A ByteFoundry product
Babylon

Command nets

The order gets through.

A net is a named radio channel with a rank. Listen to as many as you like. Talk on one. When somebody on a higher-ranked net speaks, the others fade down under them.

Three levels

Pick how much structure you want.

Some groups want a chat app with voice in it. Some want a forty-person night to run like a proper radio net. Both work on the same server, and the casual group never has to see the top level.

Level 1

Simple

Text channels, voice channels, roles, screen share. If your lot have just come over from somewhere else, there's nothing to explain. Join a channel and talk.

Level 2

Squads

Each squad gets a net and a push-to-talk key. Leads get a second key that reaches the commander and nobody else. Your normal channels carry on underneath.

Level 3

Full command

Every net carries a rank. Three keys reach past your own net. A live board shows who's on what, and the server keeps the discipline.

For now you get to a level with a one-click setup. A proper per-server switch is on the board.

What Squads sets up for you

The three levels The same six people at every level — the chrome only grows when the group asks for it. Simple is a voice room. Squads adds Team, Leads and Command with their keys. Full command ranks the tree and opens the board. Each pane is a one-click setup away from the last. The group is made up.

Three nets, three keys, three colours. You know what you're hearing before the first word lands.

NetKeyWho hears itWho can speakColour
TeamVYour whole team, leads and command included.Everyone● Green
LeadsCTeam leads and command. Nobody else.Leads and command● Amber
CommandXCommand, with the leads listening in.Command only● Red

Every net you're allowed comes through at once. The count, the keys, the colours, who may listen and who may speak: all settings, per server.

What it does

The whole comms set.

The comms list
Under your channels, a row for every net you can reach, always in the same order. Rows never shuffle because somebody started talking. Sounds small until you've tried to find the right one mid-fight.
Talk on one, listen to 24
Click a row and you're talking on it: your push-to-talk key goes there, one net at a time, remembered per server. The other nets you can hear are marked listening in. When more nets want you than you can hold, the lowest rank loses and the list says which, in amber.
A key for every net
A net you're allowed to talk on can carry its own key. Press it and you answer there without leaving the net you're on. Hold two and the higher rank wins.
Mute a net, or drop it
Two buttons that look alike and aren't. Mute keeps your place and turns the net to zero. Drop hands its place to a net that was waiting. Both remembered per server, so if you don't want Logistics in your ear tonight, that survives a rejoin.
The comms list A row per net in an order that never shuffles, senior nets on top. Alpha Wing is LIVE — your push-to-talk goes there; Command is listening in. Each keycap is that net's own key. Bravo Wing is muted: kept, silent, place held; the hovered row shows the two buttons. At rx 24/24 the list is full, so Logistics, the lowest rank, lost its place — named in amber. The group is made up.
Higher ranks fade the rest
While someone senior talks, the lower nets turn down by the amount set on the net, so a command call reads by ear. Fade, not cut. Nobody loses the picture.
Fade, not cut Vex is talking on Command, the senior net. Alpha and Bravo Wing fade down by the depth set on each net — the bars shrink and keep moving. Logistics sits flat because it's muted by hand. Mute is your setting; fade is the rank's. The group is made up.
Every voice channel is a net
The room you're sitting in gets a row like any net, so you can listen to a room from outside it.
Three keys past your own net
Report up to your leader, all-call to everyone under you, and an emergency that outranks every net. Each fades the others by a set amount, so you can tell them apart by ear. Details below.
The cut-in banner
When one of those keys reaches you, ↑ REPORT — name, ◎ ALL-CALL — name or ! EMERGENCY — name sits at the top of the list for a moment, so you know who cut in.
Connect two nets
Two nets can be connected for a while, with an optional expiry and a countdown in the list. One hop only: A to B plus B to C never reaches A to C.
Connect two nets Alpha Wing and Logistics joined for a while: Karrick talks on Alpha Wing and both rosters hear him. The link lands live — nobody reconnects — and counts down to its expiry. The group is made up.
One-click setups
Small team, squad and lead, or multi-level. Each lays down nets, links, keys and colours in one go, and the preview shows exactly what it'll make before it makes it. Setups never create roles.
Who may hear, who may speak
Per role, per net. A net can only take away from what the channel already allows, never add. Where a role blocks a right, the grid marks that cell amber and links to the role.
The editor
A panel that slides out beside the list, with the whole structure on the left and the net you picked on the right. The list stays live, so you watch a change land while people are talking.
Who may hear, who may speak The editor pane with Command open: one row per role, a hear and a speak toggle each. Wing Lead's speak cell is amber because the role blocks the right; the note links to the role in the way. The group is made up.
Order moves a step at a time
Whoever runs comms moves a net up or down with buttons, one step at a time. There's no dragging a row about. The order is muscle memory on a loud night, and a slipped hand shouldn't change it.
The structure Nets report up to other nets: squads to their wing, wings to Command. Rank flows down the tree — a report up is heard one net above, a senior's all-call reaches everyone below. A link that would close a circle is refused before it exists. The group is made up.
The board
Whoever's running comms sees every net, everyone on it, and any emergency in progress with its hold time counting up. More below.
Rosters with badges
Under each net, who's on it, with a speaking ring. Roles can carry a small badge you upload once; leaders sort to the top.
Rosters with badges Every name carries its role's badge. Karrick and Rook share a role, so they share a badge. Karrick is the one talking, marked by the green ring, but Vex leads Alpha Wing, so Vex stays pinned on top. Rank holds the top spot. The group is made up.
Changes land without reconnecting
Rename a net, pull a right, time someone out. The list refreshes and running calls re-route by the next frame. Nobody rejoins.
Nothing shown to the unadmitted
Someone still in screening gets no nets, no rosters, no board. Your command structure isn't on show before they're in.
The server decides who hears you
You press a key; the server works out who that reaches. Nothing the app sends names a person, so it can't be talked into putting audio somewhere it shouldn't go. The voice server passes the audio on without opening it.
Nothing shown to the unadmitted Same server, two sidebars. Halvern is admitted: channels, then the whole comms list, the senior net at the top. Petra is still in screening. She sees the same channels, with the comms section absent rather than greyed out. The group is made up.
The numbers
  • Up to 24 nets at once. Ranks run from 0 to 9. Each net also carries a fade depth, a suggested key, a colour and a position in the list.
  • In the list, MON marks a net you're listening in on and LIVE the one you're talking on. T1, T2 are the rank labels the app uses today.
  • The structure is capped at 64 nets and can't contain a loop; a link that would close one is refused before it exists and the refusal is audited.
  • Ten new nets and thirty permission changes a minute, per person. Anyone editing a structure fits inside that; a script doesn't.
  • Comms Manage builds structures; Comms Override broadcasts over them. Neither includes the other.

