Game Org module · Add-on Star Citizen

Mission Control Star Citizen: a real mission order, not a Discord post-it

Friday 9:12 PM. You're kicking off a raid on Pyro in one hour. A support Idris-P, two Hercules C2s on logistics, four Hornet escorts. You open Discord, you land again on the Markdown wall your XO posted Tuesday, and nobody knows who's manning which turret on the Idris. Three pilots answer «me, I can do it». At 9:55 PM you're still arbitrating who takes the torpedo station instead of briefing.

Mission Control is built for that exact moment. You open the mission editor, you build units by section, you assign each member seat by seat — not «three people in the Idris» but forward-left laser for Vega, torpedoes for Sigma, engineering for Tango. You publish the ORBAT by section. Each player gets their personal brief on their screen, with their stations, their chain of command, their role notes, and the list of TeamSpeak channels to bind. You brief.

A real mission order, not a Discord post-it

Most tools stop at a Discord message with reservation emojis. You know who signed up, you don't know who does what. The Idris bridge is a gray zone until contact.

Mission Control gives you a four-tab editor — Orders, Roster, Sections, Logistics — to build a real order of battle. You write the directive (Situation, Mission, Execution, Admin, Command), you assemble the available roster, you build units by section (PHOENIX, DRAGON, GRIFFON, CERBERUS), you assign members and ships, and you configure logistics flows between units on a graph. When it's ready, you publish the ORBAT by section: a Discord embed hits the op channel, and each participant gets their OPARD — their individual order of battle — on their personal space, published as readable Markdown.

  • Four-tab editor: Orders / Roster / Sections / Logistics — one screen, not ten Google Docs
  • Structured SMEAC briefing per section (Situation, Mission, Execution, Admin, Command)
  • ORBAT publishing per section independently — push DRAGON without blocking PHOENIX
  • Interactive logistics graph: who delivers what to whom, which ship picks up which cargo where
Mission Control editor with its four tabs Orders, Roster, Sections, Logistics and the unit grid per section
The mission editor: four tabs to build the operation, ORBAT publishing per section.

Seat by seat: every turret has its gunner

An Idris-P doesn't have three pilots — it has over twenty stations to man: captain, second, engineering, engine room, and most importantly the named turrets — forward-left laser, forward-right laser, port-flank laser, starboard-flank laser, torpedo station. If you write «Idris: Vega, Sigma, Tango» on Discord, you show up to combat with no one on the turrets. Not three pilots on the bridge: no one on the turrets.

Mission Control lets you configure your own stations per ship and per mission type — each org decides its nomenclature: a mining convoy doesn't need the same stations as a PvP raid, and your escort Idris-P doesn't have the same grid as your neighbor's. Once the grid is set, you drag your members onto specific seats. The assignment engine auto-suggests the right profiles by matching the member's tactical role (gunnery, engineering, piloting…) with the station name.

  • Stations configurable by your org — no imposed grid, name your seats however you want
  • A different grid per mission type: convoy, PvP raid, escort, exploration
  • Drag-assign with suggestions: the member's tactical role matches the station name
  • Manning visible in real time: 16/20 stations filled — you see what's missing before start
Idris-P station grid with named turrets (forward laser, flank laser, torpedo station) and members assigned to each seat
Named Idris-P stations: turrets are no longer anonymous, each seat has its designated gunner.

Three ship sources, one Manifest

Your ships don't all come from the same pocket. For this op, the Idris-P comes from the org pool, your Hercules C2 comes from a member's personal hangar lending it out, and the evac Cutlass Red is an inter-unit loan between your logistics section and your medical section.

The Manifest merges those three sources into a single mission inventory. You see at a glance what's available, what's already committed, and who owns what. For the SC cargo module, each ship shows its remaining SCU capacity as a bar, you assign holds to a supplier and a recipient, and the logistics graph reflects the flows automatically. No more cargo forgotten on a Lorville pad because nobody wrote down we were stopping there.

  • Three unified sources: org pool, member personal hangar, inter-unit loan
  • SCU capacity visible per ship, per hold, per item category
  • Typed holds with supplier and recipient — the logistics graph updates itself
  • Preset crews: a pilot/gunner/engineer trio that works reuses in one click on the next op
Mission Control Manifest view listing ships by source (org pool, personal hangar, inter-unit loan) with their SCU capacity
The Manifest: three ship sources, one inventory, SCU capacity shown per hold.

