Post by Motown on Jul 6, 2004 20:01:04 GMT -5
Through attending many events and experience this first hand, as well as hearing After Action Reports from others, the topic of Radio Communications seems to be something that has yet to be perfected in the realm of Airsoft. From those that feel they must broadcast their location every 30 seconds, to those that treat them like cell phones, the Radio in Airsoft seems to be more misused and abused, rather than an actual pseudo-combat tool. Though I certainly don’t have extensive radio and communications schooling or background, I do however have enough organizational skills in addition to the paltry amount which is my radio knowledge, to offer hints and tips, as well as strategies to overcome the seeming communication problem(s).
To understand the problems with Airsoft one must first understand the purpose of radio communication, whether it is for Airsoft or for real world applications. Radios are meant for the broadcast over range, of important or vital messages to inform of one’s status, location etc. We certainly have come a long way from using couriers and smoke signals, even from the extremely heavy man-pack radios of “contemporary” combat, however, the importance to keep communications traffic breviloquent and pertinent is something which transcends from medieval combat to what exists today.
The Airsoft battle field typically sees three tiers of communication/organization: the Headquarters/Faction Leader/Event Organizer, different squads within such factions, as well as the most basic level- that of the fire team. Unfortunately, there is no system which would allow everybody on every level to communicate effectively and easily with one another with the technology we primarily use; however, there are workarounds as well as developing a system which would allow for the most effectiveness. My solution relies on a “wannabe” trunking type system, which relies on separating radio content/levels of organization from one another. There should be single (whole) channels set aside for the Command Network; IE side A has Channel 10 and side B channel 14 for their commanders, as well as a separate channel dedicated for event information/help/etc. With typical FRS radio technology, most will allow for 14 CTCSS frequencies (sub channels) which could be divided amongst the squads for squad to squad communication (allowing for 14 squads obviously) and for inter-fire team communication, set aside separate whole channels and CTCSS frequencies for that networking (IE channel 11 and 13’s sub channels for fire-team communication) with separate CTCSS frequencies for each squad. Obviously this seems somewhat complicated, as well as not allowing the individual person to speak directly with the event organizer, as well as other foreseeable problems such as a scan feature, and some people’s general ineptitude; however, it would keep radio traffic subdued with as little interference and “garbage” transmissions as possible, in addition, being relieved of the burden of switching frequencies every time one wishes to communicate outside of the squad to be less burdensome. Such a system will allow for further realism and role-playing, the role of RTO to keep in contact with command/other squads, as well as make for a more realistic, less complicated Airsoft gaming environment.
Finally, it is almost entirely up to the event organizer whether or not they wish to operate with clear, short, pertinent radio traffic, or the omnipresent incessant chatter. It would be of minimal cost and minimal instruction time, with the addition of separate radios for the RTO’s (which would be recommended) and description of which frequency goes to whom. Assigning frequencies should take as much importance as any other concept of Airsoft game planning, since the radio will usually be the only point of contact for each gamer through the course of our simulated combat, as well as any emergency which should arise.
To understand the problems with Airsoft one must first understand the purpose of radio communication, whether it is for Airsoft or for real world applications. Radios are meant for the broadcast over range, of important or vital messages to inform of one’s status, location etc. We certainly have come a long way from using couriers and smoke signals, even from the extremely heavy man-pack radios of “contemporary” combat, however, the importance to keep communications traffic breviloquent and pertinent is something which transcends from medieval combat to what exists today.
The Airsoft battle field typically sees three tiers of communication/organization: the Headquarters/Faction Leader/Event Organizer, different squads within such factions, as well as the most basic level- that of the fire team. Unfortunately, there is no system which would allow everybody on every level to communicate effectively and easily with one another with the technology we primarily use; however, there are workarounds as well as developing a system which would allow for the most effectiveness. My solution relies on a “wannabe” trunking type system, which relies on separating radio content/levels of organization from one another. There should be single (whole) channels set aside for the Command Network; IE side A has Channel 10 and side B channel 14 for their commanders, as well as a separate channel dedicated for event information/help/etc. With typical FRS radio technology, most will allow for 14 CTCSS frequencies (sub channels) which could be divided amongst the squads for squad to squad communication (allowing for 14 squads obviously) and for inter-fire team communication, set aside separate whole channels and CTCSS frequencies for that networking (IE channel 11 and 13’s sub channels for fire-team communication) with separate CTCSS frequencies for each squad. Obviously this seems somewhat complicated, as well as not allowing the individual person to speak directly with the event organizer, as well as other foreseeable problems such as a scan feature, and some people’s general ineptitude; however, it would keep radio traffic subdued with as little interference and “garbage” transmissions as possible, in addition, being relieved of the burden of switching frequencies every time one wishes to communicate outside of the squad to be less burdensome. Such a system will allow for further realism and role-playing, the role of RTO to keep in contact with command/other squads, as well as make for a more realistic, less complicated Airsoft gaming environment.
Finally, it is almost entirely up to the event organizer whether or not they wish to operate with clear, short, pertinent radio traffic, or the omnipresent incessant chatter. It would be of minimal cost and minimal instruction time, with the addition of separate radios for the RTO’s (which would be recommended) and description of which frequency goes to whom. Assigning frequencies should take as much importance as any other concept of Airsoft game planning, since the radio will usually be the only point of contact for each gamer through the course of our simulated combat, as well as any emergency which should arise.