Difference between revisions of "Command & Control"

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{{Partof_Support}}
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{{Partof_Player}}
  
 
==How It Works==
 
==How It Works==
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C2ISTAR provides a set of tools for the player to use for Command & Control as well as Intelligence, Surveillance, Target Acquisition and Reconnaissance functions.
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 +
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[[File:ComdActions.PNG|200px|thumb|left|Access C2ISTAR via ''Commander Actions'' in the ALiVE Interaction menu]]
  
C2ISTAR provides a set of tools for the player to use for Command & Control as well as various Intelligence, Surveillance, Target Acquisition and Reconnaissance functions.
 
  
  
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==Personnel==
 
  
The Personnel branch displays a group manager, allowing players to join, leave and promote leaders of any AI Groups within spawn range (as defined by the Military Placement modules).
 
  
  
==Logistics==
 
  
The Logistics branch provides player access to the Combat Logistics supply chain, allowing players to demand replacement vehicles and personnel from the global force pool.  See [Logistics Support] for further information.
 
  
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==Commander Actions==
  
==Task Manager==
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===Personnel===
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[[File:GrpMgr.PNG|200px|thumb|right|Group Manager]]
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The Personnel branch displays a Group Manager allowing players to join, leave and promote leaders of any AI Groups within spawn range (as defined in the Military Placement modules).
  
The task manager enables player commanders to create missions and tasks or choose to have the system autogenerate missions and tasks for one or more sidesThe task manager can optionally be set to persist tasks between sessions on the '''[[database|ALiVE Database]]''' (requires a War Room account).  Once in game, access the Task Manager via the C2ISTAR menuTasks markers will appear on the map and in the player tasks section.
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The Group Manager is arranged in two duplicate columns showing all friendly groups within spawn range of the player.  Selecting a Group Name in the first column and an individual unit in the second column will present contextual options at the bottomYou can also show details of weapons and ammo equipped or display the group's location on the map.
  
There are three task types:
 
  
# '''Create Task:''' manually created tasks can be assigned to a side, group or individual players.  This will simply place a task marker on the map and will need to be manually updated when completed or failed.  Parent tasks can be selected to build a mission with a number of associated sub tasks.
 
# '''Generate Task:''' will automatically find a suitable task and location based on the chosen criteria and the current tactical situation.  This is useful if players want to carry out a specific task in support of OPCOM.
 
# '''Autogenerate Task for my side:'''  will continuously generate missions and sub tasks for players in support of OPCOM as the tactical situation changes.  These tasks may still be manually edited if required.
 
  
'''Note''': Tasks must be assigned and active for them to be completed.
 
  
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===Intel===
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[[File:AIComdObj.PNG|200px|thumb|right|Command Tablet displaying AI Commander's current battle plan]]
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There are two types of intel available to player commanders in conventional (non-asymmetric) operations.  Operational intel shows the current situation for commanders only and global intel is displayed on the main map for all players.  In asymmetric environments, players can also gather Human Intel (HUMINT) by talking to civilians.
  
==Military Reports==
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*''Operations Tablet:'' Operational Intel can be accessed via the Command Tablet and will display the current objectives of AI Commanders or the location of units on the map.  The Intel can be restricted to Side or Faction only in the module options.
  
 +
*''IMINT:''  Image Intelligence can be gathered from any airborne asset equipped with suitable optics, including Combat Support units.  Accessed via the Intel menu on the Command Tablet, select Imagery and choose the asset and a location to view.
  
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*''Map Intel'' is global intel generated from enemy sightings and contacts from other friendly units.  This intel decays rapidly and markers will fade out over time.  ''Coverage'' can be used to simulate the accuracy and frequency that intel is received.  ''Friendly Coverage'' is effectively a BLUFOR tracker that shows locations of all friendly units.
  
==Military Reports==
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*''Military Map Sectors'' will highlight sectors of the map where there has been recent military activity. ''Player Map Sectors'' does the same but for player activity only.
  
