Zdybel
New Member
Im Zdybel Dig up old Facebook Posts bcuz im 1337
Posts: 786
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Post by Zdybel on Dec 8, 2013 20:41:30 GMT -5
Sign me up for PJ.
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Post by O'Dwah on Dec 8, 2013 20:50:26 GMT -5
Zdybel, I responded to your PM. Do you want SEAL or PJ?
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Zdybel
New Member
Im Zdybel Dig up old Facebook Posts bcuz im 1337
Posts: 786
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Post by Zdybel on Dec 8, 2013 22:36:46 GMT -5
PJ will do perfectly thanks.
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Post by Dingo™ on Dec 9, 2013 12:10:54 GMT -5
Hey X, can you reprogram my icom that morning? Mine is still setup for NL and I don't recall what freqs I have on it..
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Post by Tank on Dec 9, 2013 12:20:24 GMT -5
Hey X, can you reprogram my icom that morning? Mine is still setup for NL and I don't recall what freqs I have on it.. We will probably have a few stations for flashing radios. X may or may not bring his, I'll bring mine, and I think Piper will be set to do it also. We do need to talk to Mosin and O'Dwah though about the freqs though. I don't have time to put together our concerns at the moment, but either X or I will contact them today or tomorrow.
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Bison
New Member
Get out of here Stalker
I'm a 13F by God.
Posts: 393
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Post by Bison on Dec 9, 2013 13:44:56 GMT -5
Pending relations with United States/Coalition forces, will there be a possibility for Syrian Rebel Forces to call in 9 line medevacs, call for fire, CAS, CCA, SALT, resupply, or UXO reports? This would obviously influence the decision making for the rebels.
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Post by snip3st3r on Dec 9, 2013 14:10:11 GMT -5
Payment sent for another one of my team members (M.I.S.T.), Jake Warren (Callsign: Chezzy), to be on the Syrian Royal Army with me.
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Post by O'Dwah on Dec 9, 2013 15:27:10 GMT -5
Pending relations with United States/Coalition forces, will there be a possibility for Syrian Rebel Forces to call in 9 line medevacs, call for fire, CAS, CCA, SALT, resupply, or UXO reports? This would obviously influence the decision making for the rebels. Good question, and as far as that goes, short answer is yes. If during the course of they day the rebel forces join sides with the American SOF, then they will have the same luxuries available to them as the American forces do. With one caveat being they will have to be in direct contact with the American forces, meaning they can't be doing their own thing, and then call in a 9 line if the player is hit, if that makes sense. Also, I am no longer taking any prepays. Anyone that hasn't paid will be required to do so at the door, entrance is still $30. As per RAGE's usual policy, if you are signed up on the roster and do not show up to the event, that is a mark against you, and will be noted for future games. Thanks!
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Zdybel
New Member
Im Zdybel Dig up old Facebook Posts bcuz im 1337
Posts: 786
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Post by Zdybel on Dec 9, 2013 18:17:37 GMT -5
Is it possible to make a sales thread if people want to sell stuff there, or is it strictly no selling?
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Post by Coletrain on Dec 9, 2013 18:20:53 GMT -5
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Zdybel
New Member
Im Zdybel Dig up old Facebook Posts bcuz im 1337
Posts: 786
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Post by Zdybel on Dec 9, 2013 18:23:21 GMT -5
Thanks Coletrain.
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Post by Pagan on Dec 9, 2013 18:31:23 GMT -5
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Tommy Gun
New Member
6th Airborne Red Devils
Posts: 81
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Post by Tommy Gun on Dec 9, 2013 19:41:28 GMT -5
Please move me to Syrian Rebel Forces I am running with the suicide kings.
