how short I'll be able to get it. Castle: both good questions I meant to answer but missed. Will be added this afternoon. Also to be added: Rules of Engagement/weapon condition Quote Share this post Link to post
NoDebate Posted June 5, 2012 I skimmed over it this morning, I will read the meat of it when I have some more time on my hands. I trust this will be invaluable to the community. Good initiative. P.S., this could definitely use a section on TVTs. Quote Share this post Link to post
HellHound Posted June 5, 2012 (edited) I will add a special considerations for tvts section into the gameplay area, but it won't be too long because a lot of the fundamentals are the same. I left out the TTP guide because it is content and tactics heavy. I'm trying to keep this guide as simple and digestible as possible. Those who want more can dig through the other guides in forum. Also to be added to FAQ: locked server and server password location. TBA to tactics. 360 security and sectors of fire/lanes Edited June 5, 2012 by HellHound Quote Share this post Link to post
Delta38 Posted June 5, 2012 Just a small comment on contact reports, I don't think we normally use clock bearings so maybe change the example report to something like "Contact front (general direction, optional) 220 [DIRECTION], infantry in woods [DESCRIPTION], 300 meters [DISTANCE]". Besides that little thing, GREAT WORK! Quote Share this post Link to post
krause Posted June 5, 2012 Just a small comment on contact reports, I don't think we normally use clock bearings so maybe change the example report to something like "Contact front (general direction, optional) 220 [DIRECTION], infantry in woods [DESCRIPTION], 300 meters [DISTANCE]". Besides that little thing, GREAT WORK! No. That's retarded. You SHOULD use clock bearings - no one whips out a compass in combat and you shouldn't be thinking of pin point directions in regard to a contact either. Quote Share this post Link to post
Mikee Posted June 6, 2012 Great job HellHound. This will be very useful to our new players. Quote Share this post Link to post
def Posted June 6, 2012 Awesome work dude, would it be worth while pointing out Mission notes more? Go over com-sig, mission, enemy report, service support etc. I think at very least com & sig should be touched upon. Quote Share this post Link to post
Polonius Posted June 6, 2012 (edited) Yeah. Definitely emphasize the importance of figuring out (and writing down) during slotting and confirming during briefing which squad you're in, how it will be addressed on the radio, which channel to be on, and who your direct superiors are so you know what to listen for. As a noob, I sometimes end up thinking I'm in "Bravo" because my unit description says "1-1-B 4" in the map screen when in fact I'm in "Alpha" because 1-1-A is command or whatever, and then getting in the wrong truck, being on the wrong radio channel, and generally causing chaos for others and embarrassment to myself. As a note to mission designers - this could definitely be improved in many missions, often it's totally inconsistent between the slotting unit names, the com/sig card if there is one, and much of the time the commanders just end up doing alpha/bravo/charlie anyways. Edited June 6, 2012 by Polonius Quote Share this post Link to post
Thawk Posted June 6, 2012 The best thing to do is just write to disregard the slotting screen. People need to understand that 1-1-A and 1-1-B and so on, serve no real purpose other than being called out to slot. Quote Share this post Link to post
Jimbo Posted June 6, 2012 Pre-Mission The Briefing Once everyone is slotted and the mission is ready, the admin will take the round into the briefing screen. Pay attention here because this is how the commander intends and hopes the mission will proceed. At first if no one is talking and nothing is going on, just wait. The commander is reading the mission notes and formulating a plan before he sets markers on the map. In the meantime, you should do the same. The commander will eventually brief you on what your mission is and what's expected, but it's a good idea to know what you're doing beforehand. When it comes time for the commander to clear comms and brief, be quiet and listen. This stage can go anywhere from 5 to 30 minutes, depending on the mission, commander, and plan. At first if no one is talking and nothing is going on, just wait. The commander is reading the mission notes and formulating a plan before he sets markers on the map. In the meantime, you should do the same. Great advice ... often this time is filled with TS chatter and text chat to write all sorts of unrelated stuff. Quote Share this post Link to post
