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What do you look for in your MILSIM game?

9.6K views 48 replies 34 participants last post by  Tenhoff  
#1 ·
Having run more OPs than i ever wanted, i look to you, the player, to tell me (realistically) what your looking for in a game. While we would all love Tanks, and APCs, gunships, and Blackhawk extractions. Cost wise, and liability wise, it really isn't practical.

What makes a game memorable to you?
Props?
Scenarios?
Role Players?
Event Ambiance?
Vehicles?

Chime off, I would love to know what the average Milsimmer is looking for so I can better design OPs for players.
 
#2 ·
I've only done a few MilSim games, but what made the top ones memorable for me is having each team w/ a list of objectives to complete and basically having the game go all day. I love patrolling areas not knowing if a battle will begin or if you're just gonna walk around and return to base.
I also love it when the admin changes a mission because of something that occurred earlier in the day. For example if you have to move an object from 1 place to another, if you use Path A, your enemy now is tipped off (via mission) to patrol is more often, and later on you have a mission that forces you to use Path A where enemy troops now heavily patrol.
Yes it may not be full on MilSim and could be used with any game type, it's just what makes awesome games to me. I love feeling like a REAL battle is going on, but knowing that you're not always gonna be in the thick. Of course you'll need a nice big chunk of land to effectively do it.

Ummmm I hate constant trigger time, and i hate when both teams are CONSTANTLY going for the same objective. But I love it when there's a "Rogue" or mercenary team who hops in and out of gameplay to spice things up a little.
 
#3 · (Edited)
Ummmm I hate constant trigger time, and i hate when both teams are CONSTANTLY going for the same objective. But I love it when there's a "Rogue" or mercenary team who hops in and out of gameplay to spice things up a little.
Same I agree completely. I also like dynamic objectives too, if the 'generals' or marshals or whatever change objectives as a result of things that happen seperately in the game that would be sweet. Also things like have assets so say a general employs his 'Sattelite Imaging' asset then the marshalls could inform him of certain pieces of information such as an enemy tank moving from X to Z and so on.

I'm not convinced about the 13 man squad thing (bellow)

Let teams play as their own squad no matter the size and then assign teamless players to squads.
 
#6 ·
It's good if the marshalls let the 'Generals' know of major changes so they can change their tactics, orders etc. I know it's not completely MilSim but this is just a game after all and airsofters are more likely to have trouple passing information up the chain of command, relaying intel etc. No one wants to be sent out with orders to take a complex already secured by their own team for instance.
 
#7 ·
Quality Missions (No CTF, No backyard crap)
Props (Bombs to pyrotechnics)
Roleplayers
Quality Field (Buildings, size, cover etc)
Vehicles
Full Strict Chain of Command (Enlisted never contact COs or XOs)
13 man squads with roles restrictions (3 SGs, 1 DMR, 1 Medic, 1 SL & 7 RM)
sounds like you need to come to ballahack in chesapeake virginia..we have all of that..even a giant lake with a zodiac
 
#10 ·
throw a milsim down toward maryland but...i have just founded a TAC milsim team our name is the 301st fighting griffins OPs squad we are all JRs in HS and we are looking to get our foot in to door but anyways...make stuff blow up and make it lime a two day thing with constant missions and changing objectives no rests if ur sleepy or hungery u sleep and eat in battle soo it really tests peoples limits and have the opposing force hide out in the city in greater number to make it seem like an really occupied city town and life size buldings multiple floors withroof access for sniping...ps any advice for my team is greatly needed
 
#11 ·
Look into a game called "somalia" in the NEASG and MAASF forums. Its a pretty different concept. Basically there is not "opfor" necessarily. Basically its US soldiers and civilians. The civilians are role players and a few are insurgents, but they all mingle together in their everyday lives. Meanwhile the US forces move in and control the area. Based on their actions is how the civilians react. IF the US forces act like jerks then the insurgents/civilians retaliate. If they are kind then not so much. The thing is that there is always tension because any civilian could snap at any second and set off an IED. The civilians are not appreciative of the US forces presence in the area. On the flip side the US forces get antsy as they need to accomplish objectives while following a strict ROE. The tension just builds as the US forces do what they need to do, the civies dont like it so they get in the way, so the US forces start getting pushy and so on until the **** hits the fan. Its been a successful event in this area for many years.
 
#12 ·
I have to go to one of those so bad!

Have they planned the next one yet?
 
