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Old 08-06-2007, 04:37 PM   #16 (permalink)

 
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Re: Thoughts/AAR TvT event Sunday

Hahaha, minor miscommunication.
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Old 08-06-2007, 05:26 PM   #17 (permalink)

 
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Re: Thoughts/AAR TvT event Sunday

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Originally Posted by Sam Hoy View Post
This post, along with the final mission we played during this event really made me think. What if we did a weekly event in a campaign style fashion which squared the two teams against each other for control of the entire island. Like a large TvT perpetual capture the island. Each team would be allotted a series of assets and would have control over a section of the island and the week would be spent strategising over how to advance to the next city, or perhaps how to defend their gains. And then a few hours during the weekend the battle would rage across the countryside for control of the island nation.

Anyways, good games Sunday, it was quite fun.
This is actually one of the topics in the admin forum. We are considering working on a line of missions with appropriate background to realize this idea..
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Old 08-06-2007, 07:30 PM   #18 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

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Originally Posted by tHa_KhAn View Post
This is actually one of the topics in the admin forum. We are considering working on a line of missions with appropriate background to realize this idea..
THAT is exciting news. I can't wait.

And on a side note...many props to the ArmA admins for doing such a kickass job at giving life to this game at TG and their continous efforts to constantly improve it. Thanks!
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Old 08-06-2007, 07:43 PM   #19 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

My major issue with these "organized" events is simply that it is supposed to start at 2pm(local time) and we are supposed to get there half hour early to organise. Yet we are lucky to start at 2:30-3:00....
i am thinking we might be trying to hard to organize. Just pick team leaders, split into teams and get into the maps. Get the team leaders organizing and deploying a mission plan quick and on the fly.
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Old 08-06-2007, 07:47 PM   #20 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

Well, these events are still in their infancy and bugs are still being worked out of the system. I'm sure as the game matures here at TG you will see things running a lot more smoothly.
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Old 08-06-2007, 09:10 PM   #21 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

Quote:
Originally Posted by Sam Hoy View Post
This post, along with the final mission we played during this event really made me think. What if we did a weekly event in a campaign style fashion which squared the two teams against each other for control of the entire island. Like a large TvT perpetual capture the island. Each team would be allotted a series of assets and would have control over a section of the island and the week would be spent strategising over how to advance to the next city, or perhaps how to defend their gains. And then a few hours during the weekend the battle would rage across the countryside for control of the island nation.
Sam I think you are on to something here. I don’t know what Shiner and TheBigC have coming up for us but I would love to see something like this. So long as we can supply the man power on Sunday’s it sounds like a great idea to me. I like the idea of planning a mission a few days in advance. It gives people some time to recon the area and prep. Assuming there is some kind of more controlled kit selection than Evo and maybe a 5 min respon time it sounds like fun. Admin team is this doable?
On a side note, it reminds me of my Risk days in college.

I guess it helps to read both pages before posting...
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Old 08-07-2007, 07:09 AM   #22 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

I endorce your points Yanu, any & as much pre-battle info would be much appriciated.
That would allow people to prepare at their own level/speed/need for the comming event.
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Old 08-07-2007, 08:20 AM   #23 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

Fantastic games Sunday! Just remember guys, we all have to start somewhere, and that was a great start to our TvTing. Many of the things that have already been mentioned I saw as well. More definite starting time, force rematches, etc.

However, I do have two suggestions for the first two maps we played. In the Insurgency Map, it's a shame we didn't see any actual civilian activity. If it were a hot summer day on Sahrani I'm sure people would be out and about, at the beach, in hotels, etc. I don't know how difficult it would be to apply civilians, but it would make for a more challenging and possibly entertaining session. Then in the Vassal Map, it would be nice to see an objective such as "capture and hold the center town" so we don't all sit in our Devil's Dens on either side of the ridge waiting for the other guy to finally break and move out of cover. These comments aren't meant to flame the map makers (they were great!) just ways I saw to improve them for an enhanced experience.

Cheers guys and again, great games!
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Old 08-07-2007, 09:28 AM   #24 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

The Isla... map is a quickfight. In quickfights the two opposing teams are put on a broadly symmetrical position opposite their enemy, with knowledge of the enemy's spawnpoint, and are told to kill them. Quickfights are designed to represent slightly more realistic adversarial play, in that the objective is to eliminate the enemy team. Turtling is easy to control. Objectives in quickfights create stalingrad esque situations where more and more squads are thrown into the meatgrinder.
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Old 08-07-2007, 11:38 AM   #25 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

Hey, i made someone think. Normaly tyhe only time i do that is when i forgt to finish my sentences!!!!
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Old 08-08-2007, 11:21 PM   #26 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

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Originally Posted by mingmong View Post
The Isla... map is a quickfight. In quickfights the two opposing teams are put on a broadly symmetrical position opposite their enemy, with knowledge of the enemy's spawnpoint, and are told to kill them. Quickfights are designed to represent slightly more realistic adversarial play, in that the objective is to eliminate the enemy team. Turtling is easy to control. Objectives in quickfights create stalingrad esque situations where more and more squads are thrown into the meatgrinder.
*Nods* We want the meatgrinder where the team that moves the quickest, covers the best, and holds it's footing the best, wins. I don't want to see quickfights ending in one guy camping somewhere where he can't be spotted and popping guys from his concealed turtle-shelled position until he wins.
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Old 08-09-2007, 12:17 AM   #27 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

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*Nods* We want the meatgrinder where the team that moves the quickest, covers the best, and holds it's footing the best, wins. I don't want to see quickfights ending in one guy camping somewhere where he can't be spotted and popping guys from his concealed turtle-shelled position until he wins.
If a single person can "camp" (your word, not mine) and somehow defeat multiple enemy human opponents, those players are sorely lacking in the tactical department. There is no such thing as a position where he can "camp and not be spotted" while still being able to shoot at the enemy.

Isla del Vassal is made as a meeting engagement, not a "capture the village" scenario. It is intended for any player count, but works best with 50+. The emphasis is on a dynamic, fluid fight with no special zones to capture or peripheral objectives to accomplish. Each team has the freedom to maneuver however they see fit within the confines of the island, and it ends only when one side or the other has swept the island clear of their opponents. Considering the small size of it, this works out quite well. I personally do not think that a "capture zone" is logical in the context of the mission, and from what I have seen, it plays very well without one.
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Old 08-09-2007, 12:46 AM   #28 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

I enjoy the mission, as-is. My FT maneuvered around the west side, using smoke and cover to get around the flank of the southern team. 2 guys did cover fire on the heights above, while we moved low. Great tactical situation, and great communication. Can't ask more of a mission.
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Old 08-09-2007, 05:25 AM   #29 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

I agree With the last posts by Dslyecxi & Boudreux.

Sorry Debate but if someone chooses to be battle wary and not gun run like a headless chicken that's actually being tactically aware and makes for an interesting confrontation.
Having someone on a map like that then means as the opfor you need to sus out a way to flank him be it by smoke, speed, team work etc. SMOKE SPEED did I just say that???

I'd rather expect the whole gambit of tactics to be used against me than just have one or even stop/ban a tactic.
My personal choice is to be a slow, methodical, hide in a bush fella who always trys to keep a right-angle between him and his enemy but I know that's not to everyones taste which is great.
!!!Vive La Difference!!!

It's good to debate :¬)
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Last edited by Barnaby; 08-09-2007 at 12:09 PM.
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Old 08-09-2007, 05:47 PM   #30 (permalink)
 
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Re: Thoughts/AAR TvT event Sunday

Personal preference then, I believe meeting engagements are best played with an objective in sight. Perhaps too much Close Combat.
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