ALiVE's Tactical Reporting suite includes support for Spot Reports (such as SALTA and SALUTE reports), Situation Reports and Patrol ReportsThe more military minded will note that these reports have been customised from the NATO standard to increase accessibility and provide seamless integration with the War Room Ops CentreReports are recorded in the Map Notes section with a reference marker on the map.  If Database synchronization is enabled, Reports will also appear in the War Room Ops Centre (Ops Centre is WIP).
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''TRACE'' - Threat Risk And Control Enhancement (TRACE) overlays a 50x50 marker layer on built up areas that indicates areas of potential (not actual) enemy presenceThese will be cleared (turn green) as players check them and turn red if enemy subsequently visit the areaNote that is is not a [[Command & Control|military intelligence]] overlay as it does not indicate known or suspected enemy activity.
  
[[File:SPOTREP.PNG|thumb|Advanced Markers & SPOTREP]]
 
  
'''Advanced Markers & SPOTREPs:''' APP6a military markers can be placed by Ctrl-Left Clicking on the map screen.  Checking the SPOTREP box will open a sub menu to add a hasty SALTA report (Situation, Activity, Location, Time, Friendly Action).  Ctrl-Right Click the marker to delete it.
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'''Objective-State Color Key'''
  
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Unassigned - white
  
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Idle - yellow
  
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Reserve - green
  
 +
Defend - blue
  
 +
Attack - red
  
 +
Captured means your forces have taken control of that objective.
  
 +
Occupied means your forces have garrisoned that objective.
  
 +
Green box with a question mark - enemy forces sighted in the area
  
  
 +
===Logistics===
 +
[[file:Player_resupply.png|200px|thumb|right|Player Combat Logistics Dialogue]]
 +
The Logistics branch provides player access to the AI Commander's [[Military Logistics]] supply chain, allowing player commanders to demand replacement vehicles and personnel from the global force pool.  It is distinct from [[Logistics Support|Player Logistics Support]], which is a simple lift & shift utility for moving and persisting objects.
  
  
[[File:SITREP.PNG|thumb|Situation Report]]
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The Player Combat Logistics module provides a dialogue for players to request new vehicles, weapons, defence stores and AI teams from the same [[Military Logistics]] force pool as AI Commanders. It therefore requires some military forces with a suitable objective (i.e. one of the Placement modules), with an AI Commander and log support (the [[Military Logistics]] module synced to AI Commander).  Players must be in the same ''faction'' as the Virtual AI Commander and his Military Logistics to be able to call for supplies in the first placeHowever, it is possible to set the Player Combat Logistics options to call supplies from any factions on the same ''side''If players hog all the limited resources for your side, the AI Commander will not be able to resupply, severely impacting his ability to win the war!
'''Send SITREP''' from the ALiVE Interaction menu.  These should be posted periodically throughout the course of an operationUnit SOP's vary but typically SITREPs are sent to HQ every 15 mins when in contact or every hour when out of contactA SITREP covering recent activity should always be sent after a task has been completed.
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''Usage:''  Place the Player Resupply module in the editor.  Do not sync it to anything.  Players require a Laser Designator in their inventory to access Logistics from the Commander Actions in the ALiVE Action Menu (the required item can be changed in the module settings).  Open the dialogue and choose the desired replen demand and select the Drop Off point on the map display.
  
  
'''Send PATROLREP''' from the ALiVE Interaction menu.  Patrol Reports are typically sent on returning to base after the completion of a patrol and may summarise information from a number of SITREPs and SPOTREPs (these can be cross referenced in the PATROLREP).
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''Blacklist/Whitelist:'' Editors can choose to create a blacklist or whitelist of objects to display in the Logistics dialogue.
  
  
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The resupply options are context sensitive pick lists, so for example you will not be able to air drop a tank!
  
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* Air Drop: simulates a parachute drop of stores or troops.  Air drops have a limited capacity but are tactically the safest means for delivering equipment.  Be aware that para drops are subject to wind!
  
 +
* Heli/VTOL Insertion: transport helicopters will move from the current [[Military Logistics]] Insertion Point to the requested drop off point.  Helicopters have very limited capacity but are a fast and accurate means of insertion.  They have the capacity to carry troops or sling load light vehicles.  This is also the only method of delivering new rotary wing aircraft.  Supplies that fit inside the helicopter will need to be unloaded using [[Logistics Support|Player Logistics]].  Turn on the actions in the ALiVE Player Options menu.  Anything bigger will be placed in a crate and sling loaded.  Items will need to be unloaded from the crate.
  
