Game Org module · Cross-game

Mission Control — plan your multi-unit operations without ever retyping the briefing

Saturday 8:54 PM. Your mythic raid starts in six minutes. Twenty-five players on Discord, three groups, four healers, two tanks including one who just showed up, and you're still trying to explain over voice who interrupts what on the second boss. Or it's a heist on GTA Online, with two assault teams, a getaway driver, a hacker to cover — and nobody knows who's guarding the back door. Or a milsim op on Arma, two ground sections, one mobile section, and the squad lead explains for the third time which frequency binds to which ear.

Mission Control is Game Org's multi-unit operation planning tool. You build your raid, your heist, your milsim op, or your fleet in a four-tab editor — Orders, Roster, Sections, Logistics — you assign each player to their precise role, you publish the operation order section by section independently. Each member gets their personal briefing on screen, with their unit, their command role, their tactical functions, their directives auto-injected from your library, and the list of voice channels to bind. No more retyping your org's standards for every op.

A structured editor, not a wall of Discord text

Most tools stop at a text message in a Discord channel. You know who signed up, you don't know who does what. On the day, half your briefing is spent assigning roles by voice while your players burn buffs early and you repeat the same instruction three times.

Mission Control gives you a four-tab editor to build a complete operation order without ever leaving the tool. In Orders, you write the overall directive — we use the military SMEAC format (Situation, Mission, Execution, Administration, Command) because it's designed to cover everything a participant needs without leaving gaps. In Roster, you gather the list of available, confirmed, or reserve members. In Sections, you build the units (your assault team, your healing group, your Alpha squad) and assign each member to their role. In Logistics, you describe the flows between units on a visual graph: who supplies what to whom, which vehicle or ship picks up which payload where.

  • Four-tab editor: Orders / Roster / Sections / Logistics — a single screen, not ten docs to keep in sync
  • Structured briefing in SMEAC format (Situation, Mission, Execution, Administration, Command) per section
  • Interactive logistics graph — dependencies between units are visible and drag-editable
  • Fixed cells: a trio or group that works well gets reused on the next op in one click
Mission Control editor with its four tabs Orders, Roster, Sections, Logistics and the per-section unit grid
The four-tab editor: the whole op built on a single screen.

Two axes per player: who commands, who does what

A twenty-five player raid isn't «twenty-five people at the same level». There's a raid leader, group leads, a master looter. And each of them also has a combat role: tank, healer, melee, ranged. These two axes are orthogonal — your best healer can also be a group lead. Same structure on a GTA op, an Arma mission, a Star Citizen raid: hierarchy and function intersect but don't collapse into each other.

Mission Control explicitly separates these two axes for each member assigned to a unit. The command role (unit lead, second, assault lead…) builds the chain of command, surfaced automatically on each player's briefing by following your org's structure. The tactical function (tank, healer, pilot, engineer, gunner, medic…) triggers the auto-injection of directives from your function library: you write your org's standards once for a role (« as healer lead, you keep Cooldown X in priority for the main tank »), and every time a player holds that role on an op, the notes get added to their briefing.

  • Two axes per member: command role (hierarchy) + tactical function (what they do)
  • Chain of command computed from your org structure — every player sees it on their briefing
  • Function library: directives tied to a role auto-inject on every op
  • No more retyping your standards: they live in a library, never in a scrolling Discord
A player card in the editor with their command role (group lead) and tactical function (healer), and auto-injected function notes
Command role + tactical function: two axes that build a player's personal briefing.

Publish section by section, personal briefing per player

When the op is ready, you don't have to publish everything at once. Mission Control lets you publish each section independently: your assault team is ready at 8:05 PM, you publish it, its members get their briefings. Your logistics group is still negotiating a replacement, you wait — nothing is blocked, the rest of the op keeps moving forward.

Each published section triggers two synchronized outputs: a clean Discord embed in the op's channel, with the unit summary, its members, its roles, and its section-specific directives; and the personal briefing for each player (their individual order) available in their Game Org space. The player finds their unit, their position in the chain of command, their tactical functions with the attached directives, and — if your org uses TeamSpeak — the voice channel binding modal.

