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Sci-Fi MilSim Part two

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  • Sci-Fi MilSim Part two

    In different ways, we all have seen that wining a base (while important to the game) is not really what makes the game fun. Often times we win by there being an over pop or just a plan old ghost cap. If the base is important to the enemy, then there is normally an overwhelming defense force that drops. If the base is not important then it can often cap uncontested. This is the Normal way of things and while there are exceptions they tend to be few and far between. In alerts when the game is close, smaller bases become more important and so there is the chance for a better fight but not by much. So with that being said I have come to the conclusion that playing “for the base win” (While sometimes can be fun) is not the most fun or supportive of our way of playing the game. Here is one of the ideas that I had for fun play that fit more of what TG stands for and fills the need to “Win or succeed” in a operation other than just by capping bases.

    We all know that the dev’s what to bring more depth into the game by adding a supply system and different missions at some point. But until that happens we are stuck coming up with our own way of playing. I really like playing Armor because it is not trapped fighting over the bases and has the freedom to fight in the style best fitted for TG. But what if we came up with our own different missions that could be used to start a fight? Or even if we came up with different scenarios where people would be given a role to play to keep the squad alive?

    Say for example a mission would task a group to go and hack all the vehicle terminals alone a certain enemy lattice line and keep them hacked. This would pull enemy forces off from wherever they were attacking and deal with us first. An example of scenario would be to have a Galaxy with a squad pulled and shot down behind enemy lines. There would be not redeploys or respawns. When there is meaning in death, there is meaning in life. The squad lead (Or whoever takes over, if SL is down) is tasked with getting everyone out alive. This can be really hard depending on how much pop is on the content. It could also end in disaster if air shot us down and we had no AA as it would end with everyone dying within a few seconds. But again some of this is up to luck and is not under our control. It could be too easy to hack and pull a bunch of armor or air so for this scenario, flashes would be the only thing that would be allowed to be pulled.

    I think some of my favorite times running with a squad have been when I was an engineer that stayed behind with a Max. We worked are way slowly back to friendly territory and had some really intense moments. Anyway just thought it was a cool idea and desided to see what you guys thought. Any feedback would really help as this is more of a poll to find out if there is anyone else who likes these kinds of things. If you have a mission or scenario that you think would be fun to do, write it out even if it is crazy. (I like crazy) :) There are other ways to bring the fight to us on our own terms (Like warp-gate camping) and if you have any ideas I would like to hear them. I will be posting some other ideas later on this week if time allows. Thanks again.
    "When attacking a stronger opponent, Attack swiftly and with full force at their weakest point— take them out before the can react, or Fall back and engage in guerrilla actions,” Spartan 117.

  • #2
    Re: Sci-Fi MilSim Part two

    I very heavily support this mentality and effort. I wish I could join myself but at the very least I will enjoy this discussion.

    Scenario crafting is really neat but difficult in PS2's always open realm. For us to rectify this we'll have to be clever in objectives and in anticipating combat.

    Personally, I think that the 'Shot Down' Galaxy is a nice one. Set up a clear and specific scenario and follow it out:

    1) The Galaxy flies over a major battle area and simulates a crash behind enemy lines.
    -Ideally have the group spread out over a wide area to increase difficulty
    2) The group has specific extraction measures and death is handled in a certain way (anyone who dies becomes a part of the extraction group).
    -An ideal extraction method would be signalling a valkyrie group (with ESF escort) by the flare gun.

    Other scenario ideas:

    -Sunderer kill squad.- Have an element in a large battle isolate and find Sunderers in an active battlezone and quickly hatch a plan and attack method to kill it. Repeat.

    -Sunderer Mechanized 'patrol'- On a low pop continent roll with a Sunderer and treat it as an IFV or APC on a modern realworld patrol. People out and walking in a formation, deal with contact as needed.

    -Minefield sabotage- A long while ago, before much of the changes like implants that have occurred since I've left, we did a few back field ambush groups. Targeting specific chokepoints we layed minefields, C4, ATGM and Heavy assault RL, and more to ambush unsuspecting groups.
    On a few occasions when I've felt that the battle was tending towards an armored rush I ordered large scale (platoon sized) minelaying behind hills and ridges to some pretty fun results (after patiently waiting). Finally I had always wanted to use Flashes or Harassers (and I guess now the Valkyrie) on large scales to place down, quickly, minefields over large areas.


    ========

    If you want some really fun stuff go look up some of our ArmA missions and see if they can spark any ideas?

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    • #3
      Re: Sci-Fi MilSim Part two

      I'm not a huge fan of this kind of crafted scenario, largely because of PS2's open environment. I'd rather play organically to what the flow of battle gives me and work toward objectives shared by teammates within the NC that I would work to support.

      That's me, though. There's a lot of other kinds of fun to be had than the kind *I* prefer.



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      • #4
        Re: Sci-Fi MilSim Part two

        I am with starstriker. I can think back to several times our galaxy got shot down by enemies and we walked out of it. Had lots of fun.
        The question foremost in my mind is "what will bring the most tactical fun to the server?"

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        • #5
          Re: Sci-Fi MilSim Part two

          Originally posted by Garthra View Post
          I am with starstriker. I can think back to several times our galaxy got shot down by enemies and we walked out of it. Had lots of fun.
          That bridge battle we had on the bridge near the crown was so much fun. It was so cool fighting our way back to the gal! it was so intense, well for me since I was in the last guy so I was constantly being shot at lol

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          • #6
            Re: Sci-Fi MilSim Part two

            Originally posted by Ytman View Post
            -Sunderer kill squad.- Have an element in a large battle isolate and find Sunderers in an active battlezone and quickly hatch a plan and attack method to kill it. Repeat.
            We do this with 1-2 harassers, as a rapid response tool defending bases against attack. Harassers zip past, see target, dive behind cover, drivers and gunners jump out, AV turrets, smoke armor, run. Rinse and repeat. Extremely effective, fun, and low-resource.
            MacKahan -- Mac-Kay-an In case you were curious. ;-)

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            • #7
              Re: Sci-Fi MilSim Part two

              I really like the idea of a Sunderer Mechanized ‘patrol’. I think that it would be fun if someone needed to do a long AAR and we just did something instead of standing around. But I understand that this will probably never happen. I would like to bump this thread back to being "other ways to bring the fight to us on our own terms" and different idea's on what someone enjoys that is not base capping.

              Running around a killing enemy spawn logistics it also a lot of fun. The other day, vts was playing and we went far into enemy controlled land and hacked out one of there tech plants. We pulled armor and had a lot of fun killing all those said lone-wolf Vano who wanted to pull their Mags. It would be really fun to make that an objective on some Friday night and just see what happens when they can't pull Armor. I will be putting up my final part sometime in the next couple days here soon. Thanks for all the feedback. :)
              Last edited by MatthewDaManiac; 12-09-2014, 07:45 PM.
              "When attacking a stronger opponent, Attack swiftly and with full force at their weakest point— take them out before the can react, or Fall back and engage in guerrilla actions,” Spartan 117.

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