BATTLEGROUND

Airsoft in the YubaCity / Marysville area.

I laid down a quick outline for Iron Spider 2, but it seems I'm missing something cause it doesn't sound as fun as Iron Spider 1. Anyone got any good ideas for an OP they want to share?

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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!
I like the pee assigned team idea. I like having positions and knowing what everyone is capable of and what they can do. Also having hand signals could help. Good ideas... The reward would be nice as would in game money. It would be hard but may be we could buy more NATO style mags in game?

Carl "Preacha" Wiley said:

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.

i just remembered having a third nuetral party sorta like the first steel storm but have them on no ones side sorta mingling around doing nothing and if the one team shoots them they turn on that team and if both they just have a hayday but also having innocent civies thrown in with the 3rd party militant group would be funand your point system too
Just thinking about the next OP, and was thinking that a read-ahead would be nice.  General back-story for all and specific intel for the pre-assigned folks.  I think this would give a chance for folks who want to to immerse themselves as desired.  I would love a chance to get into "character"; if you will.  Dunno if this is too RPG for some casual airsofters who are out more for the competition aspect, but it would be fun to be able to know my role before I even get on site.  Just a though.  I'd like to know how others feel.

 

I agree.

I didnt see this mentioned but I liked the 44th game with the limited ammunition. It helped to get rid of the ability to really just camp and not move because they took out 1500 bb's with them.
Midcaps only anyone?
I like these ideas. I've been reading them, just no time to reply.
Midcaps only would be a problem- my brother, and other players I know, don't have any. :( On the other hand, realistic ammunition logistics could be partially simulated by having players carry or pack in all the ammo, food, water, and batteries for an all-day or half-day OP. This would create several interesting possibilities, including the capture of the locations where the enemy is storing their ammo supplies... This also lends itself to a "survival" OP, where ammo is also limited.
OPCOM could also simulate a "supply drop". At the beginning of the day, players from each team fill their side's ammo can with any ammo, food, or water bottles they want delivered to them at a time later in the day, as opposed to packing them in themselves. Once during the day, the team captains can call in a "supply drop", radioing for OPCOM to deliver their side's ammo crate to a location along the road, possibly silo. That side must then secure the crate to get the supplies inside. The ammo crate could also contain valuable information about secret objectives not otherwise known to the players.

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