Thread: Lessons from OFP
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03-19-2006 03:31 PM #1
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Lessons from OFP
From reading the Operation Flashpoint SOPs, there are a lot of things we could adapt into RO, so as to improve organization/discipline.
First off is the radio check after we assemble 'squads'. This ensures that everyone is properly equipped to reserve orders. This is especially important since there seems to be an occasional issue with local VoIP not working properpy.
http://www.tacticalgamer.com/operati...dio-check.html
This one here is great as a template for contact reports, making them short and precise.
http://www.tacticalgamer.com/operati...ct-report.html
This one is a list of the phonetic alphabet that we'd be using for pointing out locations on the map grid.
http://www.tacticalgamer.com/operati...-alphabet.html
This speaks of the 'cc' acknowledgement that could replace voiced ones, so as to minimize audio clutter (instead of 'copy that' 'roger, etc).
http://www.tacticalgamer.com/operati...edgements.html
This pertains to the fire mission, which could more or less apply to tank combat.
http://www.tacticalgamer.com/operati...e-mission.html
This one is about fire discipline, which will be very important when it comes to infantry warfare, and emphasize the importance of squad leadership even more.
http://www.tacticalgamer.com/operati...iscipline.html
All in all, I think we could borrow some of these, and they could really add a lot to the game.
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03-19-2006 07:19 PM #2
Re: Lessons from OFP
In the time it takes you to use one of the template contact reports and a predetermined choice from the phonetic alphabet and wait for a cc acknowledgement from all your squad members, which you had to set up beforehand, I will have made it halfway across the map and killed your machinegunner. Good luck with that.
|TG-Irr|TychoCelchuuu

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03-19-2006 08:06 PM #3
Re: Lessons from OFP
Good reminder Llyanor.
1) With practice, game-compatible implementation and simplicifation, SOPs like these not only increase the immersion/game quality but also provide huge tactical advantage to the teams using them.
Originally Posted by TychoCelchuuu
2) Even if they didnt work very well, since when Tactical Gamer is about who kills first?
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03-19-2006 08:31 PM #4
Re: Lessons from OFP
He said it.
Originally Posted by John CANavar
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03-19-2006 10:47 PM #5
Re: Lessons from OFP
I'm cool if you guys have decided that the game isn't about killing anymore. I'll go ahead and keep shooting though and we'll see who has the superior tactics.
Look, Tactical Gamer is not about tactics for tactics' sake. It's about winning because you're organized, prepared, and working as a team. Doing something that basically boils down to more work and pretending like it doesn't matter that the other people are mowing you down isn't tactics. It's silly. All the standardization in the world is not going to help you if you can't shoot back when the bullets start flying.|TG-Irr|TychoCelchuuu

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03-20-2006 01:12 AM #6
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Re: Lessons from OFP
Erm, the point of communicating succinct and precise information is to increase efficiency, without compromising situational awareness that's up to date. 'Shooting' isn't necessarily the ideal tactic in all situations, especially if the squad wants to get in a better position first or whatnot. One person in that squad not following orders and starting to fire compromises the whole squad. This means increased casualties.
We're already using the grid phonetic alphabet to relay information about targets already (artillery, tanks, etc), and it already *works*.
A confirmatory 'cc' replaces clutter from a local VoIP one. Multiple people talking at once leads to confusion and miscommunication, and loss of optimal teamwork. Furthermore, an actual confirmation instead of nothingness is a good thing. 'Mr. X. Take out that sniper.' 'cc' means that you *know* Mr. X. is going to get on that sniper. Giving orders that might potentially be missed/unheard, once again, leads to more miscommunication. It isn't a problem yet because we aren't really using VoIP optimally yet at this point in the game.
My 2 cents.
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03-20-2006 01:27 AM #7
Re: Lessons from OFP
Tycho please read my post again. I said
Originally Posted by TychoCelchuuu
I didnt say "game isnt about killing". I hope you can see the big difference.since when Tactical Gamer is about who kills first?
I guess you got it totally wrong. The last time I checked tactical gamer primer, TG was aboutLook, Tactical Gamer is not about tactics for tactics' sake. It's about winning because you're organized, prepared, and working as a team.
All that matters to you might be to win a game but please dont assume that it is the same for others. There are many people here who enjoy playing a tactical game no matter what the result is. It is the experience itself NOT the result. It is a stupid game in the end. I dont remember how many games I won or lost but I remember many great gaming moments.
FROM THE TACTICAL GAMER PRIMER.
3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing superior real-world combat strategy and tactics rather than leveraging advantages provided to players by the design of the game engine.
All the clans in tournaments like TAW are also organized, prepared and playing as a team. So where is the difference between them and TG?
Pretend? Who is pretending? SOPs are there to create an immersive gaming environment. According to your argument, a 12 yrs old with good reflexes and FPS experience is the best Tactical Gamer because he can kill you easily when the bullets start flying. Being a relatively new member here, I am not in a position to judge anyone else but it is really sad to hear comments like this at a place like TG. I hope TG never becomes a community about winning. We have thousands of them already.Doing something that basically boils down to more work and pretending like it doesn't matter that the other people are mowing you down isn't tactics. It's silly. All the standardization in the world is not going to help you if you can't shoot back when the bullets start flying.
And as I said before, if you properly implement (game-compatibility) and practice SOPs, they also provide you tactical advantage. No one is trying to enforce something which is impractical.Last edited by John CANavar; 03-20-2006 at 11:22 AM.
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03-20-2006 04:25 PM #8
Re: Lessons from OFP
Llyranor I like the CC command, but is anyone going to be able to read it before it scrolls by? I can't remember how fast the text in RO scrolls compared to bf2.









