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Post by Tollis on Nov 8, 2010 19:57:33 GMT -5
The game was definitely stacked towards the cartel side. If the teams were evenly balanced it would have been a constant fight instead of the "shoot everyone on the US forces, wait ten minutes for them to spawn, start playing again." If the small quirks are ironed out, this could be a great gametype for future games. I also want to see some of the pics the couple guys were taking out there.
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Post by King on Nov 8, 2010 20:17:34 GMT -5
A lot of mine turned out looking like shit. The Auto White balance is not to be trusted in direct sunlight, but I'll post them in a few.
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Post by Piper (Immortal) on Nov 8, 2010 21:25:52 GMT -5
First off, the guy with the mile and a half shot on c-6 was our sniper. His callsign is "God" for a reason. Secondly, my day was ruined by certain people not calling their hits all day. The same guys. You know who you are, and apparently the entire US side concurs. Whether it was repelling an attack, or invading a base, the no hit calling left me frustrated many times. BTW, when did the other side of the metal wire fence between the church and the police station become in bounds? Either way, frustrating. Overall, I have nothing bad to say about the event itself, or it's planning. I have the utmost confidence that knief and the fish will not only fix their imperfections for next year, but expound upon the overall effectiveness of the game. I cannot wait til next year. I loved the idea of the game, the objectives, and a lot of other things. That being said, I have a few suggestions. 1. I would have liked to have seen the intel pickups positioned a little farther away from the city. The only reason I think we got those two was because half of the cartel was eating (which we took advantage of) 2. Moving targets to other locations. This would make both sides have places to defend all day with at least a few of their forces. The us side would have to defend their targets, and the cartel would have to defend their drug drop areas to ensure successful delivery. This would make both sides use less men in assault/defend situations on other objectives and make it more fun, so depending on how many men you have defending or attacking, you would most likely have less than you would have if not had to defend the targets/drug drops. 3. Use city for more things, include air strikes possibly or chopper drops in some way. The city is really fun to play in, (I think that the intention was to keep both teams from ONLY battling for the city all day like what has been known to happen at other SFOD events) and would have been nice to see something like gunny wrote about having a civi pop in there we have to barter with too. That would be kewl. 4. I never like the idea of "No lunch", just because nobody knows when to break from lunch or go to lunch in order to ensure your positions don't get overrun. I suggest having a 1 hour break and head back exactly after one hour, no waiting. Just reassume play without a briefing or anything. One reason is because it's fun to just shoot the shit with guys mid-game and not get shot. These are just constructive ideas that could be incorporated if you so deem fit. Other than all that, I LOVED the game, and will play again if hellfish run another one. Great job all my immortals, and all US side I commanded. I am sorry that I may have failed you in some aspects I think, but that couldn't be helped in some cases. I tried to overcome the adversity we faced, and in some cases we could not. Thanks guys.
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Post by King on Nov 8, 2010 22:15:36 GMT -5
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Post by Piper (Immortal) on Nov 8, 2010 23:22:51 GMT -5
Dirty bastard one man army is always out to pull a gun on me or capture me somehow!!! I always fall for it. I think that I may enjoy it. haha Great pics king, nice meeting you formally btw. it's always good to meet all you hellfish.
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Post by arguablycrassic on Nov 9, 2010 10:59:21 GMT -5
Those pictures are bitching King. I envy your camera.
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Post by SPYD3R on Nov 9, 2010 11:00:21 GMT -5
King, AWESOME pics!
Did any of X's pictures make it? He mentioned something about wiping his SD card-trying to make more room.
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Post by cqbr on Nov 9, 2010 12:56:48 GMT -5
Awesome pics King! I had a lot of fun getting outside to play once again and was very pleasantly surprised with the nice weather we had. I was prepared to freeze my nuts off, but it turned out to be a very nice day. The objectives and overall scenario were pretty fun and I thought everything seemed to run pretty smoothly. The one part I didn't like about one of the rules was the U.S. forces not being allowed inside the city perimeter until the pre-set time. If that could be changed for next time, that would be awesome. I heard of lots of hit calling problems through out the day like everyone else stated, but I didn't really see many of them first hand. Most of the time you could see your enemy a good 100+ yards away due to the falling leaves and I'm thinking that may have been a factor in people thinking that the other team was not calling hits. As usual, it was fun seeing everyone again. Here are some pics below. A few turned out a tad blurry but I uploaded them anyway since I know some people just like to have any pic of themselves whether it be blurry or not. s306.photobucket.com/albums/nn263/cqbr21/MI%20Game%20Pics%202010/Palea%20De%20Manteca%2011-9-10/Low point of the day for me personally, was dropping/losing a Black Flashbang. If anyone happened to have found it, PLEEEEASE let me know and I will pay you to ship it back over to me. If you did find it and don't want to return it to me, at least be careful as it is still primed.
