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Old December 29th, 2009, 13:23   #1
R.I.T.Z
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Advice on game scenario

Well here it is, I'm putting together a game and heres the game scenarios and rules, I need input on what you think, places to improve and such.

Scenario;
A terrorist group has made demands to detonate bio-chemical war heads in densely populated areas world wide if their demands are not met by the deadline. They have taken over a small village and pushed the local population out. The locals have joined out cause along with some local mercenaries. Though they are under powered and under manned they offer a lot of much needed support for the counter terrorists.


Teams:
Terrorists - desert and black BDU's
civilians/ mercenaries - civvies clothes
CT's - jungle/ green camoflauge

Games:
Elimination
CT briefing; you have been dropped behind enemy lines; you must establish a foot hold.
Terrorist Briefing: The enemy is here comrades! Eliminate them before they gain strength!
Civvies: the CTs have arrived help them out!



Capture the objective
- CT brief; the terrorists are transporting valuable Intel on the bombs and rumor has it that they also have an anti-virus capture it!
- Terrorist Brief; the enemy is closing in we must evacuate all important documents comrades!
- Civvies; the enemy is moving important info, slow them down and help the CTs



Extraction
- CT brief; after successfully capturing the enemy Intel your convoy was on the way to the border when it was ambushed, get the case to the border!
- Terrorists; the enemy has captures our Intel! Get it back before they cross the border!
- Civvies; the counter terrorists need our help to get to the border support them at all costs!




Supply drop
- CT brief; ammunition and supplies are running low, an airdrop has been authorized secure it and carry on the fight!
- Terrorist brief; the enemy is weakening comrades! Capture their supplies and win this fight!
- Civvies brief; ammo and food are low, threes more coming in get it before the enemy does!




Disarm the weapon
- CT brief; the terrorists have armed the bomb and initiated the computer countdown, stop both devices before time runs out!
- Terrorists; Victory is within our grasp comrades fight off the enemy!
- Civvies Brief; the terrorists have gone to far! Secure the area for the CTs!



Basic rules;

Terrorists;

NO HIGH CAPS!
Drums for support weapons only (M249, MG36, RPK, RPD)
Tactical gear allowed
Must wear Desert camouflage or Black BDUs
Unlimited respawns unless otherwise dictated

Counter Terrorists;

NO HIGH CAPS !
Drums allowed for all weapons!
Tactical gear allowed
Must wear Jungle camouflage or green BDUs
Unlimited respawns unless otherwise dictated

Civilians;

NO HIGHCAPS!
NO DRUM MAGS!
NO TACTICAL GEAR!
CIVIALLIAN CLOTHES ONLY!
That means if your carrying a side arm tuck it into your pants!
You got mags? Put them into your pockets!
You are a local given equipment by the CTs!
Unlimited respawns unless otherwise dictated
(Bonus; bring your vests and gear, it shall be in the supply drop!)


10ft mercy rule is in effect, if you must take a shot try to hit them in a part of the body where its not gonna hurt too much (vest equipment etc..)
DEATH RAGS ARE A MUST ! (sick of having hit players shot at!)
safety zone guns on safe mags out barrel socks ON!
NO high cap mags
drums are for support gunners and counter terrorists
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Old December 29th, 2009, 13:28   #2
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make the Civilians a "wildcard" team that can help either side, as it is right now they are part of the CT side but just less well equipped
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Old December 29th, 2009, 13:54   #3
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I was originally thinking that but I just don't know how to make them wild cards. like how would i make them turn on either side?
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Old December 29th, 2009, 13:56   #4
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Like pus said, Civilians should be a wild card.

Whoever "wins" their support they will help.

At the start they should be looking out for number one (themselves). as the game progresses they should reconsider their objectives.

If a CT kills a civ they'll want to take revenge and side with the terrorists. Likewise if the T's kill a civ they'll want to side with the CT's. The T's and CT's should be trying to win over the civ's to their side. Giving them offerings (weapons/ammo), making backroom deals and such should be encouraged.

Make some sort of "decision tree" kind of branching for the civ's objectives depending on what they do and their behaviour. At the start they should be neutral but gain "points" ie:

Code:
100 (T) < ------ > 0 (neutral) < ------ > 100 (CT)
Civs should also maybe have limited amounts of ammo at the start but the different teams can give them ammo/weapons to help them fight but not supply with too much ammo since they could turn at any moment (since they're like freelancers).