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03-20-2006 04:42 PM #9
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Re: Lessons from OFP
How would you setup the CC macro is a better question?
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-20-2006 06:37 PM #10
Re: Lessons from OFP
The impression I got was that you were more interested in setting up tactics for tactics' sake, without regards to what the actual impact on the game would be. I'm cool if you want to try that sort of stuff out, but as far as I'm concerned it really would not aid teamplay much.
Originally Posted by John CANavar
I think YOU need to read the primer again. It is saying that we don't exploit things in the game engine that are unrealistic or unsporting just to win. What I'm trying to communicate is that more tactics do not equal BETTER tactics. You can organize until the cows come home, but that's not realistic. There's 2 reasons they organize so much and spend so much time on drilling in the military: they HAVE time, and they NEED the time. The military is a full time job. They spend all day thinking up ways to win skirmishes, battles, wars. If they mess up, people DIE. In Red Orchestra, nobody dies. In real life, it is certainly worth the time it takes to set up things like pre-determined contact reports and stuff like that, because you're working with disparate groups within an organization that depends on standardization. In Red Orchestra, it doesn't matter. I can say "tank onna hill at 11!" and it's going to work out just fine. That doesn't mean your way is BAD. It just means it's not entirely neccessary, and what's more, it's time spent doing something that could be better spent on, say, shooting people.
Originally Posted by John CANavar
Nah. I said (or at least meant to communicate) that if I got to choose between someone who had all his cc macros set up but couldn't remember how to reload his gun or someone who listens to every command I give and follows every order to the T and can take out 4 enemy soldiers with his pistol but says "Fandango" instead of "Foxtrot," I'm gonna go for the pistol guy. Because that's what you'd do in real life. It's not the difference between SirFr4gsalot and Lt.Cmdr.TacticsAhoy. It's the difference between someone who follows orders and shoots the enemy, and someone who ignores your acknowledgement because you said "roger" over a completely empty voice com instead of using a cc macro.
Originally Posted by John CANavar
I realize we're here to use tactics, not to mow down Germans. But these games have guns for a reason. There ARE games, like X-Com or Jagged Alliance, where nobody cares how accurately you can shoot, or whether or not you realize you only have 1 bullet in your clip. Red Orchestra is not that game. Tactics are not created just for fun. They're created to serve a purpose. If you try to come up with strategies and predetermined reactions to situations that really don't demand it, that's not tactics. It might be what happens in real life, but it's not what happens in the game. There should be a REASON for every tactic, or else it's just silly.
I'm not sure how to make this clearer. Tactics are a means to an end; they are created so you can achieve a goal. Here at Tactical Gamer, we gravitate towards games that let us use tactics to win, not our ph4t reflexes and twitchy trigger fingers. To take a game that relies on tactics, like Red Orchestra, and to add on top of that all sorts of things that only make it HARDER to fight the enemy, does not seem to me like what we ought to be doing.|TG-Irr|TychoCelchuuu

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03-21-2006 11:51 PM #11
Re: Lessons from OFP
Tycho,
It seems that we started this conversation from a wrong angle.
You are not a run-and-gun type of guy and I am not a "lets make tactics for sake of tactics" guy. The type of SOPs I am talking about are very basic and practical things. We both want to hear a clear contact report and I also dont care if you say "infantry, charlie 6" or "infantry, chewbacca 6". Hardcore simmers may prefer NATO standards but noone is saying that we should make them TG rules. If you want, learn and use military standards, if you dont, use the basic format (type/location).Last edited by John CANavar; 03-22-2006 at 12:55 AM.
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03-22-2006 12:41 AM #12
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Re: Lessons from OFP
It's when it comes down to inappropriate communication that it becomes a problem. 'Bad guy in front of building X' doesn't mean much when building X doesn't necessarily have a 'front', and a friendly deploying a MG based on that report could end up getting squished by an enemy tank. This is why proper contact reports - whose goals are to be both short/efficient and detailed/precise - matter.
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