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Old 04-24-2009, 03:22 AM   #1 (permalink)
 
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Embassy Defense Event?

So,

I've literally been wracking my brain for something both fun, exciting and plausible to be worked out for an event.

Because while I do enjoy the TG pw nights, and random misc events we have every now and then, I thought something a little more fulfilling could be put together.

So, I came up with Embassy Defense, a fun way to put Insurgents vs American's in a traditional sense.

Imagine Ramiel, Imagine a T or Double T building (its about 4 stories I believe, excluding bottom floor and roof) . Imagine 2-3 Squads defending said building. Now add 6 American civilians (Pilot kits) they are the embassy's staff. Now picture 5-6 Insurgent squads throwing themselves at it. With appropriate limitations on kits like IEDs/Molotovs (cause lets be honest, otherwise they'd be dead in a minute

Goal? Get the staff to the American base in one piece. How to do so? On foot? UnAcceptable. These are untrained civilians with no stamina or fire experience - they'll die. Your choices? As the Embassy's Senior Military officer you advise the Commander of the nearby military base that you need an extract for your remaining civies (previous ones taken out in convoys/helis and not under fire)

Now, the goal here is get a Humvee Patrol (maybe include a sniper) of Driver/Gunner/spare troop of however many humvees are the max on said map to the building, load the civies/squads, and move out!

You can also use Air assets (but they must be appropriately manned for their max utility - BH = 3 LB = 1)

So, Can you survive?

Goals -

US- Get as many of the troops/Civies back to main.

Insurgents - Kill the civies!
Secondary - kill all enemies.

Limitations (some special kit limitations - worthy of discussing!) -
US Marines can not spawn at Embassy, but are allowed to spawn at main base. But becareful, every loss counts!!
Medic limitations (one medic per US squad).
Insurgents have no respawn limitation.
Pilots/Civies can not pick up weapon kits.


More are arguable.

We could go for a 32 vs 32 with 18 marines defending, 6 civies, 8 Convoy members (to start), simulate Marine deaths with increased readiness of the fort's troops - and each becomes an asset to the convoy.

We could also do something more like 12/6/8 and give more insurgent troops. Or even get rid of all but 4 convoy guys and go with even more insurgents.

They key thing here is the goal to extract the civies, (ONCE extracted they become marines) and pick up the marines.

Ultimately the score here is counted not by caches or anything, but pure deaths. The more tickets you have when the map ends, the better your victory. If the civies all die, you lose. The civies could be counted as worth exactly 1/6th of the total tickets.

SO heres a situation, Team 1 successfully evacuates but loses 21 marines (both defense/convoy), and 2 civies. Team 2 evacuates but loses 40 marines and 1 civy.

Theoritically Team 2 would have a greater victory. (The map would be round based, each team gets a go). (I think tickets on ram are 250 total?) So, team 1 has lost 102 or so tickets, while team 2 really lost 81.

Notice - I realize this allows for the 'potential' lost into - points. but Beyond 0 doesn't matter. If both sides lose all civies, its a tie. I guess we could get some rules or something on that.

Either way this is very rough draft, but I've got a feeling that with everyone's assistance here we could definitely make this a great event, and if it's as good as I think... who knows we could pester the devs into making it a game mode!


I'd also go so far as to make TS mandatory for this event to set up actual "Military Structure" for the US team.

3 Squads/SL's at the Embassy, with a rank structure, so when a SL goes down he basically switches Squad's to a new one (to eliminate cross chatter primarily between guys in a convoy and guys alive at embassy).

And set up 3 Commanders. Overall CO, Embassy CO, and Convoy CO. With appropriate TS Channels (Ideally the Embassy CO would be coordinating the three squads to properly displace). I think it's a bit much to expect a single CO to coordinate EVERYTHING. Though maybe he could function as Convoy CO as well, basically be a conduit of info, if we even needed one persay (an overall co).

Theres so much fun we could have.

We can make things simple one time, and more complex another, theres no limit to how real or tactical we could make it.
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Last edited by Exakter; 04-24-2009 at 03:52 AM.
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Old 04-24-2009, 03:42 AM   #2 (permalink)
 
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Re: Embassy Defense Event?

Sounds like fun and I would love to see another scenario night.

Quote:
Originally Posted by Exakter
Goals -

Insurgents - Kill the enemy.
Should this not be 'Kill the civies'? That is their goal right?
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Old 04-24-2009, 03:46 AM   #3 (permalink)
 
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Re: Embassy Defense Event?

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Sounds like fun and I would love to see another scenario night.

Should this not be 'Kill the civies'? That is their goal right?
Quite right!
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Old 04-24-2009, 05:18 AM   #4 (permalink)

 
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Re: Embassy Defense Event?

Sounds like it has potential to me. Work out the specifics a bit more.
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Old 04-24-2009, 06:58 AM   #5 (permalink)
 
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Re: Embassy Defense Event?

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Sounds like it has potential to me. Work out the specifics a bit more.
I will.


I want to see what other people think/may or may not want.

For example, we could have limitations on vehicle usage, US spawnage..

