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Events & Ops

Everything that happens between "we should fly Friday" and the after-action report.

An op has four beats: plan it, fill the roster, fly it, close it out. Star Org Labs covers all four — you plan from the web, your members sign up in Discord, and attendance and loot settle themselves.


1. Plan the op

Open Events & Ops → Events and create an event. You get a guided wizard that walks you through the mission, and a drag-and-drop board if you'd rather shape the roster by hand — same event, two ways of building it.

The wizard is five steps in both Basic and Advanced: the basics (game, template, title, organizer), when and where, the roster, announcements (reminders, ping roles, the announce channel, sharing) and a review with the Discord embed preview. A server with Star Comms linked gets a sixth, voice comms, after the roster. Pings start as the game's own ping roles (or the server default) and follow a game change until you edit them. Advanced only adds depth to the roster step (nested assets); nothing about who gets told, or where, is hidden behind it. The wizard remembers whether you last picked Basic or Advanced.

The labelled steps along the top show where you are; you can jump back to any step, and forward once every step before it is filled in. The review lists your answers step by step, each with an Edit that takes you to that step and a Back to review button that brings you straight back. When every step is already filled in (a resumed draft, or a copy once you set its start time), Go to review skips ahead.

Closing the wizard keeps your work as a draft — one per server, so switching servers never opens another server's half-built op — and Resume draft picks it up (the sidebar's Create Event button reads Resume draft while one is saved, and opens it too). A draft saved before drafts went per server moves to the first server you open the wizard in. Anything you entered counts (pings you changed, reminders, shares, a headcount), and a draft you empty again is dropped. Picking a template fills in its reminders too; clear the template picker (the ✕) to go back to a blank mission and drop the template's locked sharing rows while keeping what you typed. If the save is refused, the reason shows beside Confirm & Schedule rather than in a passing toast. Let Them Vote (roulette mode) is offered on phones as well, and opening a vote no longer throws away the event draft you had resumed: the draft comes back as it was before you switched to the vote.

If you shared the new event with allies, the wizard stays open after Confirm & Schedule and lists each ally: Shared, Excluded with the reason (for example, an alliance invite not yet accepted), or Failed with the reason (for example, no events channel set). Failed allies have a Retry button that sends the announcement to that ally again and updates the line. Close when you are done. An event shared with nobody closes straight away, as before.

Voice comms is where you pick how the op talks: Discord (voice channels in your server, exactly as before), Star Comms, or Both — and it holds every voice setting: the Meet Up channel and net, and each team's Discord channel and net (on that server the roster step is just teams and slots). It appears once your server has linked a Star Comms shard and is in the Star Comms beta; until then the team voice channels stay on the roster step. With Star Comms, the op and each team get a net — pick one of your shard's existing nets or name a new one, created on the shard when you save — and the Discord announcement gains a Comms section listing the nets and a Get Star Comms button. The review step's preview shows that Comms section too, so a misnamed or missing net is caught before you confirm, and a new Meet Up net must be named before you can move on. The same choice is on the full event form and on templates. See Running an op on Star Comms.

An event carries:

  • Groups — the squads or wings people join (Alpha, Escort, Salvage Crew…)
  • Roles — the jobs inside a group (Pilot, Turret, Medic…)
  • Vehicle slots — ships the op needs, which members fill from their Personal Hangar

Prefer Discord? /create_event <template> <title> <time> [date] launches an op from a saved template. You must give a time (e.g. 20:00 UTC); the date defaults to today.

Build it once, reuse it forever

Almost nobody builds an op from scratch twice. Save the shape as a template and every future run starts pre-filled — see

Templates & Recurring Ops.

Where the announcement lands

Each event announces to a channel and pings a set of roles. Star Org Labs resolves that in order: the recurring schedule's override, then the template's channel and ping roles, then your server default from Server Settings. So your mining runs can ping @Miners in #industry while your combat ops ping @Combat in #ops, with no per-event fiddling.


2. Fill the roster

The event posts to Discord as an interactive embed. Members click buttons — join, pick a group, pick a role, bring a ship. Nobody has to learn a command.

If you'd rather type What it does
/events List every upcoming op this server can see
/event <id> Post that op's signup embed with all its buttons
/join_event <id> Sign up directly
/bring_ship <id> Sign up and commit one of your ships

Ship selection reads straight from your Personal Hangar, so "who's bringing the Reclaimer" answers itself.

Not sure when to fly?

Open Fleet Availability in the sidebar. Every member fills in their usual weekly hours once, and the page turns them into a timezone-aware heatmap of when your org can actually show up, so you schedule around your members instead of guessing.

For a one-off question ("Friday or Saturday?"), an officer can run /poll create. The poll appears under Polls on the same page, and members vote with the times they can make.


