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Post by X on Dec 31, 2013 13:06:59 GMT -5
I wish that a milsim event would allow younger people if they where good at working as a team and airsoft. I personally am good at airsoft and want to be apart of milsim events, but adults think all if not most kids suck. Not all kids are bad at airsoft. When I play at rec. games I'm better than a lot of adults, I just haven't been able to prove myself at a milsim event. It is my dream to try to get in a milsim event and even a milsim team. But because of age restrictions there is really no chance for young people to be apart of these events. Thats just my opinion, but I do hope that someone takes that into consideration. The reality is that most younger people want to go out and play CoD. That's fine for a REC game because that's basically what REC games are. In MILSIM you might find yourself baby sitting some objective without any fire fights for an hour or more. The last MILSIM I went to we played all day and I shot about 400 rounds. I had a lot of fun but there just wasn't a lot of action (at least in the form of firefights). The other thing is the very young, like 14 and under, are more likely to not call hits. I'm not saying all young teens are like this, but over the years that's been my observation. So the age limits are there to remove the majority of the potential bad apples. There are obviously exceptions. For example I believe Crapshoot and Coletrain are 16 or 17. I've seen them at every MILSIM I've been to in the last couple years. There always welcome back because they play honorably, take the objectives seriously, and respect the chain of command. I think those are the key attributes of a good MILSIM player. So if you go into a SCEN or MILSIM game, link up with some older guys, and display those attributes you would be welcome back. You don't have to be "good" at airsoft. Sent from my XT1080 using proboards
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Post by Gunslinger on Jan 8, 2014 13:49:21 GMT -5
Things I have always liked at MilSim games but I don't see at all of them is like most have stated,
Camo restrictions. Mag restrictions. NO high caps. Age restrictions
Just because I am with most on it turning into a bunch of little kids who's mom dropped them off and they have tennis shoes on and mismatch camp. I have played with some really cool guys under 18, but it is just more because I can't relate to some one under 18, hell for that matter now-adays I can't relate to any one under 30. Ha ha ha.
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auzzie
New Member
NRPH and Fairlawn forever...
Posts: 523
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Post by auzzie on Jan 9, 2014 9:36:27 GMT -5
Honestly, I want to play with adults in milsims. When I play milsims, my mind is locked in the notion that this is just like real life aka not having some 16 year old next to me. But for rec games, it's totally fine.
Mid caps only would be nice but how would you make sure everyone uses them? Look though every mag they have on them then let them pass onto the field?
Vehicles would be awesome. Anything from riding in the back of a pickup truck to ambushing an HVT in their SUV. Some places would be pointless like at No Limits because it's such a small field. But huge fields like Hell Survivors would be perfect.
When the days get longer, I would like to have longer games. 12 plus hours. All of us has MREs or food with them and has to eat in the field when you can. None of this 'taking a break in the middle of combat'. My friend who came with me at wounded wing said that would have loved to eat out in the field with an MRE. But at the same time, he was in the Army and just came back home.
Having a specific type of camo during that time period would be nice but how many people can pay that extra cash to buy camo they might use one time? If we are going to enforce that rule, why not enforce a rule saying 'if you are an American, you must use an M4 or blah blah.'
More props. Wounded Wing was good with props like the C4. They were made pretty good but they were only used once which sucked.
Maps of the field would be nice.
The use of 'money' was pretty awesome at wounded wing.
If it does make the people who ran Wounded Wing, said friend who was in the Army said he loved it. A lot of it seemed like his training with a dash of what he went though in Afghanistan.
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Post by Puma1 on Jan 9, 2014 12:19:23 GMT -5
Mid caps only would be nice but how would you make sure everyone uses them? Look though every mag they have on them then let them pass onto the field? Airsoft Is a game of honor. While we can't check every single player to see that they brought midcaps, we shouldn't have to. When you sign up for any MilSim you should take it seriously, not only for the players beside you, but for the Heros and soldiers you're trying to portray. In my humble opinion, disrespect and dishonesty is the biggest threat to our sport. One big thing I've seen fall apart at most milsims is the chain of command/ radio usage. I think Rage has done a great job addressing this in their upcoming MilSim, giving us some alone time with our commanding officers. I hope that will alleviate a lot of the confusion.