Suffocation Posted June 6, 2012 (edited) Very true jimbo and a great statement thats in the guide. Have ran into quite of a few people talking during the start of briefing asking why we are sitting here, that then wastes more time for the CO or others to explain. Great guide Hellhound, amazing work, I hope this is forwarded and read by all new players, its even a nice read through for myself, Edited June 7, 2012 by Suffocation Quote Share this post Link to post
HellHound Posted June 7, 2012 That line is in the guide suffocation... I'm not opposed to chatter if commander allows it before briefing, but I'm not kidding when I say hearing the 10th person in a week say "what are we waiting for?" in briefing is the reason I made this. Quote Share this post Link to post
DMzda Posted June 7, 2012 Great guide HellHound. Can you add a section detailing the different weapon colour codes? i.e. Weapons green, orange and red Quote Share this post Link to post
HellHound Posted June 7, 2012 Great guide HellHound. Can you add a section detailing the different weapon colour codes? i.e. Weapons green, orange and red Weapon Condition/Rules of Engagement Either in briefing or in-game, someone within your chain of command will go over the rules of engagement or weapon condition. The three conditions are Red, Yellow, and Green. Red is hold fire unless directly fired upon. Yellow is fire if you have reason to believe that you have been spotted, or see the enemy about to engage friendly forces. Green is free to engage any target. If at any time (perhaps they forgot to say it) you are unsure of the current weapon condition, ask your squad leader. End of Pre-Mission section Quote Share this post Link to post
Suffocation Posted June 7, 2012 That line is in the guide suffocation... I'm not opposed to chatter if commander allows it before briefing, but I'm not kidding when I say hearing the 10th person in a week say "what are we waiting for?" in briefing is the reason I made this. I know its in the guide... I just typo'd one word out so it basically makes no sense. Quote Share this post Link to post
FN 5avage Posted June 7, 2012 (edited) Great read HellHound, I learned alot. Edited June 7, 2012 by FN 5avage Quote Share this post Link to post
krause Posted June 10, 2012 suggestions for additional topics (some squad leader stuff): Mounting procedures - being the last man onto a PC or helicopter, communicating to the vehicle commander Understanding your physical relation to other callsigns Control procedures - when to stop, report on the radio, and do a radio check The importance of initiative and asking questions Organizing a squad Don't know if you want to go into that stuff, but it's probably the most oblivious area in the new players I have seen. Quote Share this post Link to post
HellHound Posted June 10, 2012 Plans are already underway for an advanced beginners guide. It will go over FTL and basic SL procedures, more information in regards to communication, and your role in a vehicle (either as crew or a passenger). Not sure when I'll start cracking, this last one was quite an endeavor. Quote Share this post Link to post
ratlover232 Posted June 12, 2012 Talked with him, we're getting underway within the week. Quote Share this post Link to post
ToadBall Posted June 12, 2012 No. That's retarded. You SHOULD use clock bearings - no one whips out a compass in combat and you shouldn't be thinking of pin point directions in regard to a contact either. I've found this only works if folk realize it should be referencing from direction of travel not the direction an individual is facing, when I SL I prefer a cardinal direction to avoid confusion and if you can get it quick enough without being killed a bearing is excellent if only to get a contact report up the wire quickly. My understanding of weapon conditions was the following (and it's how I use them) admittedly this could be wrong: Green: Weapons free, engage any target that presents itself. Yellow: Do not fire unless fired upon, PID and identify all contacts to your FTL or SL. Red: Do not fire unless enemy activity is going to compromise your movement or position, report contact before engaging. Could be wrong just how it was explained to me way back. Excellent guide, looking forward to seeing how this progresses. Quote Share this post Link to post
Omena Posted June 12, 2012 Hey there HellHound! I just wanted to say thank you for taking your time to write this guide of yours, it has answered many questions I had and gotten me even more interested in UO! I'll be joining the familiarization courses soon. Quote Share this post Link to post
HellHound Posted June 12, 2012 Good to hear Omena. Don't worry, you'll have plenty more. In regards to direction, the SL is supposed to assign a 12 o clock heading when the unit is halted. This is then passed down to FTLs and individual MoS. While moving, 12 o clock is always the direction of travel. Quote Share this post Link to post
Goosko Posted June 12, 2012 Do you have any idea how many virtual lives have you saved by writing this guide? Quote Share this post Link to post