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Old 06-09-2006, 03:44 AM   #6 (permalink)
John CANavar
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Join Date: Jul 2005
Age: 32
Posts: 3,405
Re: TacMod Thursday 08 June 2006

Good games tonight...

I had some plans to try the in game time counter to coordinate with allied squads and it worked well overall. There is definetely a potential for this procedure.

The topic related to using in-game time for coordination is here

Shongua experiment was a disaster I was trying to set the time to initiate a two-sided attack on the Temple with another squad (sorry, couldnt remember the names). I finally got a response from their radio man:

"What the hell "time 41:00" means? I know this is Tactical Mod but c'mon now..."

The funny part is, this text message was typed using "talk to all" chat and enemy was thanking him for leaking "confidential" time information. Procedure didnt work but we all had a good laugh... It was my mistake to assume that everyone had read the topic linked above.

Oman Hotel Attack
---------------------

Summary of a coordinated attack and in game communication between MEC squad 1 (1st MIP) and squad 2 (Asch's squad):

> 1: "Squad 2, this is 1, position NW of Hotel and commence attack at time 42:00. Squad 1 will support from SW, over"

> 2: "CC squad 1, 42:00"

- Squad 1 moves to position and contacts squad 2 thirthy secs before the "assault time":

> 1: "2, 1 is starting assault in 30 secs"

but things were not going very well...

2:"1, we are pinned down by enemy APC, cannot commence attack"

> 1:"CC"
> SL of 1 to squad members: "Initiate attack, we are going in without 2"

While squad 1 was engaging the enemy from SW, squad 2 broke the enemy defensive line and joined the offensive. Soon after, mission accomplished.

Here is the snapshot of the scene (check the minimap):



Nicely planned and executed. Very immersive moments...
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