3. Fly it

When it's time, the op runs itself as much as possible.

  • Voice channels — the event can create temporary channels for its groups. /create_vcs <id> makes any that are missing, and they're cleaned up when the op ends.
  • Gather the crew — /move_event_crew <id> pulls every confirmed attendee into your current voice channel.
  • Chase the stragglers — /start_op <id> pings and DMs signed-up members who aren't in voice yet.
  • Split and regather — the event's tactical controls on the web split your crew into squad channels and pull them back together for the debrief. They live in Fleet Command, which the event's organizer and anyone with event-management permission can open.
  • Auto-launch — if your attendees are sitting in the meetup channel at start time, the op launches on its own.
  • Auto-cancel and auto-end — with Enable Lifecycle Automation on (Server Settings → Features, on by default), an op whose Meet Up channel is still empty 15 minutes after its start time (the Auto-Cancel Timeout) is cancelled automatically and signups are told. A launched op ends by itself once its voice channels are empty and at least the Auto-End Buffer (60 minutes by default) has passed since launch, and never runs more than 12 hours past its planned end. Turn automation off if your crew gathers somewhere else.
  • Repost — /refresh_event_embed <id> puts the event back at the bottom of a busy channel.

Seating people from Fleet Command

Fleet Command has two tabs for seating people, plus a Comms map (below). The Tactical Board is for dragging crew and ships around in bulk; nothing reaches Discord until you press Transmit Orders. The Wizard seats one member at a time in five steps: Operative (who), the team, the ship or station, Duty, and Confirm.

  • A step with only one possible answer is filled in for you and marked as skipped on the step rail. Steps you've already been through can be clicked to go back.
  • The station and duty steps mark where the member sits now as Current. A full duty can still be picked for someone else; it shows as full and is never chosen for you. When you seat yourself, full duties and teams are greyed out with the reason, unless the event has capacity enforcement off.
  • Confirm lists your answers by step, each with Edit, and Back to review returns. It also shows where the member sits now and, if they are leaving a ship they brought as its pilot, which crew go back to the team pool and what happens to the ship.
  • If the save is refused, the reason stays on the Confirm card with Try again. An op with no teams says so and offers Open Tactical Board.
  • Closing Fleet Command with a half-finished assignment asks first. After Orders Confirmed, Assign Another starts again from the first step.

Seeing the whole op: the Comms map

Fleet Command's Comms map tab shows the op's comms in one place: its Star Comms nets across the top (the Meet Up net and each team's), its Discord calls underneath (the Meet Up channel, each team's and each ship's), and who is in each. A Discord-only op shows only calls, a Star Comms-only op only nets.

  • Plan shows who is signed up for each call and net: a ship's call if it has one, else the team's, else the Meet Up channel; and the team's net.
  • Live shows who is actually there, refreshed every 10 seconds. It's the default once the op is launched. Blue names are where they should be, and a microphone means they're talking. Amber names are there but signed up somewhere else (or not at all). Dashed names are signed up for that call or net but not in it.
  • Needs attention (Live) lists everyone in the wrong place, with where they are and where they belong, and anyone who joined without signing up.
  • Four layouts, and the page remembers your choice:
  • Tiers shows all nets, then all calls.
  • Team lanes gives each team a column with its net above its call, after a column for the whole op (Meet Up and anything no team owns).
  • Diagram draws your comms plan: nets by who reports to whom, with lines colored by net type, and each team's Discord call under its team's net. Officers set up which net reports to which on Comms Ops → Structure.
  • Roster lists everyone with where they should be next to where they are, people to fix first. In Live it can filter to Only people to fix.
  • Click a name to highlight that person everywhere they appear.
  • The badges at the top say whether the voice and Star Comms data are live. If Star Org can't read who is in voice, the calls fall back to the plan and say so.

Objective checklists

Some ops need teams to work in order: Alpha collects keycards, Bravo pulls batteries, and only then can Charlie act. An objective checklist keeps that plan in one place instead of in a leader's head.

