BMS Live Fragging
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BMS Live Fragging Considerations
- Peoples' Time Is Valuable
- People like to fly BMS
- People don't mind spending a reasonable amount of time making sure their game time is soundly set up (enhances fun)
- If this takes too long, people are going to get frustrated and quit the session
- If roles are not cleanly being sorted and/or decisions not being made, people are going to get frustrated and quit the session
- Fully pre-fragged regular event Saturday missions normally commit to launch an hour or less after muster.
- This process shouldn't take longer than that.
- This used to be "normal"
- All Regular Saturday Events used to be put together like this
- FNF's are almost always put together like this
- There are a few people who do it really well, and others who lack experience
- This is meant to capture the best practices, and provide a framework
BMS Live Fragging checklist
- Start on time! MUSTER TIME.
- Have the server up and running at Muster time (5-10min before is better)
- HALT/STOP the clock on the server
- Identify a fragger (if not already done)
- Paper Rock Scissors
- Volunteer, or Voluntold.
- FRAGGER IDENTIFIED no later than Muster Plus 2min
- If you are still struggling to pick a fragger after like 2-3 minutes... just give up and go do something else (try again another day)
- Spend 6-9 minutes analyzing the campaign to identify the Mission/Target.
- Solicit input from players (preferences, suggestions)
- Fragger, wield the hammer and PICK the mission by Muster+10
- MISSION/TARGET SELECTED no later than Muster Plus 10min
- Spend 5 minutes or so deciding on Package Make-Up
- i.e. 4-Ship SWEEP, 4-Ship SEAD, 2-Ship OCA (or whatever)
- Based upon attendance/preferences, target, and opposing forces expected
- Assign Flight Leads.
- Paper Rock Scissors
- Volunteer or Voluntold.
- Fragger, wield the hammer!!!
- PACKAGE STRUCTURE FINALIZED / FLIGHT LEADS SET no later than Muster Plus 15min
- Get Busy Fragging. These two functions should be going on simultaneously.
- Fragger: Add the Package via 2D map/ATO
- Create Package, Click map @Target Area. Lock Take-Off Time @20min from current game time
- Add the Supported Flight first (i.e. the OCA Strike, if you are striking an airbase)
- Add the Supporting Flights next (i.e. the SWEEP and SEAD)
- Lock down the Takeoff Time, and TOT for the Supported Flight
- Roll the takeoff times 1 minute earlier for the Supporting Flights (i.e. SEAD -1min, SWEEP -2min)
- Evaluate any hold points for every package flight, or remove them if not desired (change from Hold to Nav)
- Ensure there is a server flight fragged
- For Campaigns, Server Takeoff Time should be far in the future
- For Tactical Engagements, Server Takeoff Time should be with the package
- SAVE THE MISSION
- ATO PACKAGE CREATED no later than Muster Plus 30min
- Flight Leads (not-fragger)
- Discuss Plan, Phasing, Contracts, Contingencies
- Assign Roles/Targets to the flights
- Discuss DTC items (STPT lines, PPTs) (Post in Discord if desired)
- Consider the need for support assets (AI AWACS, AI SWEEP flight, Tanker)
- Consider where BULLSEYE should be located
- Fragger: Add the Package via 2D map/ATO
- When the package is ready, Slot In and complete IVC Checks
- IVC CHECKS COMPLETE no later than Muster Plus 35min
- Break up into Flight Briefings (20min max)
- Set Flight Loadouts
- Discuss/Modify flight paths (do not modify Takeoff or TOT)
- Set flight admin (TACAN, DL, J/B, Formation, Weaponeering/Assignments, Etc)
- Clean up any IVC problems
- Flight Leads, Wield the Hammer!
- FLIGHT BRIEFS COMPLETE no later than Muster Plus 55min
- Take a 3-5min Bio Break
- Speed-Read SOP's and COMMIT no later than Muster plus 60min
- FASTER IS BETTER