Hi, TL;DR: I got excited while listening the answers about VOIP and wanted to share a system that I've been using extensively for many years now. There are things that prevent below described system to work in SC quite so simply as it works in Arma 3. Or it might be easy to implement... Who knows at this point. So I'm just going to describe as briefly as I can (lol) how VOIP works in Arma 3 with ACRE2 or TFAR and how that would translate into SC. ----------------------------------------------------------------------------------- Many Arma 3 communities use TeamSpeak 3 plugins called ACRE2 or TFAR (links at the bottom of this post). Both are radio mods and allow frequencey/channel based realistic radio communications between units in a multiplayer match. There are different radios with different features. There's even a "babel system" to simulate foreign languages or encrypted communications. The way these work is that everyone joins the same TS3 server AND channel and hops in the game. Once in the game everyone is given 3D direct communication within talking/yelling range (even the enemy can hear this talk in a PvP match). With a radio equipped players can talk longer distances (anything from 400m to 20km depending on the equipped radio). In both systems only those on the same channel/frequency can hear each other. In ACRE2 radio communications are divided into channels (1-9 blocks with 1-9 channels creating maximum of 9*9 radio channels depending on the radio used) that you can switch freely. In TFAR you can set 1-9 channels and the channel frequencies freely (e.g. CH1: 100.1, CH2: 40.3, CH3: 230.2, etc.). With both systems you can usually use only one channel at a time. You can change this by equipping multiple radios to hear multiple channels. However in TFAR you can also set two channels with some radios so you sometimes don't need to carry an extra radio. To distinguish which channels are sending, you can set left or right "headphone" as "output location". This way there's no need to show any icons on the screen. In SC icons might be good to show when ever a comms channel opens. I've been thinking about how communication tiers would line up in SC and below is an example that I came up with. I'm not familiar with naval / aviation military organization terminology and this stuff gets confusing because I'm mixing up FPS combat in here too... So I'm just going to go full retard and smash everything into ground combat organizations. Local channel / Direct communication: There's no channel. Just speak and everyone in this tier hears you. This would be full 3D audio support for communications, but I'm not holding my breath for 3D comms. This tier might also be ship intercom for the crew. I think I've heard that some sort of security system would be built into ships and that might be able to allow an intercom-type channel that would work as a local voice chat. Squad channel/frequency: You've joined a squad of some description and the game sets your squad voice channel automatically. Squad leader can change the squad channel or individuals may change it for themselves too. In FPS combat you most likely have teams of 2-12 players in a Squad. In a multi-crew ship this would be all the personnel in your ship. In single-seater class ships this would most likely be 2-6 ships. Platoon channel/frequency: When multiple squads join up as a platoon they might want to set additional channels for the leaders to use. This channel will not be set automatically and everyone needs to set this individually if they want to listen in. In FPS combat this tier would be the platoon leader commanding 2 or 3 squads and the squad leaders of those squads. In a multi-crew ship this tier is for the ship captains and the designated leader of those ships. I'd say this would be 2-6 ships/squads. This is simplified version so I'm leaving out combinations of these elements out. Use your imagination. Company channel/frequency: When multiple platoons combine forces and need a command channel, then this channel can be set by anyone who wants to listen in. In FPS combat this tier is obviously for 1-4 platoon leaders and for their assets and the company commander. Batallion channel/frequency: This might come handy if there's a support company, multiple combat companies and whatnot. Who knows how big servers get in the future. Realistically speaking one player can handle maximum of three communication channels at once. However it's likely the maximum ends up being only two channels because SC currently doesn't have any form of 3D comms like Arma 3 has. It would be hard to recognize which channel the communication is coming from with more than two channels open at once. You might run out of keybindings too... In SC I was thinking that in MobiGlass there should be some sort of "Comms App" that let's you switch between channels and from there set how those channels are heard (left or right ear, both ears, volume per channel). An Org can create a set of default comms that everyone knows and when they group up to fight everyone knows automatically which channels communicate to which forces. For example Alpha platoon is always on channel 10 and the three squads under Alpha platoon are on channels 11, 12, 13. Here's more information about ACRE2: http://acre2.idi-systems.com/ https://github.com/IDI-Systems/acre2 And this is for TFAR: http://radio.task-force.ru/en/