Misty's Guide to Area00
 

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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?
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.
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.

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.


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.

 

Last Update: 02/20/2009