After some thought on how I'd contribute to this thread, I'm glad to present to you all my shitty thoughts on the most important part of the Commanding Officer: how they handle the first 30 minutes of the round. The early game, unironically, is the most important part of the Commanding Officer role. Good preparation, organization, and delegation here pays off tremendously later in the game. Sure, you might not win the round, but at least you'll have a fighting chance.
this is also what i do before the beginning of every round so please no judge ty
Pre-Round Set-Up
- Before you willingly choose to be a commander at the beginning of a round, have your game plan/briefing speech prepared and ready in MSWord. A lot of marines will give you shit for this, but at least you'll have a baseline game plan. Your game plan should also be put into speech form, so you can convey it at the meeting. This is also a great opportunity to test new strategies to see how they work in practice (take notes!).
- Accept the fact that you're going to be playing Textbox Simulator 2017 for the next two-three hours. It makes Commanding way easier.
Just After Round Start
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Turn on every single radio channel on your headset. Just do it. I don't give a shit. You're playing Textbox Simulator 2017 for the next two hours, deal with it.
- Say hello to every single SO on the Bridge, have a nice little chat. Be sure to call them by name, not just rank.
- Remember that game plan you just wrote out before the round started?
Put that on a piece of paper, and call over the SOs to read it. Once you've all spent some time discussing the plan, get each SO to take a squad. If there are multiple squads working together to achieve the same objective, get the SOs to co-ordinate together. It'll save time if they want/need direction in the future.
- Just like the SOs, every SL should know what their mission is before Briefing. Every channel is going to be chaotic at this point, so getting orders to the SLs is going to be a little tricky. You know that little button in the Overwatch menu that lets you send specific messages to Squad Leaders only? This is a great way for your SOs to pass on your initial orders before Briefing begins. You could even set the squad objectives now.
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Make your first command announcement thoughtful, detailed, and interesting. As the "first impression", it defines your character/persona as a CO - but especially your perceived competence. Let's be honest: we all die a little when we see that Command makes an announcement saying "briefing at 12:20" and nothing more.
- Now that you've got some time to spare,
delegate any remaining responsibilities to the XO and to the SOs. The XO should look after any issue arising from the MPs or if the CL needs anything, while the SOs should thinking about how they will be working with requisitions this round.
- Get a little creepy and listen to the squad radio channels for a bit.
Get a good read on the personalities of the more vocal members of each squad, including Squad Leaders. This will help you out massively later when it comes to the mid/late-game; you'll get a better idea as to how certain squads will react and perform during the round.
Briefing
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Briefing should be held somewhere between 12:15 and 12:20. Too early, and the marines will resent you for not letting them get their cool gadgets. Too late, and you'll stir up discontent in the men. The 15-20 minute mark seems to meet that nice sweet spot. It's also tradition, so it creates that expectation.
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Be at the Briefing Room two or three minutes before the assigned Briefing time. Briefing's always an echo chamber at this point. The marines will get to see, first hand, how you handle pressure. They will try to get a rise out of you. They will be rowdy. Don't scream and yell for the MPs to maintain orders unless you truly have to do so. Don't succumb to the urge to talk back; a petulant CO is a weak CO.
- The Briefing speech is another important ritual, so pick up that megaphone and get ready. A briefing should have four components:
- The Prelude: Don't immediately launch into your game plan. Briefing's going to be chaos with everyone talking at once. Use a fluffy, but short introduction to get the men to settle down.
- The Point: Go through the basics of what we already know - the USS Almayer's responding to an distress beacon, yadda yadda, etc. You can use this opportunity to talk about conditions down at the away-site, albeit briefly. The Point is ultimately used to set up the Problem.
- The Problem: Marine players crave purpose. You get to be a bit of a storyteller here, so come up with a plot to go with your plan. Introduce an element that they aren't expecting. Are there suspected elements from the Colonial Liberation Force on the planet? According to your best "intelligence", there very well might be. Don't go into exhaustive depth here; just focus on giving the marines an idea that they are part of something bigger, and that this mission is their chance to contribute to this plot. Remember: SS13 is a game about stories, so why don't make one?
- The Plan: List squad objectives one at a time. Be sure that each squad knows what they are doing, and which dropship they will be leaving on.
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Your final comments should remind the marines that they are only as strong as the rest of their squad. Remind them that they are entering a potentially dangerous situation. Remind them to stay together and stay alive.
- When you dismiss the men, give them a moment to see if any of them salute. If they do, salute back. If none of them salute, give them a salute. It probably isn't appropriate military protocol, but it shows respect. It also firmly indicates that Briefing is now official over.