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Post by X on Dec 9, 2013 20:05:52 GMT -5
Channel Frequency 1 462.5625 2 462.5875 3 462.6125 4 462.6375 5 462.6625 6 462.6875 7 462.7125 8 462.550 9 462.575 10 462.600 11 462.625 12 462.650 13 462.675 14 462.700 15 462.725 16 462.750 For those of you that have over the counter radios, channels 1-7 are their concurrent counterpart channels of 1-7. Remember that you can't be on any subchannel, even subchannel 1-1 instead of 1-0 will not receive or transmit on those frequencies. Channels 8-16 are higher frequency channels that require custom programming and cannot be found on an over the counter radio that has not been tampered with. Specific channels for teams will be given out during game day, however channel 1 will always remain the admin/safety channel. Majority of the coordination throughout the game will take place on channel 1, and if any player would like to get a hold of a ref that would be the channel to do it on. I have some issues with your comm matrix. I feel like a dick to keep bringing this up, but here goes... My concern is that you're setting up the comms matrix out of convenience for the ICOM guys and not the majority of players. I mean, I'm assuming it's not a coincidence that there's exactly 16 channels. The comms matrix shouldn't use channels that people without expensive radios can't use. Besides the fact using non GMRS/FRS channels is illegal and hosts shouldn't be forcing players to do illegal things, giving only 6 standard channels to be presumably split between two teams in my opinion isn't enough. What's going to end up happening is the teams are going to end up using some channels outside the assigned channels. Which leads me to the next issue. Channels 8-16 on your list are not high frequency channels outside the range of "over the counter radios". Those frequencies map to 15-22 with only channel 16(~23) being outside the normal GMRS/FRS frequency range. So you're going to end up having people with walkie talkie style radios spilling over on to those channels assuming they aren't being used, when in fact they are on the list. The reality is there are a lot more players with walkie talkies than players with ICOMs. The comms matrix should be setup in the best interest of the majority and that means giving the standard channel numbers and if you want to give out some extra frequencies outside the normal range then go for it. If you would like you can use a slight variation of the comms matrix that I put together for Northern Light (modified for one ref channel). It gives an almost perfectly balanced distribution of channels to each team. Channel Number | Frequency | Type | Max Output | 01 | 462.5625 | GMRS/FRS | 5W | 02 | 462.5875 | GMRS/FRS | 5W | 03 | 462.6125 | GMRS/FRS | 5W | 04 | 462.6375 | GMRS/FRS | 5W | 05 | 462.6625 | GMRS/FRS | 5W | 06 | 462.6875 | GMRS/FRS | 5W | 07 | 462.7125 | GMRS/FRS | 5W | 08 | 467.5625 | FRS Only | 0.5W | 09 | 467.5875 | FRS Only | 0.5W | 10 | 467.6125 | FRS Only | 0.5W | 11 | 467.6375 | FRS Only | 0.5W | 12 | 467.6625 | FRS Only | 0.5W | 13 | 467.6875 | FRS Only | 0.5W | 14 | 467.7125 | FRS Only | 0.5W | 15 | 462.5500 | GMRS Only | 5W | 16 | 462.5750 | GMRS Only | 5W | 17 | 462.6000 | GMRS Only | 5W | 18 | 462.6250 | GMRS Only | 5W | 19 | 462.6500 | GMRS Only | 5W | 20 | 462.6750 | GMRS Only | 5W | 21 | 462.7000 | GMRS Only | 5W | 22 | 462.7250 | GMRS Only | 5W |
I realize you want to keep the channel distribution secret until game day, but there are two issues I see with that. One, it doesn't give the teams any time to plan and allocate their channels thus increasing the confusion on game day. Two, it requires you to come up with a new equivalent to the above to create a balanced distribution. Which, if I may say so, this is the simplest way to fairly distribute the channels. Personally I don't think the issue of players on enemy frequencies is actually an issue because of the stigma that cheating carries. I think there are people who would do it, but if they go around telling their whole team about the enemy intel they got, they're going to catch a lot of flak over it. If you insist on having a secret distribution that you only give out on game day. You should just just make sure that there's an even distribution of GMRS, GMRS/FRS, and FRS Only channels. I have the different channel types listed in my table above. I'll bring my PC to the game for any ICOM guys that need programming.
