Section Notes
Solo players often struggle with command rhythm and roster management. This hub separates tactical orders from long-term officer care.
Start Here
- Ready or Not First Hour Starter Route: Spend the first hour on training, command binds, then low-risk missions for mirror checks, wedges, reports, and evidence bags.
- Ready or Not Commander Mode Starter Plan: Solo Commander starts with living officers, manageable stress, and simple orders before scores or Ironman attempts.
- Ready or Not Quick Play vs Commander Mode: Use Quick Play to learn maps; use Commander when you want roster management and long-term pressure.
- Ready or Not Ironman Mode Prep Checklist: Before Ironman, rehearse door discipline, mission cleanup, and reset habits instead of blind-running maps.
- Ready or Not Red, Blue, and Gold Commands: Use red/blue elements for angles, doors, and synchronized entries; save Gold for whole-team goals.
- Ready or Not AI Team Room-Clearing Rhythm: AI teammates execute well, but the player must still control doors, sight lines, and secondary searches.
- Ready or Not Officer Stress and Therapy Management: Commander mode needs rotation, casualty control, and therapy instead of burning one team down.
- Ready or Not Officer Traits and Platoon Planning: Traits are long-term value, not single-map fixes; cover stability, arrests, and accuracy gaps first.
How To Use This Hub
| Problem | Start with |
|---|---|
| First time on a mission | Read the route, then loadout and scoring pages |
| Repeated score drops | Check evidence, reports, and force penalties |
| Co-op confusion | Split shield, breacher, restraint, and evidence roles |
| S-rank attempts | Keep every suspect and civilian properly handled |