Chapter 148: Iron Triangle of Large Team Battles 3 (Command Theory 5)
Finally, there is the total scheduling.
The impact of tactical command on the battle situation is scored on a 100-point scale, with a maximum of 30 points, while the position with the lowest sense of presence in the general dispatch can be scored up to 50 points.
The general dispatch is actually a management player who is mainly responsible for pre-war preparation, and its work includes strategic selection, foreign affairs, personnel organization, logistics preparation, wartime statistics, and post-war rewards and punishments.
A lot of the work and power in this belong to the guild president, and it stands to reason that many times it should be the guild president to do these things, but because these things are a fairly large project, few people can complete them alone, and most of the presidents in online games are not very professional, and most of the presidents often have some personal pursuits, and it is difficult to endure them, so these things are usually not done by anyone.
More than 99% of players don't pay much attention to these things, either because they are afraid of trouble, and a lot of preparation will be ignored or simply passed by.
Therefore, in the vast majority of cases, the chief dispatcher is not really set up, and in the end, the work related to the general dispatch is often undertaken by the old scalpers in the guild, or the scheduling system formed by several senior management.
But total scheduling is the most important of the three systems.
If the commander-in-chief is regarded as the body, then the tactical command is the limbs, and the commander-in-chief is the brain, and even the soul.
RPG online games are different from real wars, because of the differences in training, soldier quality, weapons and equipment, although the number of times to win more with less is not uncommon.
But RPG online games, because the player's military quality is not enough, even if the tactics are not awesome, they are often not used, or greatly discounted, as long as the total number of people is more than 500 people in the battle, if the two warring sides are not too big a gap in level, as long as the difference in numbers exceeds 50%, the side with fewer people is basically impossible to win, the larger the scale of the battle, the more so.
Even as a defender, it is very good to have a good location and be able to guarantee an undefeated team.
Moreover, this often requires that the attacking side is very unfamiliar with the battlefield system or terrain and has a command error, while the defender's command layer performs well, so that it can drag the battle to the end of the battle time with a numerical inferiority.
Suffice it to say that a battle, if the general dispatch ability is strong and the organization of personnel is excellent, then half of the battle is already won at the stage of combat preparation, and the battlefield is nothing more than a formality.
And a good master planner can do much more than that, they will observe the players during the pre-war organization and wartime performance, make corresponding records, and then reward and punish them after the battle, and archive the relevant records for future reference.
The general dispatch is different from the previous two commands, although it is also a corner of the iron triangle of large-scale team battles, it is more of a daily work, and the impact on the guild is extremely huge.
The centripetal force and sense of bonding of a guild that can be greatly improved by the existence of a general dispatch is by no means too much to describe with the soul of the guild, and its value cannot be accurately described in words.
Since it is a system, there must be more than one highest general dispatcher, this system is the one that needs the most manpower, and a large number of dispatchers are needed below, which can be slowly familiarized with by players.
The threshold for dispatching officers is extremely low, there is only one, but it is also the most critical one: "game attitude".
To put it simply, any player, as long as he is willing to put in the effort and pay, can become a dispatcher, or even a chief dispatcher, without the need for a first-line level or prestige, because from long-term work, you will naturally gradually have prestige.
And if it is the general dispatcher, you can slowly gain personal prestige that no one, even the guild leader, can match.
But players who don't really like games, have a strong team outlook, and are full of sacrifice spirit can't do the general scheduling, and they can become a member of the scheduling system.
The work of the general scheduling is almost all detail, and it takes a lot of effort and a lot of text and data records, which consumes the enthusiasm of the game and is very, very tiring.
It cannot be said that the general dispatch is indispensable, because the vast majority of guilds do not have anyone to establish this scheduling system, or even have a clear understanding of this system.
But a low threshold doesn't mean it's a low level of difficulty.
There has never been a general general scheduling, and the minimum standard of the general scheduling is excellent, because to deal with a large number of transactions, which requires contact with a large number of players and related data, the person who sits in this position may not need to be "specialized", but needs to be "multi-capable".