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Post by DeathDealer on Nov 9, 2010 15:01:43 GMT -5
I agree with you Knief, the respawn build was awesome and maybe a cool idea would be for the US forces to have to deconstruct something too. The white board did really help and a score board for this kind of game would be really nice. Also I did miss not being able to see the city before I left but I understand and kind of liked the idea of not invading the city all day because that gave the Cartel side a place to respawn and protect but maybe you could incorporate letting the US forces invade at least twice or three times in a day and only allowing them a window of such long to do something and then be forced to leave for some reason.
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Post by M.S.-ARC on Nov 9, 2010 16:23:36 GMT -5
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Bones
New Member
Hellfish! Whaaaaat.
Posts: 538
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Post by Bones on Nov 9, 2010 17:53:57 GMT -5
Carpenters Union Local 1337
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Post by Piper (Immortal) on Nov 10, 2010 8:32:30 GMT -5
That's awesome. Good job bones. BTW CQBR, I told you to secure that better the one time that it was hanging carlessly earlier in the day. Shame on you.
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Post by Gimpalong on Nov 10, 2010 10:23:41 GMT -5
Had a good time at the event.
Having played at the SFOD field the last two years, I was pleasantly surprised by the amount of new bunkers and cover that had been erected especially on the "hill" surrounding the village.
I really enjoyed the format of the game, especially having both teams erect critical props themselves. I agree with what others have said about the poor start location for the U.S. team. I even commented on this while walking down to the city prior to the game start. Fortunately, the problem was rectified quickly without causing a delay in the game.
The sniper targets were a very cool idea and I would like to see several different themes on that in the future. For example, teams could be given maps showing the locations of signs that that would need to either be shot or simply observed. For example, the city could have playing cards positioned on some of the structures and sniper teams would need to approach close enough to scope those cards to get the suite and number. They would not necessarily have to shoot these cards, but observing and writing down the suite and number would replicate having to do reconnaissance and using playing cards would mean that sniper teams would have to approach relatively close to distinguish the text. Of course, there could also be the large targets available to actually shoot at.
For future games, it would be nice to allow the U.S. side to reinforce from two locations and also provide U.S. commanders with an option to do a "helicopter" insertion directly into one-half of the city. This would keep the city in play rather than just as the sole possession of one team. It would also be interesting to utilize some sort of large plywood or plastic "shield" to act as an armored vehicle so that U.S. troops could approach. The Cartel forces would then need to use tennis or nerf balls from standard airsoft grenade launchers to disable the vehicle.
The best part of the game for me was the construction of the drug-lab. Perhaps in the future, the Cartel might have to build the drug-lab as well as "receiving stations" at the drop locations. The supplies for these could be in the city and the Cartel would have to run those supplies out to the A and B bunker locations.
I do like the idea of role players in the city itself, but unfortunately, most roleplaying situations where you actually have to get information out of roleplayers seems very contrived. Airsofters are at the game to play, not to act. What I have suggested in the past is that rather than "interrogating" a "roleplayer" in order to get information and complete an objective, the "roleplayer" could give the players a puzzle or a specific task (i.e. "move these crates from X to Y") and once that task was completed the "roleplayer" would give the player an envelope with instructions or let a ref know that a task had been completed. Having to complete a simple 60 piece puzzle under fire in a designated amount of time would "simulate" actually spending the time to question a suspect.
The best milsim games I have been to have always tried to add dimensionality to the game by making it less about actually force on force combat and more about completing objectives by bypassing or making the other team irrelevant.
In any case, it was a solid game and I cannot wait until next time.
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Post by M.S.-ARC on Nov 10, 2010 11:53:35 GMT -5
Great suggestions gimpalong. I like your ideas and I can see them being used in future events.
Keep those ideas coming. We definitely want to continue putting on events that cater to you guys since you guys are the ones out there playing.
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Post by X on Nov 10, 2010 13:41:01 GMT -5
Ill try and get my pictures up tonight. Unfortunately I wasnt feeling well and didn't get as many pictures as I would have liked. On top of that all of my briefing pictures were lost due to a card formatting issue.
Suggestions:
Add a simple medic system
Make sure no team can achieve indefinite dominance over the city
continue implementing non-combat/semi-combat objectives.
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