Heavy Milsim games every 2nd weekend of the month
Posted: Thu May 05, 2011 2:30 pm
An idea we've been kicking around since before the April is to have in-depth milsim games at regular intervals with paintsoft games in between. Currently the idea is...
Every 2nd weekend of the month (subject to change) would be an indepth, thought-provoking milsim game. This would not be milsim in the South Carolina sense of the word, but milsim in the European/West Coast/New England sense of the word.
Tentative and incomplete ruleset:
-Medic cards based on whether or not you are wearing plates or helmets. In the event that you are hit, a medic pulls your card, reads it, and determines your fate. In the event that there is no medic in the area you simply bleed out for the set time and then respawn.
- Midcaps with ammo limits. The primary reason to limit your mag load in real life is bulk. If you are limited to 1600 rounds in midcaps only, if you want to reach that limit you'll be a walking barrel with mags all over the place. On the flip side, 4 hicaps would reach the limit and you'd be able to get away with a mag in each pocket and no other gear whatsoever. People would be allowed to use hicaps for the first few games to ease the transition, but after that it would be a no hicaps game exclusively.
- NO ALPHA VS BRAVO! Target identification skills and trigger control will be what determines whether you have friendly fire issues or not. I've personally seen 120 first-time noobs run around at Cane Creek with no camo rules whatsoever and have no issues, so I'm quite confident this won't be a problem. That having been said, there will be camo rules on a per-faction basis, but in real life both sides of a conflict would be wearing woodland camo in a woodland environment (and so on).
- Strict command structure, and teams will be expected to follow the orders they are given. In a normal game you can pass the buck to the next guy if your objective is taken, etc, but in a true milsim/realmil game, you are responsible for your own objectives and nothing else. If you are tasked to hold the South Base at TriggerTyme and the enemy rolls right in because your fireteam decided to go attack the village, command would have every right to be rather pissed at you.
- Age limits This is not set in stone yet, but these will very likely be 16+ only. 18+ is the norm for this sort of game, but a large part of our experienced playerbase is in the 16-18 bracket.
- Weapon system limits SAWs, DMRs, and sniper rifles will be only allowed on a liimited ratio. For our early (read: smaller) games it will be one for every 5 players; once the games start to grow it will be cut back to one for every 10.
Gear restrictions don't really make sense given our playerbase, but the magazine restrictions are much less limiting. Anybody who doesn't have mids (and wants to play in one of these games) could easily afford a MAG box set by skipping one game (based on gas, field fee, and a bag of BBs vs the cost of MAG midcap box sets).
--- to be expanded ---
Every 2nd weekend of the month (subject to change) would be an indepth, thought-provoking milsim game. This would not be milsim in the South Carolina sense of the word, but milsim in the European/West Coast/New England sense of the word.
Tentative and incomplete ruleset:
-Medic cards based on whether or not you are wearing plates or helmets. In the event that you are hit, a medic pulls your card, reads it, and determines your fate. In the event that there is no medic in the area you simply bleed out for the set time and then respawn.
- Midcaps with ammo limits. The primary reason to limit your mag load in real life is bulk. If you are limited to 1600 rounds in midcaps only, if you want to reach that limit you'll be a walking barrel with mags all over the place. On the flip side, 4 hicaps would reach the limit and you'd be able to get away with a mag in each pocket and no other gear whatsoever. People would be allowed to use hicaps for the first few games to ease the transition, but after that it would be a no hicaps game exclusively.
- NO ALPHA VS BRAVO! Target identification skills and trigger control will be what determines whether you have friendly fire issues or not. I've personally seen 120 first-time noobs run around at Cane Creek with no camo rules whatsoever and have no issues, so I'm quite confident this won't be a problem. That having been said, there will be camo rules on a per-faction basis, but in real life both sides of a conflict would be wearing woodland camo in a woodland environment (and so on).
- Strict command structure, and teams will be expected to follow the orders they are given. In a normal game you can pass the buck to the next guy if your objective is taken, etc, but in a true milsim/realmil game, you are responsible for your own objectives and nothing else. If you are tasked to hold the South Base at TriggerTyme and the enemy rolls right in because your fireteam decided to go attack the village, command would have every right to be rather pissed at you.
- Age limits This is not set in stone yet, but these will very likely be 16+ only. 18+ is the norm for this sort of game, but a large part of our experienced playerbase is in the 16-18 bracket.
- Weapon system limits SAWs, DMRs, and sniper rifles will be only allowed on a liimited ratio. For our early (read: smaller) games it will be one for every 5 players; once the games start to grow it will be cut back to one for every 10.
Gear restrictions don't really make sense given our playerbase, but the magazine restrictions are much less limiting. Anybody who doesn't have mids (and wants to play in one of these games) could easily afford a MAG box set by skipping one game (based on gas, field fee, and a bag of BBs vs the cost of MAG midcap box sets).
--- to be expanded ---