 +
* Convoy: road convoys have a huge capacity to move equipment and are the only way to deliver the heaviest vehicles.  However, they are vulnerable to interdiction and supply lines must kept clear.
  
==Military Intel==
 
  
 +
Reinforcements: select an AI reinforcement group or individual in the current payload to set the behaviour on arrival.  Options are:
 +
# Join Player Group - the units will move to the group leader.
 +
# Static Defence - units will take up positions in buildings or nearby static defences.
 +
# Reinforce - units will be assigned to OPCOM and await tasking.
  
Provides a periodic intel feed to HQ from a variety of different virtual sources.  The intel on friendly units can also be reported to simulate a BLUFOR tracker or a more limited option to simulate receiving Contact Reports from units engaged with enemy forces.
 
  
*''Map Intel'' is generated from enemy sightings and contacts from other friendly unitsTactical intel decays rapidly and markers will fade out over time.
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===Tasks===
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The Task Manager enables player commanders to create missions and tasks or choose to have the system autogenerate missions and tasks for one or more sides.  The task manager can optionally be set to persist tasks between sessions on the '''[[database|ALiVE Database]]''' (requires a War Room account)Access the Task Manager via the Commander Actions menu.  Tasks markers will appear on the map and in the player tasks section in the map briefing area.There are three task types:
  
 +
# '''Create Task:''' manually created tasks can be assigned to a side, group or individual players.  This will simply place a task marker on the map and will need to be manually updated when completed or failed.  Parent tasks can be selected to build a mission with a number of associated sub tasks.
 +
# '''Generate Task:''' will automatically find a suitable task and location based on the chosen criteria and the current tactical situation.  This is useful if players want to carry out a specific task in support of OPCOM.
 +
# '''Autogenerate Task for my side:'''  will continuously generate missions and sub tasks for players in support of OPCOM as the tactical situation changes.  These tasks may still be manually edited if required.
  
*''Sector Displays'' provide no detail but will highlight sectors of the map where there has been recent military or player activity.
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'''Note''': Tasks must be assigned and active for them to be completed.
  
  
==Developer Notes==
 
  
OPCOM does not currently recognise tasks created manually by playersThis is due to be added later along with some more advanced task types for OPCOM to carry out in support of the Player, such as AI recce, surveillance and target acquisition.
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===Operations===
 +
[[File:OpsTab WP.PNG|200px|thumb|right|Take control of AI Groups via the Operations Tablet]]
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The Operations branch gives player commanders the ability to directly influence the battle at the operational level by taking over control of AI groups within spawn range from the AI Commander and manually issuing waypoints and ordersPlayers can spectate from the group leader's helmet cam or opt to instantly teleport to the location and join the group.
  
You cannot delete or edit reportsOnce they have been sent to HQ, they stay sent!
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Once a group runs out of waypoints it will go static and after a short period of inactivity will be reassigned to the AI Commander for further taskingThere is an option to lock a unit out of AI Command & Control completely.
  
War Room Ops Centre is Work in ProgressIt probably won't be ready for Release 0.9!
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 +
 
 +
===Combat Support===
 +
[[Combat Support]] provides access to Combat Support and Combat Service Support elements including Close Air Support, Offensive Support and battlefield transport.  Details of how to set this up are on the [[Combat Support]] page.
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
===Military Reports===
 +
[[File:SPOTREP.PNG|200px|thumb|Advanced Markers & SPOTREP]]
 +
ALiVE's Tactical Reporting suite includes support for Spot Reports (such as SALTA and SALUTE reports), Situation Reports and Patrol Reports.  The more military minded will note that these reports have been customised from the NATO standard to increase accessibility.  Reports are recorded in the Map Notes section with a reference marker on the map.
 +
 
 +
 
 +
'''Advanced Markers & SPOTREPs:''' APP6a military markers can be placed by Ctrl-Left Clicking on the map screenChecking the SPOTREP box will open a sub menu to add a hasty SALTA report (Situation, Activity, Location, Time, Friendly Action).  Ctrl-Right Click the marker to delete it.
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
[[File:SITREP.PNG|200px|thumb|Situation Report]]
 +
'''Send SITREP''' from the ALiVE Interaction menu.  These should be posted periodically throughout the course of an operation.  Unit SOP's vary but typically SITREPs are sent to HQ every 15 mins when in contact or every hour when out of contact.  A SITREP covering recent activity should always be sent after a task has been completed.
 +
 
 +
 
 +
 
 +
 
 +
'''Send PATROLREP''' from the ALiVE Interaction menu.  Patrol Reports are typically sent on returning to base after the completion of a patrol and may summarise information from a number of SITREPs and SPOTREPs (these can be cross referenced in the PATROLREP).
  