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auzzie
New Member
NRPH and Fairlawn forever...
Posts: 523
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Post by auzzie on Jan 9, 2014 12:32:00 GMT -5
True Puma1.and I agree with you about radios. I don't know if someone else is doing it by mistake or on purpose but sometimes when I have my radio on, there is static on the radios. Just like when someone just presses the to talk button. Might be my headset or radio or someone.
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Post by Gimpalong on Jan 9, 2014 13:23:05 GMT -5
Radio discipline is typically absurdly lax at most games I've attended. A part of this has to do with jamming [pun intended?] so many people onto only a few channels which results in a lot of cross-talk and chatter. Another part, of course, is that people don't understand how their radios work or accidentally start mashing buttons when they move around.
This might be controversial, but:
I'd like to see a milsim event where one team is basically hand selected by the event hosts prior to the game. This group is then used as the OpFor in a variety of scenarios and challenges presented to the main body of regular players. This hand selected group would be tightly controlled by the event hosts in order to maintain the pace and balance of the game. So rather than having to try and control two (or more) separate and independent groups, the event hosts specifically control the actions of one entire team while allowing the other team to problem solve the challenges that they are given.
This sort of happened at Wounded Wing where the Syrian Rebel "role-players" were basically under Mosin's command the entire time. As a result command and control with this group was pretty solid.
So, for example, you might have a hand selected team of 20 guys and a main body of 40 guys. The 20 hand-selected guys, who would be experienced players, though outnumbered, could be put into a specific location like the Village at HS, which the main body has to assault. The uneven balance of the teams provides a target rich environment for the 20 guys, but also allows the larger team the opportunity to maneuver and move up against a smaller group. So it keeps the game dynamic and fast-paced. This might help prevent some of the typical stalemate situations that we see develop at places like Bangor.
Alternatively, the 20-man team could be broken up into smaller groups and distributed across the field to guard specific objectives, to run roving patrols or to contest ground. The larger group would then need to maneuver to capture objectives and eliminate the smaller groups that it encounters.
Another option might be to break the 20-man team into two 10-man groups, and use these groups to create timed challenges like at NL. So while half of the 40-man team is trying to storm Tippmann Towers in the fastest time against 10 experienced defenders, the other half of the 40-man team is doing the same thing at the Castle. When a 20-man team member is eliminated they are "dead" for 5 or 10 minutes, while the 40-man team members just return to the start location near the objective and then come back into play. Once an area has been captured, the larger groups basically swap places and run the challenge again for time. The outcome of these timed challenges then impacts the game in some way. I like the example of Tippmann Towers and the Castle in this example since they are so close to one another that swapping in one group of players for another could be done pretty quickly.
The goal here is not necessarily to provide an amazing experience to the 20 hand-selected guys, but to give the main body of attendees an opportunity to be "winning" and on the move the entire game rather than being stalemated with only 5-10 players doing all the work on the flanks. By creating objectives with experienced, but limited and overcome-able opposition, the event hosts can create a bunch of different challenges by rotating teams around the field to different locations or tasking them to traverse to different parts of the field.
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Post by Gunny87 on Jan 9, 2014 14:20:49 GMT -5
It's exactly what I want to see with MILSIM games Gimp. I had a blast playing as a role player at Wounded Wing and it was rewarding for me to get to play with everyone else and fight as hard as I could, but instead of playing as a competing player whose motivation is to "win", my motivation was to have fun and enhance the game play. Instead of getting two competing sides whose main motivation is to win (although it should be to have fun!) I think you'll get a much more rewarding experience for all players because it will greatly reduce instances of cheating especially with people not calling their hits
A good example of this was during the last main objectives when the Role Players were holding a hostage and defending against the Syrian Royal Army and the U.S forces and the objective was set up so that eventually all the role players would be killed off and the hostage would get rescued. I had a great time just playing, and I'm sure the other two teams had a more rewarding experience playing against challenging role players and won the objective by securing the hostage.
In fact it may even shift the paradigm of how MILSIM styled airsoft games are played.