The chain of command mirrors your org

On a 30-player op, who answers to whom? Who makes the call if the captain goes down? Who can redeploy the escort without asking the fleet commander?

Mission Control splits each member in a unit along two axes: the command role (unit lead, second, etc.) and the tactical role (gunnery, piloting, engineering…). The command role builds the chain of command, which is computed automatically on each player's brief by following your org's hierarchy graph. The tactical role triggers auto-injection of notes from your role playbook: a lead gunner on an Idris automatically receives the standards you wrote once for that role. No more retyping standards for every mission.

  • Two axes per member: command role (hierarchy) + tactical role (combat)
  • Chain of command computed from your org chart — every player sees it on their brief
  • Role playbook: notes/instructions tied to a role auto-inject into the player's brief
  • Impersonation view for leaders: see one of your people's brief before validating the op
Player brief in Mission Control with chain of command auto-computed and role notes auto-injected
A player's brief: chain of command, tactical roles, auto-injected notes.

Your TeamSpeak channels, computed per player

On a multi-unit op, the general voice channel saturates in thirty seconds. Command needs to talk to wing leads without the whole fleet hearing, gunnery needs to coordinate with CP without disturbing logistics. That's exactly what whisper lists do on TeamSpeak — and precisely what Discord can't do natively. Many serious orgs keep TeamSpeak for big ops exactly for this.

Mission Control generates each player's TeamSpeak config from the ORBAT. On their personal brief, the player opens the Radio Binds modal and finds the channels to bind on their Whisper keys: Unit-Gunnery channel (reason: Gunnery → Command link), Dragon-Bridge (reason: fleet coordination), with the target unit's logo and the exact channel name. One click copies the channel name, they paste it into TeamSpeak. No export file to maintain, no wiki wall, no screenshot that's stale by the next mission.

  • Whisper lists auto-generated from the chain of command and unit links
  • Personal config per player: each one only sees the channels they need to bind
  • Copy-clipboard on each channel: one click, and the name is in the clipboard
  • Differentiator: Discord has no native whisper — Game Org keeps TeamSpeak usable without overloading a leader with config
Radio Binds modal in a player's brief, listing TeamSpeak channels to bind with unit logos, channel name and reason
The Radio Binds modal: channel, target unit, link reason — each player gets their own TeamSpeak config.

FAQ

Frequently asked questions

Is Mission Control tied to a specific mission type (PvE, PvP, mining…)?

No. The station grid per ship and the unit nomenclature are configurable by your org and adaptable to the mission type. A mining convoy, a PvP raid, an escort op, or an exploration mission don't use the same configuration — you define yours. Game Org doesn't impose a preset model.

How does a player get their mission order once it's published?

Once the op lead publishes the ORBAT, each player accesses their personal brief (their OPARD, individual order of battle) directly in Game Org. They find their unit, their stations on the ship, their chain of command, their tactical roles with the linked notes, and the Radio Binds modal for TeamSpeak. A section summary is also posted as an embed on the op's Discord channel.

Does Game Org also handle attendance check at op start?

Yes, but it's a dedicated module — the Event Roll Call. It opens alongside Mission Control right before start. On the free plan, you check people in by hand, with a timestamped history and undo on every action. With Premium, it detects in real time the members connected to your org's Discord voice channel and offers a Validate All Discord Present button to check everyone in at once — five seconds, whether you're ten or a hundred.

Do the proposed stations match the actual Star Citizen ship seats?

The stations are not imposed by Game Org. Each org defines its own nomenclature, per ship and per mission type. You can name an Idris's turrets exactly how you want — forward laser, torpedo station, launch operator — and that grid reuses on the next op. The system then suggests which member to place where by matching their tactical role with the station name.

Why does Mission Control talk about TeamSpeak when most orgs are on Discord?

Because Discord has no native whisper list. On a multi-unit op, the need for closed secondary channels (CP ↔ wing leads, gunnery ↔ command) is such that many serious orgs keep TeamSpeak for big missions. Game Org auto-computes the list of channels to bind per player from the ORBAT — no need for someone to maintain a config wiki. For simpler ops, Discord remains the primary tool of course.

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