Civs should also possibly be split too. ie. one side of the town might want to help the T's fight "western aggression" or whatever, and the other side of the town might want to help the CT's stop the spread of "extremism/bio-weapons"
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Old December 29th, 2009, 14:24   #5
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Sounds pretty cool.

Only thing i don't like is drum mags for all weapons CT.

Also, a minor thing, but where does multicam fit in for the teams?
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Old January 2nd, 2010, 23:19   #6
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hmm the points system sounds interesting.
and well the reason i put drums for all guns is because, to be honest i'm not expecting that many to show up. but this is all planning stages.

the multicam i'm debating, i'm thinking it'll be pushed to what ever side has least amount of people to even out the teams a smidge
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Old January 5th, 2010, 20:37   #7
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For the drum mags on support weapons, is there a limit to how many BB's we can put in them? it would be more realistic to have to relode, but its a little tricky juggling a heavy gun and trying to get the feed tubes and box in right, plus, i dont own multiple box mags, there super expensive
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Old January 5th, 2010, 21:14   #8
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Games (milsims) I typically have been to and run, LMG's and SAW's have usually been restricted to 1000 rounds in the gun and another 1000 rounds loose for reloading. A few games I've been at have required squad members other than the support gunner to carry the spare ammo instead of the support gunner.
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Old January 5th, 2010, 21:30   #9
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Originally Posted by Darklen View Post
Games (milsims) I typically have been to and run, LMG's and SAW's have usually been restricted to 1000 rounds in the gun and another 1000 rounds loose for reloading. A few games I've been at have required squad members other than the support gunner to carry the spare ammo instead of the support gunner.
that sounds actually pretty interesting, would kind of add to the chaos on the field i'm trying to get.

and 1000 rounds in the boxes or drums sounds good for the support weapons i was thinking like 300-500 in the regular riflemans weapons
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Old January 5th, 2010, 21:34   #10
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Quote:
Originally Posted by R.I.T.Z View Post
that sounds actually pretty interesting, would kind of add to the chaos on the field i'm trying to get.

and 1000 rounds in the boxes or drums sounds good for the support weapons i was thinking like 300-500 in the regular riflemans weapons
A lot of games use a "Points" system for mags

Lets say, you get a total of 15 mag points.

you would set it up something like...

realcap = 1 point
Lowcap = 2 points
Midcap =4 point
hicap = 10 points.

Dunno, just an idea.
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Old January 5th, 2010, 21:43   #11
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Alternative to extraction just in case the cts fail to grab the documents :P (failure is always a option)

A local civilian scientist which has worked on the biological weapons has come forth with blueprints and the anti virus, get him or his briefcase to the extraction point the civilian is armed with just a pistol so defending him is your highest priority.
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Old January 5th, 2010, 22:45   #12
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I learned alot from listening to Krusty regarding running large milsims at our large summer game. He had a great system where he oversaw the entire battle and sent orders and objectives to each teams captains. This system works great as you can never acount for everything and unexpected things happen all the time.


You could have the civis helping the CT's and if the game is starting to get one sided then as the game official you send a message to the civis. Tell the civi captain that the terrorists have offered them so much money to help there fight they cant refuse. That would throw a wrench into things and even out the fight. If you notice an area is being overrun way to early you send the winning captain a message stating they must retrieve a info package/ammo drop/something important in a different area of the field so the overrun team can regroup.

Being hands on and directly involved in the running of the game will make the difference between a big skirmish or a full day milsim. I Ran a large game at our field and made some mistakes but I learned alot and got some great advice from smart people. Next time things will go smoother.
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Old January 5th, 2010, 23:14   #13
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sounds great, thats why i posted here first get some insight to how to host a game and if the scenario sounds good. it'll be the first game i've ever hosted so i want to make sure that i have almost everything that i can covered.
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Old January 6th, 2010, 10:22   #14
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when and where is this game?
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Old January 6th, 2010, 11:11   #15
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I was looking at the April-May time period.
as for where, Originally I had thought about using flag raiders and running a day long game on some of the fields. but by the looks of things the game has kind of grown a little larger and I'm beginning to think that I'm going to have to look into a privately owned field, this brings up a whole wack of problems and such. so right now the game is going to be held in imagination land
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