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Command structures

PostPosted: 2016-01-24 / 15:27 UTC GMT +00:00
by jsae
For you lurkers, I have been thinking about how to relate the incident command structure to players.

The incident command structure is a scaleable structure conceived for emergencies which sorts responsibilities into manageable parts. The structure starts with one person. if the work is too much (more than 5 things or sub-units at once), people take on tasks based on the section types and each part grows if the person in the role needs to attend to more than 5 things at a time. If parts aren't needed, the structure can shrink, too.

The parts:
  • Commander = decider
  • Planning = thinker
  • Operations = doer
  • Logistics = getter
  • Finance = payer

In a game:
  • Commander = we use this already
  • Planning = could include recon
  • Operations = could be strike or attack units
  • Logistics = could be units who obtain in-game resources
  • Finance = rarely used in game

More information:
Image
http://www2.gov.bc.ca/assets/gov/public ... manual.pdf