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Post by Mosin on Jan 9, 2014 20:53:53 GMT -5
One thing that we (RAGE) have been focusing on is changing the mindset of milsim in Michigan. While I was director of Combat Trauma Management for a year and some change, I was responsible for running 12 scenarios every two weeks that future Corpsmen would likely come in contact with while deployed in combat, doing this sort of helped secure my general mindset and our (RAGE) ability to adapt on the fly. I'm seeing a lot of good feedback from Wounded Wing, which is great and is something I'm hoping to improve upon, but I think that you guys will truly be amazed when we drop Western Gambit.
We're doing away with spawn points (Save for one per side... Sort of a "You can't ever capture this base"), one thing I've been hearing about on podcasts is at the end of the day nobody goes home knowing 100% for sure who won, we're changing that as well. In our future games to come, there will be winners, there will be losers. How well you prepare for these games is going to be the difference between you going home at night saying that you kicked ass and took initials because you didn't have time for names, or you saying you got it handed to you.
To elaborate more on the respawn deal, as I'm sure you've noticed we've been improving/adding onto our medic system, and this op is going to be our final installment of it. Upon a player getting shot, he is required a tourniquet within 5 minutes. Once tourniquet is applied he is required an I.V. via our setup before he is back in game. Should this player become shot again, he is now a liability to your mission and someone that must be dealt with as you either A) Move forward on objective or B) fall back and call in a bird. If you choose the former of the two then as soon as you capture whatever intel, seize whatever land, or go to wherever, you will be notified via in field mod that your dead are now revived -- 100%. Should you choose the latter, you'll need to call in a bird and set up security, if the LZ is hot then a bird will not be able to land and you will not be able to revive the dead with "Combat replacements". In addition to this, you (The squad leader) will need to radio in a proper grid coordinate as well as how many wounded you have, if you radio in that you have three and the bird shows up and there is four then only three will get revived. Adversely, if you call in and gundeck and claim you have ten and we show up and there is three, you won't receive a MEDIVAC on future calls, as you're someone that blows up numbers in attempts to get the bird to you quicker.
Midcaps only is also another thing that we (RAGE) will be enforcing at all future MILSIM events we run, highcaps need to go.
I can assure you that if we receive at least $1,000 in prepayments before the game in March, you can expect to see at least two SAM sites on station as mobile props, in addition to the C4, the TnT, the tourniquets, the I.V. bags, and actual in field currency.
Overall this has been a pretty informative thread guys, please keep the comments coming. RAGE is doing our best to ensure your dollars are going back into the sport you love to the most of our ability, it is our hope that six months from now the realism and the props are at a much higher level than Michigan has ever seen.
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Post by Gunslinger on Jan 10, 2014 19:20:51 GMT -5
The main reason I was talking about getting certain things for MilSim games is because they are not cheep. I am of course talking about games that cost over 100.00 to play and in some cases 200.00. Plus Gas to and from, certain elements that you have to buy to play etc.
Most small MilSims that are common around here are not the ones I am speaking of, when I was more active I spent summers going to events from Ohio to Illinois and where ever.
When we had A.C.O. going on most of our events games started around 50.00 to 75.00. That usually got you a T-shirt, patch, raffle ticket, and some other nonsense. Some people complained it was to costly to play. Unfortunately for event hosts they incur quite a few bills before the game even starts that they have to play rather any one shows up at all or not so that weeds out quite a few players right off the bat. Then added restrictions also help weed out more. Hell our rec games were 25.00.
True enough some times good honest players can't make it to the even. BUT even truer than that LESS desirable players can't show up either.
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Post by X on Jan 12, 2014 13:06:48 GMT -5
I finally thought of something I would like to add.
I would like to see more interesting team work type exercises built into the games. As an example, Hellfish hosted a game way back at SFOD. One team was given building materials and a diagram and we had to build our FOB (I think Knief coordinated that). The other team was given empty sand bags and a lot of sand. They represented packaging cocaine or something. They then had to deliver the drugs to various locations on the field. These sort of outside the box objectives are what make for very memorable games.
Sent from my XT1080 using proboards
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