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Post by Rekkon on Sept 30, 2011 17:07:39 GMT -5
And so one team can sneak in and turn off the generator in the middle of the night.
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Post by woogie on Oct 2, 2011 15:37:00 GMT -5
That is what I was thinking. Was also thinking that Thief River would be better. Just so that we could let the Opfor have the main Rhino. So they can drive around the moto cross track, and send out patrols. As well as drive around and attempt to spot the commandos. If we were able to get two rhinos out and running could have one for both teams. The Opfor can use the rhino when ever they want, just so long as they don't run out of gas And the commandos will only be able to use theirs depending on a few different things. Was thinking about using something from those table top games that you play Rekkon. If you are being the head guy for the radios, and dispatch. Roll a said number of dice... if number is even, you get the chopper......but if it is odd you don't. This goes for everything the commandos need. Resupply, medi-vac, water, more troops..... they are all dependent on outside factors, that will change during the game play.
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Post by woogie on Oct 3, 2011 8:41:54 GMT -5
What would people say if we can only use real caps for this event? Or mids with the correct ammo load in them? That would really put a pinch on some people and force them to conserve. The comando's would have what ammo they had on them. The OpFor would be able to reload when they wanted to....BUT... have to be at a specific area, and only so many people can reload at a time. And you only have a limited ammount of ammo. They would need to find objects or what not on the field in order to recieve more ammo to use
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Post by miller4130 on Oct 3, 2011 9:24:57 GMT -5
Stash a bag of rounds in ammo cans and give clues to the teams to get their locations? real caps might be spendy for those who havnt invested much into them previoulsy as well
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Post by Rekkon on Oct 3, 2011 10:57:53 GMT -5
Real caps can be acquired cheaply, but I do not like them simply because airsoft is much less accurate than real steel, so more rounds are required to achieve the same effect. I prefer a 2-to-1 or 3-to-1 ratio. The later gives 90 rounds, which is what most mid caps hold. An easy way would be to only allow 1 pistol sized speedloader worth of BBs per magazine, which puts capacity at roughly 100.
As for rolling dice for support, I prefer the idea that X amount of support has been allocated and available for the mission. That support is guaranteed if you need it. Now, if you need more than that, then we could potentially roll to see if it is available and/or roll to see what kind of delay it would have. Everything should have a delay anyway. We can say the friendly airbase is 30 minutes away or whatever, so all requests have that kind of travel time. If you request something that is not 'at the ready', then it takes even longer. With sufficient planning, we can flesh out all the capabilities of the "off map" support base, so the SpecOps know what it can and cannot provide.
The problem with stashing ammo on the field is that not everyone uses the same BB weight and not everyone uses the same brand. And since the core idea is to keep realism extremely high, I do not like the idea of random ammo stashes. The SpecOps team should be limited to what they go in with. The OpFor could be allowed unrestricted reloads at their primary outpost, representing a large crate of ammunition. Of course, SpecOps could decide to raid the place and blow it up, removing that ability unless/until the OpFor requests and receives a replacement from home base.
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Post by woogie on Oct 3, 2011 11:40:44 GMT -5
The thing with helicopters is that you are never gaurenteed anything. IE... Mortor attack on the base the chopppers are stationed at..... no fly Bad weather is moving in on the base...... no fly Maintnence....... no fly No crew for said chopper ..... no fly Dust storm....... no fly Where you are currently at..... no fly This one all depends on the mission at hand. If you are going in unseen and "unknown" you wont get choppers at all. Due to mission specs. There are a ton of different variables come into play when you are talking about a helicopter in a combat zone. For the ammo I like what Rekkon said. Have a crate with said ammout of ammo in it at one location. The Opfor should have to move it from point A to point B some time durring the game. Thus giving the comando's the option to try and take out the Opfors ammo supply. Didn't think about the part with the mags... but also low caps are fairly cheap. That is what I am planning on running in my GBBR But I would think a 90 round cap would be the absolute max ammo you could have in each mag.
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Post by Rekkon on Oct 3, 2011 12:50:18 GMT -5
Star 10-pack real cap magazines on Airsoft GI are $65 for AKs and $63 for M4s.
I undestand what you are saying Woogie, but for a mission like this would not a certain number of aircraft be set aside and kept in readiness? Obviously the team needs to insert and extract, so those choppers could be a given, but anything else might be up in the air. You need an airstrike? Sorry, we did not plan to give you one and all attack helicopters are currently anavailable.
Why make them move the ammo crate? The SpecOps team can just hit the outpost holding it if they deem it an important enough target to warrant the risk. Were I leading the team, I would not bother. Not only will the OpFor players have enough ammo on them to continue to be a large threat, but they can just call up the nearby off-map base to request a replacement (even if it takes a few hours). But the point is to provide the option. Who knows what priorities and situations may arise in the field? Perhaps there was just a huge firefight, and the OpFor left their outpost mostly unguarded. Blowing the crate then might be worth the risk if it takes the pressure off the SpecOps for a while.
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Post by woogie on Oct 3, 2011 12:57:09 GMT -5
I hear ya.... just gives them something to do, and something to try and plan on the fly. They usually do have choppers set aside for said missions..... BUT ... if there is something else that takes priority over you... then you loose your choppers. Just becuase they are planned for your mission, doesn't always mean that you will get them
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Post by woogie on Oct 3, 2011 13:33:40 GMT -5
*** EDIT ***
Sorry computer wont let me edit my above post......
A reason for the OpFor to go and get ammo would be...... to get it from a cashe!! So they are forced to still watch there ammo use, and need to think about if they need more ammo they have to send a few people out to get the ammo, and come back. So they are without a few guys, and those guns for a while.
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Post by miller4130 on Oct 3, 2011 16:38:07 GMT -5
Airdrop? have a motorcycle/dirtbike run supplies to the specops or drop it at a location
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Post by woogie on Oct 3, 2011 17:22:48 GMT -5
Was thinking something like that..... or.... I have a three man slingshot that can be used to "toss" the supply drop, and where it lands is where it lands.
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Post by miller4130 on Oct 3, 2011 17:53:25 GMT -5
I gots some motorcycles, # man slingshot Im afraid not, actually that just sounds sketchy in general lol
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Post by woogie on Oct 7, 2011 18:03:03 GMT -5
What about giving the commandos an option to set up a small FOB, or forward operating base. Nothing large, but if they need ammo or any other supplies. They can keep all of their gear and what not there, so they can be light weight and stealthy, while still having all of their gear stashed on the field.
The only thing... make sure the enemy doesn't find it. Because if they do, then you may loose all of your gear and extra stuff. Thus giving the OpFor an incentive to go out and run patrols.
Was thinking for the 12 hour game be up at Tony's, and if we plan on the 24 hour game have it be up at the moto cross track.
And depending on how many people we get, we may be able to have some random people walk around, or if some of the players want to take a "break" from playing bad guys, they can dress up and civilians and walk around the field.
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Post by woogie on Dec 13, 2011 10:03:49 GMT -5
Well been doing some more thinking on the game and have come up with a few things.
I have some cylinders here from my job, that I am going to make up and have them used as a prop durring the game. Have to get with Rekkon to see what he thinks would make some good props. I am thinking as either batteries or something for a "machine" of some sorts.... or shells for a large weapon of some kind.
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Post by Rekkon on Dec 14, 2011 13:37:07 GMT -5
I see your fake shells and raise you a real one.
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