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Post by Mosin on Dec 9, 2013 20:57:37 GMT -5
X,
While I appreciate your well thought out matrix of 22 separate channels to have for only 79 players currently signed up, so that every four players get their own channel, I'd like to make an addendum to my previous post in regards to radio frequencies:
Channel 1 will remain the admin/ref channel, unsafe play and logistical transmissions will be done here.
Channels 2 and 3 will be for the SEAL/PJ units.
Channels 4 and 5 will be for the Syrian Royal Army/Sabotage teams.
Channels 6 and 7 will be for the Rebel forces.
I didn't plan on blindsiding players with frequencies, rather just informing them of these channels come game day. Channels 1-7 require no change to a basic radio, but if you want to go above and beyond and oper8 on your own speed, the option was there. Because technically channels 8-16 as I listed are frequencies that require registration with the FCC, and are probably monitored about as much as your personal cell phones by the NSA, I'll remove them from being "official" channels in game. However, if you'd like to still use and operate these, the channel list would probably be something like this:
8 and 9 SEAL/PJ
10 and 11 Syrian Royal/Sabotage
12 and 13 Rebels
13 - 16 open/alternate admin channels for coordination/safety
I know of at least five players that are of Global Mod status or higher, that utilize the exact same frequency I copied and pasted in the text. While I don't claim to be anything of an expert on radios, I seriously doubt that us using those frequencies probably won't interfere nor even transfer outside of the field itself, let alone interfere with any government entity.
The simple truth behind those frequencies is this, they're programmed into RAGE radios (As well multiple MiA iCom users) -- They're going to remain the radio frequencies for all RAGE hosted games. If this really makes a difference to you, pretend that I never said anything about frequencies past channel 7.
EDIT: All teams please read over the below text
OPERATION: WOUNDED WING (17+ MILSIM) RULES AND REGULATIONS Greetings and welcome to Operation Wounded Wing, a 100% charity game in support of Aaron's Gifts From Home. Below you will find the basic rules for the duration of the day, as Team RAGE typically hosts a next level MILSIM, you'll find that familiarizing yourself with these rules will make for a more enjoyable experience on field. Please speak with any member of RAGE if you have additional questions, all final rulings on field will be determined by Oakey and Hell Survivors.
RESPAWN RULES: - Respawn rules are as follows: Every quarter hour the respawn timer is reset, if a player is inside a captured base (Will go over in next bit) then he/she is able to respawn out of that location on the quarter. The only time this rule will ever change is if enough in game currency is acquired by a team to “purchase” additional troops, which will take respawn time down to every ten minutes (1:00,1:10,1:20, so on). Any player may proceed to a respawn point if he/she is shot, however if you wish to try your luck at being revived and remain on field, please familiarize yourself with the medic rules in the “MEDIC RULES” section.
CAPTURED BASES: - Throughout the entire field there are approximately 10 locations with flags centrally within them. These flags are either yellow or blue, these are denotations to which team currently holds that stronghold. Every hour on the hour in field mods will tour these locations and tally up who holds majority of these bases, this will add up to overall points to help your side. Captured bases can only serve as respawn points for those who own the base, remember, even if your side owns the base if the flag is “Forgotten” to be raised then your team does NOT own that base, and you must continue walking. Specific flags that do not have two colors will be owned by whichever side is currently residing within the location. While captured bases can serve as spawn points, if that base is under attack you must wait until the firefight is over before you can come out, this is to prevent the whole “Shooting into spawn” fiasco that tends to arise at games. Each base held is worth five points, holding at least five of the ten points results in a bonus ten points, and holding all ten positions will result in a bonus of 25 points.
MEDIC RULES: - Medic rules in this game vary much differently than your average “White tape” MILSIM. To best describe this system we will go over two scenarios, one for Americans, and one for OPFOR/Rebels.
