Junto wrote:Kids won't adhere to gear requirements and show up wearing whatever, so we end up settling for arm bands a lot. It came down to people who won't read and adhere to the requirements constituting a large portion of the player base, so you can either let them in even though they don't cut it, or you can miss out on half the money you could be making.
I want more midcap only events, and only one or two allowed camo patterns per side. Defined chain of command. Missions with props. Better use of terrain and structures (not sending people up and down the worst parts of hills, use of multiple structures as objective points/containing props, or defined enemy contingents like a machine gun nest and a few crew for it, but not 80 dudes crammed in a shack). Objectives with more than one solution would be a plus.
I wouldn't mind seeing large-scale events with defined OPFOR, much like Enduring Horizon (2006) and the Fear This series (2005-2007). Essentially, the game happens in timed stages across multiple areas. You compete in large teams (10-30 people, maybe) You are given a briefing, told how much time you have to complete the station, you enter the portion of the playfield and do things like
-Cross enemy lines without being discovered and photograph the location of their ammo dump
-Kill a high value target guarded by several entrenched guards with multiple special weapons and gun emplacements
-Ambush and disable a vehicle patrol
-Get to tha choppa
-Patrol an area and survive any enemy contact they encounter
One or two basic objectives per station. Team A shows up, finishes the station in an hour and a half out of two hours or whatever, and has time to hydrate and snack up before they go to the next station. Team B comes to the station when A leaves, gets the same amount of time to try and complete the objective for that station, and so on.
These events can be graded simply on objective completion and time taken to complete them. You can decide if you want it tournament style, or just as a framework for your event. Scenarios could even be more complex and feature things like civilians who must be traded with and left unharmed, etc.
I'd like to see something fresh. A break from semi-serious long-style play and way-serious weekend-long MILSIM games, but that still calls to the tactical nerd more than a standard mini-op or skirmish. Something that lets the wimpy kids eat a snickers and keep from becoming a heat casualty between stations. Something senior community members can collaborate on putting together, from admining stations, to being actors or OPFOR. Events that required you to enlist with a team created a lot of drive for people to actually form teams in the first place. There used to be huge team diversity. Now there's our team, which is big, but no one remembers (DRAT), SOTA, FOAD, SpecDet, Cloud, Phantom Fury, and the Ronin AC. And that's it (sorry if I missed anyone, lol). If you tell 14-20-year-olds about your cool event and suggest they form a group and try and train up to win, you may see all those loner kids end up in matching camo and caring more about playing the objective than their own kills for the day.
We pulled off some good stuff 6-10 years ago without the strict age limit, but with good, stringent rules and well-planned, themed events. I got to do CQC4, 5, (acted at) 6, and 7, all of which were stellar. Got to go through Long Winter 2007, Galant Saber 3, and Total War 9 with Battlesim, and if we're talking about the same REMF I believe I rented an MP-40 from him for the weekend of Long Winter. The gear requirements, magazine capacity rules, and unwillingness to let people in who couldn't make the basic kit list helped make every event on that list as solid as they were and in no way crippled their marketability.Norseman wrote: Roll back airsoft 25 years in the PacNW to PSAC or Puget Sound Airsoft Command.
They had a basic packing list, camo requirements, props, military vehicles and oh yah......a age requirement of 18 and over. And they were strict about it. If you were not pre registered to the event? You didn't go through the gate.
It may sound draconian by todays standards but they put on quality events first. And many of us took back what we learned which I basically credit REMF with (John Robison). I also think Gunny was instrumental in AP's rise to fame as well soon after. Especially his CQC series.
I think as the sport grew and grew it picked up a woods paintball attitude. In which people may dress the part but they are truly an army of one. There of course were exceptions to this rule during this time frame. Some OP's became historical to ensure people were committed to get the gear and participate as a team member. Its also a good sign when you see people before the op walking through patrols, hand signals, react to contact drills, etc, etc. It means the airsofters are serious about working as a team. And the OP is probably not going to become a walking cluster fritter.
Also paintball respawn points ruin cohesion and unit structure upon first contact. Gotta have rules in place that somehow keeps the unit together and fighting. Unit CCP's, unit medics, unit respawns, etc.
Rob Kauder with Pegasus Milsim, still runs Milsim events, he is on facebook and they have a exclusive airsoft field now up in Spokane. He volunteers a lot at Milsim West games as well.
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