  • Write it once, on a template. In the template editor's Objectives section, add objectives, give each a team (by name), an optional count ("4 batteries") and the objectives it waits on. Every op made from the template gets its own copy. If an op has no team with that name, the objective is left for anyone and the wizard tells you.
  • Share it as JSON. Export JSON downloads the checklist; Import JSON loads one (replace or append). There are no built-in checklists — what you write is yours.
  • Run it. The checklist sits above the roster on the event, for everyone who can see the op. Members claim, count and complete their own team's objectives (or anyone's unassigned ones) from the web, or from the checklist message in Discord. That message goes to your server's AAR channel when after-action reports are on and an AAR channel is set, so team leads who can only read the event channel can still use it: picking, claiming and completing need only permission to see the channel, not to post in it. With no AAR channel it goes in the event's thread, or beside the event post. Ops that already had a checklist message keep it where it is. Leaders can add, edit, reorder and import at any time. In Discord, /checklist show <event> shows an op's checklist only to you, and /checklist claim and /checklist done claim or complete an open objective on one of your live ops (start typing to pick).
  • 🔒 means waiting. A locked objective can't be started until everything it depends on is done. The moment the last one finishes, the team is pinged where the checklist message is. On a Star Comms op a leader can also turn on ACARS on unlock — note that ACARS goes to the whole shard, so everyone on it sees the objective's title, and it shares your org's one ACARS per minute.
  • In the AAR channel. When the op ends and your server has an AAR channel, the after-action report posted there carries the full objective readout, usually right under the checklist message (now marked final). Every objective is listed with its team and its state at the close: ✅ Completed (by whom, and when), 🟡 Not completed · claimed (who had it, and since when), ⛔ Not completed · blocked, or ⬜ Not completed · not started. An objective nobody clicked isn't dropped; it shows as not completed. A report set to minimal detail keeps the states and times but names nobody. A very long checklist is cut short with "…+N more", and the web report has the whole list, worded the same way: each objective shows who completed or claimed it, and when. Reports from before claimers were recorded show the claim without a name.
  • Afterwards. Once the op ends, members can't change it. A leader (the organizer, or anyone who can manage events) can still mark an objective complete from the event page until the after-action report leaves draft, for example one the team finished but forgot to click. The report records the leader as the one who completed it, and when. The web report updates straight away, and the AAR message already posted in Discord is edited to match within a few seconds. If that message was deleted, or the bot can no longer see the AAR channel, the edit is skipped quietly and the web report stays the record.

4. Close it out

Attendance is automatic. At each lifecycle step — and whenever you regather — the bot scans the event's voice channels and records who was actually there. That includes walk-ins: people who never signed up but flew anyway are credited too, and listed on the report.

The after-action report. When the op ends, every lead on the roster gets a DM with an Add After-Action Notes button. Press it, fill in the short pop-up in Discord, and the report posts to your AAR channel with the attendance attached, and is kept for your org's stats.

Anonymous feedback. If your server has event feedback enabled, the finished event shows a Give Feedback button. Participants (anyone signed up who did not decline, plus anyone recorded as attending) leave a 1–5 rating and an optional comment, stored with no link back to who wrote it — officers see only the aggregate on the event card. Use it to find out which ops people actually enjoyed.

Attendance stats. Over time, Events & Ops → Attendance turns all of that into reliability: who shows up, who signs up and vanishes, who quietly carries every run.

How long past ops are kept. Free servers keep 30 days of history: each night, events that started longer ago than that are deleted, with their signups and notes. Supporters sponsoring your server add to the window (see the FAQ). The Completed tab says so on a free server.


Games and event shapes

Star Org Labs started with Star Citizen and now supports more than one game. Pick your org's games during setup, or later in Server Settings → Games. World of Warcraft is in preview and switched on per server.

In a multi-game server, each event and template has a game and a shape:

  • Fleet — the classic op: groups, roles and ship slots.
  • Roster — a raid roster. Signups can be open (everyone who signs up is in) or curated (signups wait in a pending column until a leader confirms or benches them). A roster can require a Mythic+ score, and World of Warcraft signups show each character's Raider.IO score.
  • RSVP — no teams, just going, maybe and can't. Only people who are going count against a limit.

The Loot Hub, Industrial, Fleet and Threat Intel tools are Star Citizen only.


Cancelling — and un-cancelling

/delete_event <id> (or the web equivalent) cancels an op. It notifies your signups and tears down the Discord channels, announcement and scheduled event — but it does not throw anything away. The event, its signups and its attendance all survive; it renders struck through with a CANCELLED badge, and a server admin can restore it from the web app if the call was premature.


Flying with other orgs

Events can be shared with allied orgs through the Alliance Hub, so a joint op has one roster instead of three. Members of an allied server see the shared event in /events and sign up from their own Discord. Events that belong to another org and were never shared with you stay invisible — an event id from someone else's server simply answers "not found."

When you create an op, the Share with allies section (Announcements step) lets you pick an alliance and send it to all allied servers, which includes servers that join later, or to selected servers only. Allied servers that can't receive it, because their seat has event sharing turned off or they haven't accepted the invite yet, are shown greyed out with the reason. Other servers shares directly with orgs outside your alliances that trust yours. After sharing, the wizard lists each ally's result, with Retry for any that failed (see Plan the op). The full event form reports the servers that missed the post in a message instead.


Next: Templates & Recurring Ops · Loot Hub · Fleet & Hangar