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What makes for an epic game?



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Old October 6th, 2010, 12:21   #16
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Join Date: Nov 2008
Location: Edmonton, AB
This is perfect info! Thanks guys Keep it coming if you got it.
You need some custom paint? Toss me a message. Check out my site to see some of my work and reviews.
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Old October 6th, 2010, 12:31   #17
a.k.a. LastSpartan
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Join Date: Jul 2009
Location: Québec city
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Bad intel.

Like a new enemy team in the middle of the day (Mercenaries, insurgents, whatever)


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Old October 6th, 2010, 12:49   #18
aka Maleficent
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Join Date: May 2007
Location: Toronto, ON
Hard Core Players: if it rains, players who work with it and bash on no matter what. Players who get into the role and spirit of the game outline, and don't just show up in the same old gear they use at every event - put thought and effort into what the Admins have outlined.

Admins who can adjust on the fly to account for whatever happens and keep the game in motion.

Twists in the plot: those unique elements that throw everyone off for a moment to readjust and re-evaluate their tactics.

No BS: that includes players who play hard and call hits, as well as Admins who step in when required to minimize "discussions" if required.

Location/Set-up: even an older/used field can be set up in such a way that creates a new scenario and new challenges - new fields are not always the answer.

Momentum: no breaks, lunches, halts in the game....

One of the best games I remember was a WWII game where the one team had only loaves of bread, hunk of cheese and some meat in a pouch - realism added to the flavour of the game too!
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Old October 6th, 2010, 15:23   #19
Join Date: Oct 2010
Props are nice, but more important for me is rules.

Rules need to be enforced, like calling hits, fps limits, etc.

But I also think other rules, like how re-spawn is managed, are very important and make all the difference between a 'pick-up game' and milsim.

For example, when re-spawn is too short, or when the hit people don't have to leave the area before they are back in, it's the same as fighting a never-ending supply of reinforcements. If that's the scenario, let's say Pacific War or Korea, it might make sense. But in general it is unrealistic.

I like more elaborate medic rules, too. It really adds to the experience when team mates need to cover the medic while he's treating the wounded.

In a game, the rules are what make or break the experience. Chess vs. Checkers.
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Old October 6th, 2010, 18:59   #20
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Location: Markham/Toronto
Zombies. Zombie games should be a regular thing. I practically cheer whenever I see one announced.
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Old October 10th, 2010, 11:52   #21
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Join Date: Jul 2010
Location: Scarborough, Unionville, Stouffville and on a Benetti
Many moons ago, not too many moons after the dawn of the V2 gearbox;

Red Vs Blue
Weekend game, so no pressure to attack enemy right away
Respawn was 5 mins inside a designated tent
Both teams setup base, perimeter and patrols
You could be attacked at anytime even at night, sentries were put up
First day some contacts, sporadic firefights, returned to base, maintained perimeter
First night, bedded down, complete darkness, two enemy recon ops passed within 15 meters of our base camp, we went silent and dark
Day two, OUR recon group sighted new outposts set up on the first night, called in reinforcements, firefight ensued, we sent em packin'
Day two, at dusk Red team raided our base camp, our sentry was having a nap, BB's whizzing every where, ops freaking out, ops calling contacts in every direction, ops calling out hits, we got our asses handed to us,
ONLY one rule, if you didn't call your hits, you got a nice burst of auto,
THAT was fun...
"This is my rifle. There are many like it, but this one is mine..." - Maj. Gen. W.H. Rupertus, USMC
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Old October 10th, 2010, 12:08   #22
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Location: Hamilton, Ontario
You don't need to two threads...
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