  
 
[[Category:ALiVE Modules]]
 
[[Category:ALiVE Modules]]

Latest revision as of 13:51, 26 August 2021

Icon sys rwg.png ALiVE Player

How It Works

C2ISTAR provides a set of tools for the player to use for Command & Control as well as Intelligence, Surveillance, Target Acquisition and Reconnaissance functions.


Access C2ISTAR via Commander Actions in the ALiVE Interaction menu


Usage: Place the C2ISTAR module in the editor. Do not sync it to anything. Players require a laser designator (by default) in their inventory to access the functions from the ALiVE Action Menu. The required item can be changed in the module settings, for example the alive_tablet, which can be found in a standard support crate.


Note: C2ISTAR Task generation depends on at least one opposing OPCOM and one placement module. Civilian assault tasks work best when a civ placement module exists.




Commander Actions

Personnel

Group Manager

The Personnel branch displays a Group Manager allowing players to join, leave and promote leaders of any AI Groups within spawn range (as defined in the Military Placement modules).

The Group Manager is arranged in two duplicate columns showing all friendly groups within spawn range of the player. Selecting a Group Name in the first column and an individual unit in the second column will present contextual options at the bottom. You can also show details of weapons and ammo equipped or display the group's location on the map.



Intel

Command Tablet displaying AI Commander's current battle plan

There are two types of intel available to player commanders in conventional (non-asymmetric) operations. Operational intel shows the current situation for commanders only and global intel is displayed on the main map for all players. In asymmetric environments, players can also gather Human Intel (HUMINT) by talking to civilians.

  • Operations Tablet: Operational Intel can be accessed via the Command Tablet and will display the current objectives of AI Commanders or the location of units on the map. The Intel can be restricted to Side or Faction only in the module options.
  • IMINT: Image Intelligence can be gathered from any airborne asset equipped with suitable optics, including Combat Support units. Accessed via the Intel menu on the Command Tablet, select Imagery and choose the asset and a location to view.
  • Map Intel is global intel generated from enemy sightings and contacts from other friendly units. This intel decays rapidly and markers will fade out over time. Coverage can be used to simulate the accuracy and frequency that intel is received. Friendly Coverage is effectively a BLUFOR tracker that shows locations of all friendly units.
  • Military Map Sectors will highlight sectors of the map where there has been recent military activity. Player Map Sectors does the same but for player activity only.

TRACE - Threat Risk And Control Enhancement (TRACE) overlays a 50x50 marker layer on built up areas that indicates areas of potential (not actual) enemy presence. These will be cleared (turn green) as players check them and turn red if enemy subsequently visit the area. Note that is is not a military intelligence overlay as it does not indicate known or suspected enemy activity.


Objective-State Color Key

Unassigned - white

Idle - yellow

Reserve - green

Defend - blue

Attack - red

Captured means your forces have taken control of that objective.

Occupied means your forces have garrisoned that objective.

Green box with a question mark - enemy forces sighted in the area


Logistics

Player Combat Logistics Dialogue

The Logistics branch provides player access to the AI Commander's Military Logistics supply chain, allowing player commanders to demand replacement vehicles and personnel from the global force pool. It is distinct from Player Logistics Support, which is a simple lift & shift utility for moving and persisting objects.


The Player Combat Logistics module provides a dialogue for players to request new vehicles, weapons, defence stores and AI teams from the same Military Logistics force pool as AI Commanders. It therefore requires some military forces with a suitable objective (i.e. one of the Placement modules), with an AI Commander and log support (the Military Logistics module synced to AI Commander). Players must be in the same faction as the Virtual AI Commander and his Military Logistics to be able to call for supplies in the first place. However, it is possible to set the Player Combat Logistics options to call supplies from any factions on the same side. If players hog all the limited resources for your side, the AI Commander will not be able to resupply, severely impacting his ability to win the war!


