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userguides:sessionhosting [2018/01/15 20:26]
snippers created
userguides:sessionhosting [2018/01/15 20:29]
snippers
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 ===== What are the responsibilities of the session host? ===== ===== What are the responsibilities of the session host? =====
  
-  * Ensure players are having the full '​1Tac ​expierence' at sessions.+  * Ensure players are having the full '​1Tac ​experience' at sessions.
   * Deal with disruptions or the unexpected at the session   * Deal with disruptions or the unexpected at the session
   * Control and have final say in the slotting process.   * Control and have final say in the slotting process.
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 If you would like to become a session host get in touch with Snippers. If you would like to become a session host get in touch with Snippers.
  
---------------------------------------------------------------- ​\\ Now that I have covered what the essence of a session host is, it's time to give guidelines for the more hands-on aspects. Firstly though I'll introduce the tools available.+————————————————————— ​\\ Now that I have covered what the essence of a session host is, it's time to give guidelines for the more hands-on aspects. Firstly though I'll introduce the tools available.
  
 ==== Admin tools ==== ==== Admin tools ====
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 To become the admin type either (if you need the admin password get in touch with me): \\ #vote admin <​your_name>​ \\ #login <​admin_password>​ To become the admin type either (if you need the admin password get in touch with me): \\ #vote admin <​your_name>​ \\ #login <​admin_password>​
  
-You will then be able to use all the admin commands, you have find a full list here https://​community.bistudio.com/​wiki/​Multiplayer_Server_Commands+You will then be able to use all the admin commands, you have find a full list here [[https://​community.bistudio.com/​wiki/​Multiplayer_Server_Commands|https://​community.bistudio.com/​wiki/​Multiplayer_Server_Commands]]
  
 Also once you are ingame you will have access to the admin system I created via Ctrl+F1, you can access them being alive or in spectator. It contains tool to respawn/​teleport/​get Zeus/access camera/​arsenal and the debug console. Also once you are ingame you will have access to the admin system I created via Ctrl+F1, you can access them being alive or in spectator. It contains tool to respawn/​teleport/​get Zeus/access camera/​arsenal and the debug console.
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  \\ As the session host you need to choose s suitable list of missions to play. This should be done in advance, ideally the night before. Ideally after choosing the missions you should do a quick check to make sure the mission loads okay. I'd strongly advise writing this list on paper alongside the mission maker so that you can easily turn it into an AAR post after the session.  \\ As the session host you need to choose s suitable list of missions to play. This should be done in advance, ideally the night before. Ideally after choosing the missions you should do a quick check to make sure the mission loads okay. I'd strongly advise writing this list on paper alongside the mission maker so that you can easily turn it into an AAR post after the session.
  
-The first thing you will need to do is estimate how many players might be in attendance, this can be a large range but is typically 20-40. It is safer to predict a wider range. Then you can head to the  ​\\ ​[url=http://​1tac.tk/​repo]mission database[/url] , here you can sort the missions by last upload by clicking on the '​modified'​ column header. You can sort this table by clicking on any of the column headers including the '​blank'​ ones to see what missions are '​approved'​. The minimum and maximum slots will be displayed on the list.+The first thing you will need to do is estimate how many players might be in attendance, this can be a large range but is typically 20-40. It is safer to predict a wider range. Then you can head to the [[http://​1tac.tk/​repo]mission|mission database]], here you can sort the missions by last upload by clicking on the '​modified'​ column header. You can sort this table by clicking on any of the column headers including the '​blank'​ ones to see what missions are '​approved'​. The minimum and maximum slots will be displayed on the list.
  
 Typically it is wise to prepare by having 3-4 coops and 2-3 TvTs in your pool, to have sufficient backups incase anything happens. Once you have selected these, you need to draw up an order. Typically a short coop is best served first to keep people back into playing the game, and also pass the time while more people arrive. The second mission should be the main meat of the evening with the the longest/​best/​most demanding coop placed here. After this coop a TvT should be played. You may want to consider putting missions next to each other that are offer more diversity (such as using different islands/​armies) to help break things up a bit. Next another coop should be slotted this will usally also be a primetime coop. After this another TvT to help the balance should suffice. This is a well prove formula that has worked quite well for the ~last year. Typically it is wise to prepare by having 3-4 coops and 2-3 TvTs in your pool, to have sufficient backups incase anything happens. Once you have selected these, you need to draw up an order. Typically a short coop is best served first to keep people back into playing the game, and also pass the time while more people arrive. The second mission should be the main meat of the evening with the the longest/​best/​most demanding coop placed here. After this coop a TvT should be played. You may want to consider putting missions next to each other that are offer more diversity (such as using different islands/​armies) to help break things up a bit. Next another coop should be slotted this will usally also be a primetime coop. After this another TvT to help the balance should suffice. This is a well prove formula that has worked quite well for the ~last year.
  
-[b]A Rough order:[/b] \\ Starter coop \\ Main coop 1 \\ TvT 1 \\ Main coop 2 \\ TvT 2+__A Rough order:__ 
 + 
 +  * Starter coop 
 +  * Main coop 1 
 +  * TvT 1 
 +  * Main coop 2 
 +  * TvT 2
  
 ==== Choosing slots ==== ==== Choosing slots ====
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 An effective tactic is that if people start making noises on teamspeak, drag them to another channel and talk to them notifying them their microphone is causing issues in a polite manner. An effective tactic is that if people start making noises on teamspeak, drag them to another channel and talk to them notifying them their microphone is causing issues in a polite manner.
  