#13 ·
*Role Player zombies
*Vehicles (Preferably a helicopter or speedboat)
*Buildings that look like they've been blown up

And now for the realistic budget...:p

1.Big Trenches :)
2.Temporary use of M60's :)
3.Underground bunkers :)
4.A/M F/M radios (A/M one team, F/M, other team, although this might be a problem because there might be N00BS trying to get into the other team's system)
5.Random smoke grenades

Although those are a little extreme, that is what Mil-Sim is for. :D
 
#14 ·
the amount of realism the scenario and surroundings have. say you have a buch of plywood walls take the time some day to paint them like a wall or if your doing a hostage scenario game put some movie make up on the "hostage" make him look more efed up than he really is. also get audio cds of sound effects like gunshots or explosions and set up speakers around the AO and smoke machines that put out constant smoke like there are smoke bombs thing like these make the battle more realistic. it puts that feel into the game like its almost real

also if you have a mideastern battle like iraq or afghanistan get a cd that has the prayers and chants to add that stress effect
 
#15 ·
That Somalia thing sounds so epic
 
#18 ·
I think it would be sweet if you had an Afghanistan style Op. Have the players for Taliban show up early and go out into the playing area. Then have the U.S. show up and send them out on patrol so they never actually meet or see the people they're playing against and what they look like until they start shooting at each other. It would be better if you had one team show up at one side of the field and the other at another.
 
#19 ·
vehicles, pyro, during night ops fog machines in some areas (not all)
 
#21 ·
Small details that make it more realistic and the ammount of time. The longer the better for me. That's what makes a good MILSIM in my oppinion.
 
#22 ·
I agree, one long milsim is better than 4 short ones. I enjoy complexity, adrenaline rush, and reality is especially cool. I would prefer to play a game about VC vs. Marines than Aliens vs. Humans
 
#23 ·
I find that the only two things I require to enjoy a milsim game are;

An organized game plan
Quality and honorable players

Things such as the length of the game, difficulty of the objectives, etc. are more dependant on my mood of the day. They may make the op more enjoyable, but they don't detract from my experience really (unless my expectations are vastly different).

If the operation is planned out, well organized, and not a cluster- it goes a long way towards a good experience. I'm not talking about scripted play, but planning i.e. start time, chrono rules/time, ruleset, boundaries, objectives, uniform standards, etc.

Quality and Honorably players is the biggest reason I will enjoy/not enjoy an event. It is also the biggest reason I would attend one. I'm talking players and staff here. Luckily, I play with a community where this is standard. We have disciplined folks in the past (temporary bans from all events) for major infractions, but it's rare because people coming to our events understand our behavior expectations before even attending.
 
#24 · (Edited)
There is this one LARGE group of WWII MILSIM players out in the UK I think. Not sure though. They've got it all though. Simulated cities that look so real, mortar shell simulators, some jeeps and tanks, all the most awesome WWII airsoft guns, and a field that is HUGE! Not to mention that most of the players look like the real deal. If I had a chance to play with them... it'd be like my airsoft paradise.
 
#25 ·
Why not tanks? APCs? It is possible in Czech Republic :)
The Afghanistan, Chechnya etc. scenarios for 300+ people have these. The entrance fee is usually around 50 bucks.

pretorians | afghanistan 2010 ? rajce.net
kolisarius | Afghánistán 2010 ? rajce.net

Feel free to take a look at these photos.

But anyways. When I am looking at Mil-sim, I want it to be fair play (strict choice of units aiming at mil-sim experience), full of surprises (in a good way), cool people and especially, sleep deprivation due to the length of the scenario, a high quality scenario and low-cap magazines.
 
#26 ·
What I want in a MilSim scenario

- List of Objectives, both main and secondary.
- Constant radio contact (adds a military feel)
- Not just randomly killing people.
- Need a deep story. Not that "Okay here's your objective, go do it" bullcrap.
- I need as much realism as possible.
- I like the idea of having TWO fronts for a scenario (one in some place, another front in another, for example, Somalia here. Kenya in the next area.)
- Strict chain of command (like the guy whose list I'm copying off of now said.)
- Food breaks (I <3 food nomnomnom)

Offtopic: My dad will not allow me to go out and play milsim with people with airsoft guns. I am doomed to paintball until I hit the age of 18. Can someone reply with a military simulation paintball team on Long Island, one in Suffolk County would be great! kthxbai!