The existence of the general dispatch can be said to be the dividing line between good guilds and strong guilds. A real chief dispatcher, as long as the guild leader is not brain-dead, can make any small guild rise quickly, of course, this guild leader will also be basically hollowed out in the process of rising.
It is extremely difficult to become a general dispatcher, it takes a lot of time and effort, and a truly outstanding general dispatcher, these alone are not enough, but also require extremely strong talent.
The General Dispatch is actually a high-level evolution of the guild management as we know it on a daily basis, and its work is never just a few days before the war, but a long process.
The truly outstanding general dispatch is very terrifying, he needs to establish a set of open rewards and punishments that are acceptable to the vast majority of people, a guild business system, outstanding business talent will even make profits by actively interfering in prices, and even establish a relatively complete logistics system after earning enough profits.
Observe and record the activity and participation of all guild players in various activities, and select suitable talents to join the scheduling system.
Contact allies before the war, and then organize players and reasonably distribute teams according to game-related information, for example, a game has just updated a new auxiliary skill of a class, which can greatly amplify a six-person squad, then the general dispatch needs to match each group with a professional player as much as possible, if the professional player is not enough, you should poach people in advance, or find allies for support.
In addition, it is necessary to prepare various logistics materials accordingly.
During the battle, they contact allies and guild players, constantly configure the composition of personnel, do related auxiliary work, and observe the players' wartime performance and make records.
After the battle, players are rewarded and scored based on their records.
With such a general dispatch, there is not much difference between the commander-in-chief and the tactical commander, both of which lie down to win. Because of a really strong general dispatch, strategically will not choose an opponent who cannot be won, even if the opponent's strength exceeds his own, he will seek enough allies.
Of course, the total scheduling type of players is super rare, and the vast majority of players may not be able to meet one of the RPG online games that have been played for several years, let alone this kind of super general scheduling, Yun Xiaohan has played the game for so many years, and he has only seen such a master.
And this set of theories was also put forward by his master, maybe there are players who do the same, it may not be called "general scheduling".
As the founder of the theory, Yun Xiaohan's master is much stronger than the aforementioned outstanding level of general scheduling, and he is also good at many aspects.
In fact, although Yun Xiaohan's current personal competitive ability has far surpassed that of his master, he still feels that his master is the strongest player, and the strength is like a bug.
Compared to his master, he is just an ordinary player, and his master is a pervert. You don't need good equipment, you don't need a high level, as long as one person is there, you can influence the trend of the whole game.
Looking back at the Iron Triangle system, it can be found.
The general command system has the highest barrier to entry, but the difficulty of promotion is the lowest.
The barrier to entry for the tactical command system is medium, and the difficulty of promotion is also medium.
The total scheduling system has the lowest entry threshold, but the difficulty of upgrading is the highest.
The Iron Triangle system is a relatively idealized super system that can best deal with large-scale team battles, and most guilds can't do this because they can't find the right talent.
Generally speaking, the two-headed dragon command mode can handle most large team fights, and can achieve excellent results. In fact, most guilds have only one general command system, and the tactical command system is missing.
The general dispatch has always been an unavoidable position, and the scheduling system composed of multiple people can usually be used to make up for the lack of the general dispatch, because this is not the commander-in-chief and tactical command, not just a fight, but a long-term process.
If you don't get it right, the general scheduling can completely empty the president, and then it is very easy to pull the whole team away.
This is a sharp double-edged sword, and it is better not to try it for those who are not capable or have enough money.
PS: The command theory part is over, and it adds up to less than 10,000 words, just a small part, and then there are novelized cases, if you look at it before and after, it may deepen your understanding of the theory, of course, the following cases will only involve a small part of the theoretical content.
Of course, just reading novels and casual gamers can completely ignore it. To be honest, I don't know how many book friends can read the three chapters of this pure theory, so I'll wait to go down to the book review area to build a top post, and if you're interested in reading all the settings and theories, you'll sign in, and I'll see how many people have read them all.