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I believe that a modern-day warfare scenario would benefit from improved comms simulation. Both sides should be encouraged to bring and use radios to coordinate their activities, and the US side should be told, on the side, that they are allowed to have one "SIGINT Specialist" who is allowed to listen to enemy comms, or even transmit bogus chatter to confuse the enemy. I also suggest the inclusion of objectives that force both sides to be MOBILE, as opposed to the WWI style combat I saw during Iron Spider 1. During IS1, Red dug in and Blue slaughtered themselves trying to dig them out. If Red had had a reason to go out into the field and fight, that wouldn't have happened.
As for "post-apocalyptic" scenarios: I suggest a "survival" OP in which one or both sides wear full or partial civilian clothing and use "civilian" weapons. These will include shotguns, semi-automatic rifles, and pistols. The objective could be a simple turf war, or a battle over the food, ammo, and medicine stored at silo. Alternately, Silo could be the entrance to a secret government fallout shelter, requiring two codes from Red 2 and Blue 2 to enter. All you really need are two groups of desperate nonmilitary people with guns, who both want the same thing, and you have a survival OP
Thank you, Phoenix, for a great OP last week. Kudos!
Here are some other ideas:
-- IEDs and IDF: A common tactic among insurgents is to begin an ambush with Improvised Explosive Devices (IEDs) and Indirect Fire (IDF). Perhaps the use of a concussion grenade or a concussion grenade in conjunction with a descending whistle sound could facilitate this. I think it would add to realism. I know it always puts a pep in my step.
-- Supply Escort with Reward: Another idea is to have a supply escort after which the successful defense force or assaulting force would receive the supplies on board to aid in their respective causes.
-- Pre-Assigning Core Teams: It would be nice to have the teams as pre-designated as possible by about a week out so they can determine brevity codes, tactics, hand & arm signals, etc. before hand. I know it’s tough but if a few of the core folks who have RSVPed can at least build a frame work to share with add-ons on the day of.
I can’t wait to see how this turns out. With all of the ideas being slung about this sequal can’t help but stand head and shoulders above an already awesome part one!
Here are some other ideas:
-- IEDs and IDF: A common tactic among insurgents is to begin an ambush with Improvised Explosive Devices (IEDs) and Indirect Fire (IDF). Perhaps the use of a concussion grenade or a concussion grenade in conjunction with a descending whistle sound could facilitate this. I think it would add to realism. I know it always puts a pep in my step.
-- Supply Escort with Reward: Another idea is to have a supply escort after which the successful defense force or assaulting force would receive the supplies on board to aid in their respective causes.
-- Pre-Assigning Core Teams: It would be nice to have the teams as pre-designated as possible by about a week out so they can determine brevity codes, tactics, hand & arm signals, etc. before hand. I know it’s tough but if a few of the core folks who have RSVPed can at least build a frame work to share with add-ons on the day of.
I can’t wait to see how this turns out. With all of the ideas being slung about this sequal can’t help but stand head and shoulders above an already awesome part one!
I totally support assigning core teams pre-game. That's the best idea so far. Perhaps we could even take it a step further, and designate each side's core objectives before the game on the forum. This could allow for a period of mission planning prior to game-day. It would save a lot of time on the morning of the game if we could get out on the field earlier without spending as much time talking about what we're going to do. "Surprise" objectives could be announced in-game over the radio by op-com, informing each of the team commanders of new tactical or strategic circumstances (for example: "We have a confirmed missile launch! Secure silo and use the computers there to transmit a shutdown code!!! etc.) Controlling the game's progress through radio communications to the team commanders would allow for much more involving gameplay, and perhaps even allow the Opcoms to participate in the game itself.
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