IED usage/molotovs (i dont want to cut them out entirely)

I like the idea of the military structure for US, but I also see it being a bit complicated the first go round - though I think the more we fleshed it out, the more fun for everyone.

How to select Civies, and whether or not they should maybe be crewmen- self defense?
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Old 04-24-2009, 01:57 PM   #6 (permalink)
 
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Re: Embassy Defense Event?

I think it could turn out pretty fun.

I have no problem with IED's, but only if they are restricted, for example if there were 1 or 2 IED's on a road it would mean that the insurgents could ambush the US if they got out the building. That is fair enough. But if there is an IED every 5 meters it would get silly.

I agree that you take out Molotov's.

I think that civies should be pilots, so they have no self defence. Don't crewmen get guns? If they do there would be little point of an escort. With no self defence it would force the US to play tactically and really defend the civies. Civies with only knifes would work well also.
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Old 04-24-2009, 03:02 PM   #7 (permalink)
 
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Re: Embassy Defense Event?

The general idea would be a blast with some of the tweaks suggested.

I would add no SA-7s. For insurgents, knowing where the helo extracts would have to occur would make it easy to take it out with RPGs alone. We might consider looking into the history of embassy defense (I'm sure this has happened in reality).

The larger T-building complexes like those in Muttrah would be ideal, there needs to be an outer wall with only one or two entrances for this to work right.

The presence of extra rules means that this event would need to be highly organized, even to the point of separate forums when the official event pw night gets set up. some dry runs in the private server would be needed to iron things out.

EDIT: we should invite some devs to the event, see if they like it... maybe they would think about adding a no respawn timer for the insurgents so that the thing would be more realistic

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Old 04-24-2009, 03:14 PM   #8 (permalink)
 
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Re: Embassy Defense Event?

Great idea Ex! Some details that I came up with that I think would make it a bit of a challenge:

Start with a 5 minute no spawn. Only the starting embassy staff (2 squads: 6 pilots and 6 marines) + 3 other marines spawn in. The embassy staff is transported to the embassy site along with 4 crates to build a firebase and any defenses they can within the 5 minute time period. The 3 additional marines are the drivers, and after dropping the staff and crates, they return the vehicles to base and wait. At the end of the 5 minutes, or when the embassy defenses are built to the Embassy CO’s satisfaction (whichever is sooner), the firebase is destroyed. The 2 embassy squads are the only ones allowed to set rallies at the embassy.

After the 5 minutes, the game is live. The insurgents/mec only restriction is they can not build or set rallies within one full grid of the embassy.

The embassy defense can only be reinforced by helicopter directly to the embassy site (let’s test just how good our pilots really are). The US rescue convoy can not be dispatched until the embassy is actually under attack, and then can only contain 2 support vehicles, i.e.: Hummers or Bradley’s to haul the embassy defense marines out and a troop truck to haul the civilians out. All other defenders must be airlifted out or remain there to defend/die
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Old 04-24-2009, 03:57 PM   #9 (permalink)
 
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Re: Embassy Defense Event?

I don't believe the T-Shaped buildings would be quite large enough for this kind of thing.

Maybe the Control Tower on Archer?
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Old 04-24-2009, 05:33 PM   #10 (permalink)
 
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Re: Embassy Defense Event?

i was thinking double T buildings. plenty on muttrah, some on ramiel.

There a lots of options. Control tower is way too small and has no defense perimiter/wall.

I've also spoken to Katanama, and he has offered to do some minor editing of a map I believe( correct me if i'm wrong Kata), so we could even design an embassy, or move a buillding to the right spot.

I think Ramiel would be idea, though there are spots on Kabala, and Fallujah as well.

Al Basrah.... the city center is too small, but maybe?

I'd agree with Muttrah except is there anyway we could have insurgents spawn there??
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Old 04-24-2009, 07:27 PM   #11 (permalink)
 
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Thumbs up Re: Embassy Defense Event?

THIS IS AN AWESOME IDEA. Thx Exakter
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Old 04-24-2009, 07:30 PM   #12 (permalink)
 
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Re: Embassy Defense Event?

This sounds like it'll be a lot of fun.
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Old 04-24-2009, 09:57 PM   #13 (permalink)
 
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Re: Embassy Defense Event?

This sounds like something I can finally get behind.


I would love being one of the walking targets.....I mean Embassy workers.
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Old 04-25-2009, 03:31 AM   #14 (permalink)
 
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Re: Embassy Defense Event?

This is a sick idea!
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Old 04-25-2009, 03:40 AM   #15 (permalink)
 
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Re: Embassy Defense Event?

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Originally Posted by Renegade Commissar View Post
This sounds like something I can finally get behind.


I would love being one of the walking targets.....I mean Embassy workers.
good!

I was thinking of either volunteers and or a raffle

Also, SM's would probably have to be Embassy workers, or at least lock the server so the civies wouldn't be kicked by someone joining - preset teams? I'd like to speak with someone who has set up the IWS to see how they managed drop outs etc.. cause Real life stuff does happen and you don't want to lose a marine!
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