  • Publish section by section independently — no need to wait for the whole op to be locked
  • Automatic Discord embed in the op channel on every section publication
  • Personal briefing per player: unit, chain of command, tactical functions, auto-injected directives
  • Impersonation view for leads: check one of your men's briefings before signing off on the op
Section publication view with the Discord embed and a player's personal briefing side by side
Publish per section: the Discord embed and the personal briefing go out in parallel.

Your voice channels, computed for each player

On a multi-unit op, the general voice channel saturates immediately. Command needs to talk to group leads without the whole fleet hearing; the medical team wants to coordinate with HQ without disturbing the assault. That's what whisper lists do on TeamSpeak, and that's exactly what Discord can't do natively. Many orgs running large ops keep TeamSpeak for precisely this reason.

Mission Control automatically generates each player's voice configuration from the operation order. On their personal briefing, the player opens the Radio Binds modal and finds the list of channels to bind to their Whisper keys: Alpha-HQ (reason: escalation to command), Assault-Medic (reason: healing/assault coordination), each with the target unit's logo and the exact channel name. One click copies the name, they paste it into TeamSpeak. No wiki to maintain, no screenshot that goes stale.

  • Whisper lists generated automatically from the chain of command and inter-unit links
  • Per-player configuration: each member sees only the channels they need to bind
  • Copy-to-clipboard on each channel — one click, it's in the clipboard, ready to paste into TeamSpeak
  • Discord stays perfect for simple ops; Mission Control forces nothing, you pick your voice tool
Radio Binds modal in a player's personal briefing, listing the voice channels to bind with unit logos, channel name, and reason
Radio Binds: the voice configuration generated from the operation order, personalized for each player.

FAQ

Frequently asked questions

Does Mission Control work for anything other than Star Citizen?

Yes, it's built for any multi-unit operation: WoW or FFXIV raids, GTA Online heists, Arma milsim ops, Star Citizen fleets, EVE exploration, and so on. The product's core — four-tab editor, two-axis roles, function library, per-section publishing, personal briefing per player — is fully multi-game. Per-game add-ons bring in whatever only makes sense inside a specific universe (see the Mission Control Star Citizen question below).

How does a player get their mission order once published?

As soon as the op lead publishes a section, each player accesses their personal briefing directly in Game Org. They find their unit, their roles, their position in the chain of command, the directives auto-injected from the function library, and the Radio Binds modal if your org uses TeamSpeak. In parallel, a section summary gets posted as a Discord embed in the op channel, with the member list and their roles.

Do I have to use TeamSpeak for whisper lists?

No. The Radio Binds modal is a bonus, not a requirement. For a simple op, Discord is perfectly enough and the modal just doesn't show up. For large multi-unit ops where the need for closed secondary channels is real, TeamSpeak becomes relevant again — and that's where Mission Control saves a lead from spending an hour distributing the config to twenty-five players.

Can I reuse the setup from a previous op?

Yes, that's what fixed cells are for. A pilot/lead/support trio that works well, a well-oiled healer group, an assault team that always runs together: you save them once as a fixed cell and reuse them in one click on the next op — Mission Control drops them into the editor with their roles pre-assigned. The function library, for its part, follows players automatically wherever they're placed.

What's the difference with Mission Control Star Citizen?

Mission Control is the multi-game foundation shared by every org. Mission Control Star Citizen is an add-on that brings in whatever only makes sense in the Star Citizen universe: the game's ship catalog, each player's personal hangar along with the org-wide fleet, and the ability to assign ships to present players then distribute them across the different seats of multicrew ships (named turrets, engineering, bridge, etc.). If you play something other than Star Citizen, this add-on doesn't concern you — the Mission Control foundation is enough to run your ops.

Ready to run your next op without losing an hour on the briefing?

Create your Game Org space for free, structure your org, build your first mission. Discord auth, no member signups to manage, total isolation between orgs.