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Old 03-08-2007, 11:20 AM   #1
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Commander Training/Tutorial

Picture this;
The better commanders (and SL's) are, the heavier the fighting will be, the more tactics we have to use, the more realism, the more fun!

So I ask you, how can we train our commanding skills? I, for example, like to be commander every once in a while (because of the lack of order, sometimes), but I don't think I'm too good at it. I can coordinate a little and help getting the SL's to ask for supplies and arty, but I need training to become good (read: better) at it. Some training would be nice. Something like Fuzzhead's Squad Training .

Any suggestions about this?

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Old 03-08-2007, 01:27 PM   #2
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The CMDR changes in v0.6 will need a lil section of the wiki devoted to the CMDR. It's gonna be quite different and part of the intended design is to encourage folks to defend or at least give them something to do while defending.

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Old 03-09-2007, 12:10 PM   #3

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I have considered this issue too before and still do. Thx for bringing it up.


I think one way to do it could be the Fuzzhead way, where you would dedicate a specific server some time to a commander-training program.

A Project Reality commander-training program in 4 levels could be arranged in something like this:


Commander training program v.01


1. Basic Commander.

Number of lessons:
1 lesson

Time:
30-60 minutes

Participants:
6 players and 1 instructor

Content:
  • · Commander in game tools
  • · Commander in game resources
  • · Squad Leader communication
  • · Squad leader types and basic understanding of how to use squad leaders efficient
  • · Understanding the concept of thinking in tickets
  • · Getting known to decision making in the dynamic PR environment




2. Basic tactical commander.

Number of lessons:
1 lesson

Time:
60-120 minutes

Participants:
6 players and 1 instructor

Content:
  • · Basic tactical knowledge: (Left, Centre, Right) and (Front, Centre, Rear). Understanding the concept of thinking in three. (Including Air, Roof and ground)
  • · Creating useful supply zones for the team
  • · Creating useful mobile spawn point zones for the team
  • · How to use artillery as defensive and offensive tool.
  • · How the team in basic attack
  • · How the team in basic defend
  • · Squads working in formations (Including designated squad areas of responsibilities and fire zones)
  • · Basic shield and sword tactic




3. Basic tactical commander II.

Number of lessons:
1 lesson

Time:
60-120 minutes

Participants:
6 players and 1 instructor

Content:
  • · How the team conducts coordinated attacks (including ground and air attacks plus the use of a reserve)
  • · How the team conducts coordinated defence (including ground and air defence plus the use of a reserve)
  • · How the team retreat as coordinated as possible (the difference between the team sized retreat and the team sized defence)
  • · How the team pursuit as coordinated as possible (the difference between the team sized pursuit and the team sized attack)
  • · Air to land battle, including drop zones/landing zones, chokepoints and kill zones.
  • · Open land battle
  • · Urban/City Battle
  • · Jungle battle




4. Advanced tactical commander.

Number of lessons:
Minimum 1 lesson

Time:
Between 60-120 minutes

Participants:
6 players and 1 instructor

Content:
  • · The meeting engagement
  • · The main battle
  • · The decisive battle
  • · Commander experiences and/or debate


---

This is just the initial thought and will therefore most probably be adjusted so comments, criticism and questions is very welcome.


regards/cheers

mike



Questions and answers:

Q1:Why 6 participants and 1 instructor?

The 6 players that participate in each lesson are all going to act as a commander one time in the lesson. Thus 5 players represent a squad leader with a full sized squad each. Depending on the instructors simulated scenario some squad leaders will act as allied and some as hostile.
The instructor will help and guide each participant when being in command.



Q2: What to be expected from the participants?

In a 4-levelled commander program a lesson is very much depended upon the participant’s motivation. Reason is that every lesson contains a specific list of subjects that the instructor first will introduce the participations too and thereafter give everyone a time period as commander where a specific task is to be completed.
All tasks are related to the introduced subject and a task could for example be as follows:


Related Subject:
Squad leader communication. Instructor will focus on your ability to communicate with squad leaders and not the use of tactics.

Task description and orders:
You are commanding 5 USMC squads in an attack on the MEC Outpost flag zone. 2 of your squads have a humvee vehicle available. 4 of your squad leaders are categorized as attackers (sl 5, sl 2, sl 1 and sl 3), 1 are categorized as defender (sl 4).

Orders:

1. You are to order 3 of your squads to attack the object from northwest and 1 from northeast where enemy rally points has been identified.

2. You also need 1 squad to defend your centre between your attacking formations, so they cant get flanked while moving into the flag zone.

3. When the attacking formation is greying out the enemy flag you must make sure they defend their own perimeter against potential enemy counter attacks.

4. It is vital that your squad leaders understand your orders and receive necessary information.

5. The attack must take no more than 4 minutes.



Task is completed when enemy flag is grayed. If you understand your task commander you may initiate the attack now.

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Tomorrow...

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Last edited by Michael_Denmark; 03-10-2007 at 09:01 AM..
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Old 03-09-2007, 01:00 PM   #4
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This is exactly what I'm talking about! Thanks for thinking this out with me!

I think the above (what you wrote) is a good start. Let's make it better .

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Old 03-09-2007, 01:04 PM   #5

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well feel free to add ideas.

We who play these kinds of games are the first generation of war robot pilots.
Today we pilot a camera in 3D heaven.

Tomorrow...

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Old 03-09-2007, 04:16 PM   #6
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looks great michael should start a day, id want to sign up

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Old 03-09-2007, 04:35 PM   #7

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Ill probably try to make a course one day, although it could take some time before i do. Need to think this through, so anyone with comments, ideas, criticism or whatever, feel free to post.

We who play these kinds of games are the first generation of war robot pilots.
Today we pilot a camera in 3D heaven.

Tomorrow...

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Old 03-09-2007, 04:38 PM   #8

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Michael, that's great.

You should wait for 0.6 to do this, though, and you'll need to re-write a lot of your program to put the new commander features to practice. Definitely looks great, though, and thanks for putting it together!

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Old 03-09-2007, 04:55 PM   #9

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Quote:
Originally Posted by [R-DEV]fuzzhead
looks great michael should start a day, id want to sign up
Me too


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Old 03-09-2007, 04:57 PM   #10

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Quote:
Originally Posted by [R-PUB]Maistros
Michael, that's great.

You should wait for 0.6 to do this, though, and you'll need to re-write a lot of your program to put the new commander features to practice. Definitely looks great, though, and thanks for putting it together!
Ok. No problem. Only the initial idea anyway.

We who play these kinds of games are the first generation of war robot pilots.
Today we pilot a camera in 3D heaven.

Tomorrow...

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