-During the 5 minute break it might be wise if you do not see any markers (usally ​after 3-4 minutes) to check that the CO isn't used group mode. Once time is up notify the CO, and ask them to start briefing. Once they are finished ensure there is an opportunity for questions. Once all questions have been sorted, start the mission.+During the 5 minute break it might be wise if you do not see any markers (usually ​after 3-4 minutes) to check that the CO isn't used group mode. Once time is up notify the CO, and ask them to start briefing. Once they are finished ensure there is an opportunity for questions. Once all questions have been sorted, start the mission.
  
 One general piece of advice is that during the briefing map is that if you press the enter key the mission start. This is not ideal and can sometimes happen from hinting after typing some chat if your keyboard is a bit weird, like mine :(. One general piece of advice is that during the briefing map is that if you press the enter key the mission start. This is not ideal and can sometimes happen from hinting after typing some chat if your keyboard is a bit weird, like mine :(.
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 It is extremely rare that we get people playing with us who actively aim to disrupt things. If this happens first give them a warning, perhaps through dragging them to another channel if ACRE is linked or through ingame/​private messages. If this proves in-effective,​ I'd advise consulting some other members and perhaps escalate to further warnings/​kick/​ban. However I think it is extremely unlikely such drastic actions are required. It is extremely rare that we get people playing with us who actively aim to disrupt things. If this happens first give them a warning, perhaps through dragging them to another channel if ACRE is linked or through ingame/​private messages. If this proves in-effective,​ I'd advise consulting some other members and perhaps escalate to further warnings/​kick/​ban. However I think it is extremely unlikely such drastic actions are required.
  
-[u]Restarting ​the server[/​u] ​\\ As a session host you are able to restart the server using the [url=http://​1tac.tk/​repo]mission database[/url]. In the top right there should be a button called Servers, on this page you will find the server information and buttons to restart the server. If you do not see the the servers button, or can't restart the main server get in touch with me.+__Restarting ​the server__ ​\\ As a session host you are able to restart the server using the [[http://​1tac.tk/​repo]mission|mission database]]. In the top right there should be a button called Servers, on this page you will find the server information and buttons to restart the server. If you do not see the the servers button, or can't restart the main server get in touch with me. 
 + 
 +__Respawn__ \\ Respawning players is something we have explored several times. If done incorrectly respawning players can be a major hinderance so do it with caution and consideration. I believe respawning players falls into two categories:
  
-[u]Respawn[/​u] ​\\ Respawning players is something we have explored several times. If done incorrectly respawning players can be a major hinderance so do it with caution and consideration. I believe respawning players falls into two categories: \\ [b]Spawning late people[/b] \\ It does happen fairly frequently that a player may join during the briefing or the first few minutes of the game. For their enjoyment it is pretty easy to spawn them in. First you should consider if the current mission can support the extra player (if there are transport seat constraints this may be a problem). Then you need to place the respawns. Attaching people to pre-existing fireteams/​units can be quite convienent, typically spawning late people as an AAR will not disrupt the game. You need to ensure that spawned players are respawned close to their leader, and that they know who they are attaching themselves to. I usually use steam/​teamspeak chat to coordinate this. It might be unwise to spawn a lot of people at the start.+ \\ **Spawning late people** \\ It does happen fairly frequently that a player may join during the briefing or the first few minutes of the game. For their enjoyment it is pretty easy to spawn them in. First you should consider if the current mission can support the extra player (if there are transport seat constraints this may be a problem). Then you need to place the respawns. Attaching people to pre-existing fireteams/​units can be quite convienent, typically spawning late people as an AAR will not disrupt the game. You need to ensure that spawned players are respawned close to their leader, and that they know who they are attaching themselves to. I usually use steam/​teamspeak chat to coordinate this. It might be unwise to spawn a lot of people at the start.
  
-[b]Respawning dead players[/b] \\ This is where things can get messy, firstly the permission of the mission maker should be sought out. It might be wise to also consult the CO. If the respawned element is not organized the CO will need to invest a fair amount of time re-organizing them before they even get a tasking. If a CO knows about reinforcements ahead of time, they may stall the entire platoon'​s progress until the respawned elements arrived.+**Respawning dead players** \\ This is where things can get messy, firstly the permission of the mission maker should be sought out. It might be wise to also consult the CO. If the respawned element is not organized the CO will need to invest a fair amount of time re-organizing them before they even get a tasking. If a CO knows about reinforcements ahead of time, they may stall the entire platoon'​s progress until the respawned elements arrived.
  
 Then you need to find out who is in spectator and wants a respawn. Some players might have gone AFK or do not desire a respawn. Then you need to figure out what to do with them. Most of the time this will be creating a new unit. You will need to appooint a leader and ensure has the right radios, you also need to make subordinate leaders are assigned if the total respawned players will be more than a fireteam. Once spawned you should brief them and detail any radio channels to them. You should inform them to get in touch with the CO, report in what they have and request a tasking. Then you need to find out who is in spectator and wants a respawn. Some players might have gone AFK or do not desire a respawn. Then you need to figure out what to do with them. Most of the time this will be creating a new unit. You will need to appooint a leader and ensure has the right radios, you also need to make subordinate leaders are assigned if the total respawned players will be more than a fireteam. Once spawned you should brief them and detail any radio channels to them. You should inform them to get in touch with the CO, report in what they have and request a tasking.
  
  
  • userguides/sessionhosting.txt
  • Last modified: 2022/02/08 06:16
  • by toiton