Usage: Place the Player Resupply module in the editor. Do not sync it to anything. Players require a Laser Designator in their inventory to access Logistics from the Commander Actions in the ALiVE Action Menu (the required item can be changed in the module settings). Open the dialogue and choose the desired replen demand and select the Drop Off point on the map display.


Blacklist/Whitelist: Editors can choose to create a blacklist or whitelist of objects to display in the Logistics dialogue.


The resupply options are context sensitive pick lists, so for example you will not be able to air drop a tank!

  • Air Drop: simulates a parachute drop of stores or troops. Air drops have a limited capacity but are tactically the safest means for delivering equipment. Be aware that para drops are subject to wind!
  • Heli/VTOL Insertion: transport helicopters will move from the current Military Logistics Insertion Point to the requested drop off point. Helicopters have very limited capacity but are a fast and accurate means of insertion. They have the capacity to carry troops or sling load light vehicles. This is also the only method of delivering new rotary wing aircraft. Supplies that fit inside the helicopter will need to be unloaded using Player Logistics. Turn on the actions in the ALiVE Player Options menu. Anything bigger will be placed in a crate and sling loaded. Items will need to be unloaded from the crate.
  • Convoy: road convoys have a huge capacity to move equipment and are the only way to deliver the heaviest vehicles. However, they are vulnerable to interdiction and supply lines must kept clear.


Reinforcements: select an AI reinforcement group or individual in the current payload to set the behaviour on arrival. Options are:

  1. Join Player Group - the units will move to the group leader.
  2. Static Defence - units will take up positions in buildings or nearby static defences.
  3. Reinforce - units will be assigned to OPCOM and await tasking.


Tasks

The Task Manager enables player commanders to create missions and tasks or choose to have the system autogenerate missions and tasks for one or more sides. The task manager can optionally be set to persist tasks between sessions on the ALiVE Database (requires a War Room account). Access the Task Manager via the Commander Actions menu. Tasks markers will appear on the map and in the player tasks section in the map briefing area.There are three task types:

  1. Create Task: manually created tasks can be assigned to a side, group or individual players. This will simply place a task marker on the map and will need to be manually updated when completed or failed. Parent tasks can be selected to build a mission with a number of associated sub tasks.
  2. Generate Task: will automatically find a suitable task and location based on the chosen criteria and the current tactical situation. This is useful if players want to carry out a specific task in support of OPCOM.
  3. Autogenerate Task for my side: will continuously generate missions and sub tasks for players in support of OPCOM as the tactical situation changes. These tasks may still be manually edited if required.

Note: Tasks must be assigned and active for them to be completed.


Operations

Take control of AI Groups via the Operations Tablet

The Operations branch gives player commanders the ability to directly influence the battle at the operational level by taking over control of AI groups within spawn range from the AI Commander and manually issuing waypoints and orders. Players can spectate from the group leader's helmet cam or opt to instantly teleport to the location and join the group.

Once a group runs out of waypoints it will go static and after a short period of inactivity will be reassigned to the AI Commander for further tasking. There is an option to lock a unit out of AI Command & Control completely.


Combat Support

Combat Support provides access to Combat Support and Combat Service Support elements including Close Air Support, Offensive Support and battlefield transport. Details of how to set this up are on the Combat Support page.




Military Reports

Advanced Markers & SPOTREP

ALiVE's Tactical Reporting suite includes support for Spot Reports (such as SALTA and SALUTE reports), Situation Reports and Patrol Reports. The more military minded will note that these reports have been customised from the NATO standard to increase accessibility. Reports are recorded in the Map Notes section with a reference marker on the map.


Advanced Markers & SPOTREPs: APP6a military markers can be placed by Ctrl-Left Clicking on the map screen. Checking the SPOTREP box will open a sub menu to add a hasty SALTA report (Situation, Activity, Location, Time, Friendly Action). Ctrl-Right Click the marker to delete it.







Situation Report

Send SITREP from the ALiVE Interaction menu. These should be posted periodically throughout the course of an operation. Unit SOP's vary but typically SITREPs are sent to HQ every 15 mins when in contact or every hour when out of contact. A SITREP covering recent activity should always be sent after a task has been completed.



Send PATROLREP from the ALiVE Interaction menu. Patrol Reports are typically sent on returning to base after the completion of a patrol and may summarise information from a number of SITREPs and SPOTREPs (these can be cross referenced in the PATROLREP).