The three keys

Three ways to talk past your own net.

Diagram The same four nets each time. The green ring marks the net the speaker is talking on; the other lit rows hear the call. Report up climbs one step and stops. All-call and emergency reach everything below. In the app the key strip sits at the bottom of the sidebar, under the comms list.
KeyWhat it doesWho hears it
Report upTalk to your leader.The net directly above yours, and no further. The key only shows up on a net that has one above it.
All-callTalk to everyone under you.Everyone below you, including people who never tuned in. Needs the Override permission.
EmergencyOverride everything.The same people. It outranks every net, though a personal block still cuts it. You hold the key; it doesn't latch.

An emergency turns the room down. Everyone else drops to a quiet floor, still there. It lasts while the key's held. Five seconds of silence ends it early; fifteen ends it regardless. Then the caller waits a minute before the next. While that wait runs, the key greys out and tells you how long. Every one goes in the audit log: who, which net, how far, how long.

The numbers
  • Report up and all-call fade everyone else by 12 dB; emergency by 18 dB. Fades take 5 ms down and 50 ms back.
  • The three keys rank above every ordinary net: report up by 50, all-call by 100, emergency by 200.
  • The cut-in banner shows for 2.5 seconds.

The board

Whoever's running comms gets a panel.

The board The board panel, close up, on a quieter night: four nets, who's on each, and what each person counts as — in channel, monitoring for listening in, entitled for allowed but not tuned in. The green ring marks Vex talking on Alpha Wing; the star is Halvern's role badge, sorted to the top of Command. Command and Logistics are connected for now — the countdown is what's left of it. The group is made up.

Open it from the at the top of the comms list. Everyone on it carries one of three labels: in channel, listening in, or allowed — they may hear the net but aren't on it right now. The app labels that entitled. Connected nets show their time left. An empty net just says No one.

Interface mockup The board and the comms list during an emergency. The layout and labels are the real ones. The group is made up.

The rules

What holds, whoever's shouting.

Seven things the server won't let anyone break, however senior they are or however hard they hold the key.

01

A net can only take reach away

Hearing a net needs the same permission as joining voice, and talking on one needs the same as speaking. A net can never give you more than the server already allows, so a timeout, a lockdown or a server mute applies to nets on its own.

02

A block is the last check, every time

If you've blocked someone, that check runs on every frame, after the rank check, and it cuts both ways. No rank, key or emergency gets past it.

03

A call already running re-routes itself

Change a role, take a right away, time somebody out, block them. The routing updates by the next frame, and nobody reconnects, nobody rejoins.

04

The structure can't loop

Nets report up to other nets. A link that would make a circle is refused before it exists, and the refusal goes in the audit log.

05

Nothing is dropped in silence

When more nets want you than you can hold, the lowest-ranked ones lose, whatever order they arrived in, and the list says so in amber: 1 net not heard (Salvage).

06

You keep your own list

Whether a net is in your ears is yours to set, and it stays that way per server. Its place in the list comes from the structure, and somebody speaking doesn't move it.

07

You can ask it why

Pick a member, and a channel if you like, and the inspector shows what they end up with and where each right came from: the base everyone gets, the roles that added, the exception that removed, the timeout sitting on top. It runs the same check the server does, so the answer can't drift.

Where it's at

Built, being tried, and what's next.

The nets, the list, the fades and the setups are built. The three keys, the board and the role badges are built too. The gaps today: no screen to rebind your keys yet; the editor can't change a voice channel's colour, rank or key (the server can); and connecting a net to a voice channel isn't routed yet.

On the board, in no promised order, sit the Squads and Full command levels as a proper per-server switch instead of a one-click setup, a voice server spread across more than one box for the big nights, and the rest of the comms work we chose to hold. A whisper key is parked. The roadmap has each one and where it stands. No dates.

The words

Six plain words, and what the app calls them.

The app grew its own vocabulary while it was being built. Here's the map, so the settings screens make sense when you get there.

Net
A named radio channel with a rank. The app says net too.
Level
Simple, Squads or Full command. The app calls these Tier 1, 2, 3 and reaches them through presets for now.
Talking on
Your key points at this net; in the app that's standing in, marked LIVE.
Listening in
You hear it without talking on it. The app says monitoring, marked MON.
Mute / drop
Mute keeps your place; drop gives it up. The app says squelch and tune out.
Connect two nets
Join two nets for a while. In the app this is a patch.