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Singapore |
Korea |
Hawaii |
Western US |
Eastern US |
London |
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First of ALL |
Everybody runs
their wings
their own way.
I'm not saying
my way is the
best, but I will
say the wings
I've run have
been fairly
successful.
Before you
decide to create
a wing, you
should consider
the following
checklist
questions:
- Will you have enough time to commit to CO position?
- Do you have enough pilot credits to start a wing?
- Do you understand the different officer positions in a wing?
- Can you get along with just about anybody from any place?
- Are you at least a Brigadier General?
If you answer "yes" to all of those questions, then the only
thing left is answering this:
- What is your motive for starting a wing? |
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Your Motives |
If your motive is to try to keep a wing alive long enough for
you and your wing mates to have fun, then I recommend you create
a wing.
If your motive is any other reason, then I suggest
you just join a wing and avoid the misery. |
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Know these
things |
1) Bombs kill wings -- not pilots
2) Time wins all wars -- not pilots, ratings, mascots,
hospitals, repair centers or wing rules
3) The best
wings work
together as a
team
4) Wing taxes
make pilots mad
* Note: the only parts I care about in my wings for #2 above are
the pilots and the rules. The rest are as gay as Gomer Pyle. |
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As the CO, you owe it to the pilots
in your wing to provide them enough time and targets to be able
to rank and learn the game. They most likely cannot answer
"yes" to the above questions OR don't want the added
responsibility.
You need to have access to the
internet at least 8 hours in a day and sometimes up to 12.
You do NOT have to be online all of your life, but DO need to
check your wing from time to time to ensure it is still alive
and defended... and nobody has gotten stupid, internally
or externally.
I recommend you have at least 15 million pilot credits to start
a wing. Rationale: if your wing mates see you commit to
donating, they will be more inclined to donate, themselves.
A more comfortable amount is 30 million pilot credits.
This will allow you to donate and have enough to play for a while.
You don't absolutely have to be a
Tactical Officer, Defense Officer or Finance Officer, prior to
being a Commander. However, pilots in your wing's office
positions might ask you specific questions and your credibility
will suffer when you can't answer them.
If you cannot play well with others, you only complicate play
for others when you decide to create a wing. A00 shouldn't
be complicated or difficult to play for anybody. It should
be fun for all.
I recommend you have the rank of Brigadier General or higher
before you attempt to be a CO. Rationale: you most likely
will have enough credits to create a successful wing; your pilot
flight school skills will be completed; and colonels and below
typically are considered to be "newbies" to the game. Even
if you are not a "newbie" to the game, you will still be
perceived as being weak. Don't let others tell you
differently. It's like throwing raw meat into the middle
of a pack of wolves. |
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CO Tips for a successful wing: |
- Know/understand/support the A00 in-game rules
- Establish wing rules and stick to them--enforce always. The
rules themselves don't matter. Enforcement does.
- CO and VCO should be at least 6 hours different in time zones.
DO can be the "swing" coverage, easily.
- Assign the pilot who gives the most credits to the wing as FO.
They tend not to take their own credits back. Pilots who
abuse FO powers by skimming wing credits always get a swift
"misty kick". The practice is selfish. Period.
- 30 million credits in the wing bank is plenty to recover from
two major fights.
- Don't tax your players. If you can't afford to start a new
wing, then don't start a new wing. See CO Overview (above).
- Satellites don't matter; assigning a TO gains trust with
that pilot and you.
- Avoid getting between your wingman and another pilot who is
bickering or shooting each other in fighters. No matter what the
fighter situation is, the only answer is to have your guy kill
the other guy lots of times. They'll stop sooner or later. The
message block
feature works great, as well. I used to kick for both of these
situations, but don't anymore. Unless the pilot gets dumb with
me. Most pilots like my wings because they get ranked up
or feel protected. They might act up from time to time, but a CO
reminder usually quiets them down for a day or so more.
- Respect each pilot in and out of your wing for who/what they
are. No need to fling around the actual word "respect".
- Stealing wing kills is not nice and you shouldn't condon the
practice.
- When a pilot outside the wing starts getting "outside the box"
with you in message... Simple: bomb the crap out of their
wing. They'll stop.
- Be as patient as you can be with the newer guys. Their life
sucks already and you don't need to make it any worse. If they
get too annoying, use the kick option. No need for explanations
at that point.
- Manage your forum and don't let it run amuck. Read
everything for understanding.
- Pay attention to what people are doing on the server.
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Last Update:
02/20/2009 |
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