Americans: A player is shot, upon being shot this player must call “HIT” and don a red kill rag (kill rags are for sale by Team RAGE for $1.00 if you do not have one). Once this kill rag is donned the player has five minutes of bleed out time. Should a “line medic” get to this member in time they may apply a real tourniquet to the players arm NOT TO BE TIGHTENED ALL THE WAY, this will stop bleed out time. Once bleed out time is secured the player must then wait for Pedro (Callsign for PJ unit) which will need to be given coordinates before leaving the wire. Once Pedro arrives on scene the first responder will use a two I.V. system which serves as a “Sand hour glass” system. Once the liquid transfers from one bag to the other this player is back in play. If the player is shot again, he/she is out and must walk to spawn.
OPFOR/REBEL: A player is shot, upon being shot this player must call “HIT” and don a red kill rag (kill rags are for sale by Team RAGE for $1.00 if you do not have one). Once this kill rag is donned the player has five minutes of bleed out time. Should a “field doctor” arrive on scene and apply a white cloth around the arm to denote a third world country tourniquet the shot player must then play rock paper scissors with the doctor. If the player wins he/she is back in play, if the player loses then the tourniquet failed and the player must head back to spawn. If the player wins and continues play, he/she CANNOT endure a second “healing” in game upon being shot again.
IN GAME CURRENCY: - Money, the root of all evil – will be available during the entire game in both completion of objectives (as reward) or can be found in hidden locations in brief cases, brown paper bags, grocery bags, or any sort of holder. Currency can buy any of the below, although the actual dollar amount may not be there, whatever is the OFFICIAL written amount on the paper will be how much you retrieved. Official written amount will be in code in which only RAGE will have the corresponding dollar amount to. This currency will need to be dropped off with your commander every hour on top of the hour to be counted/tallied up in order to purchase upgrades, the following upgrades are available for purchase throughout the duration of the day:
- ADVANCED MEDICINE: (Americans) You are no longer required to use I.V. bags to revive players, a simple tourniquet will suffice.(OPFOR/Rebels) You are no longer required to play rock paper scissors, using a white sheet will work 60% of the time, every time. This effect will last for the duration of the specific game. COST: $100,000
- ADDITIONAL TROOPS: Respawns are lowered from every 15 minutes to every 10 minutes as more members join your cause! This effect will last for the duration of the specific game. COST: $80,000
- UAV/INTEL: Receive up to date intelligence (Enemy count, who owns the area, any money/intel in the area) on a grid coordinate of your choice! COST: $50,000
- INSERTION: 6-8 Players in the “insertion” bubble cannot be harmed as they are being stealthily inserted into a location. This location must be predetermined prior to stepping off, cannot be changed en route, and cannot be on/near the opposing teams permanent spawn point. COST $25,000
- MACHINE GUN/SNIPER TEAM: For a duration of 30 minutes, a specific base of your choosing CANNOT be attacked by opposing players, for any enemy player within a 20 meter radius of the base will be shot by the “machine gun/sniper” team that is holding guard duty there. COST: $20,000
- BANKER: Holds on to any/all unspent money for use in the following game, for a laundering fee of 50%. Any leader that saves money with the “Banker” can use the remaining balance to start at the beginning of the following game, rather than waiting to collect cash. COST: $10,000
- "BUY" THE REBELS: This cannot be placed on a specific dollar amount, could be more, could be less. You can schedule a sit down meeting with the rebel commander for the low low one time fee of $10,000 (NON REFUNDABLE) and can attempt to bribe rebel forces to do your bidding. Safety is not guaranteed, and you will be required to be disarmed prior to entering the meeting. This is non negotiable.
In order to use your currency, you are required to give the slips to your commander. He will then radio in on channel 1 (Admin channel) with "Control, this is (Team) Commander, I wish to purchase an item." He will then be met by an in game ref who will determine how much money the player has and will grant his team whatever is purchased. Passing this information through the ranks falls on the specific team commander that purchases the upgrade, abusing this upgrade (Attempting to continue reviving people in a following game, respawning every 10 on a following game, so on) will result in a 100% LOSS of all in game currency, as well as all in game upgrades. These in game upgrades will be tracked by all in field mods and they will be directly relayed to all commanders when times start and stop for appropriate upgrades.
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