What's the most important aspect of good mil-sim?

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What's the most important aspect of good mil-sim?

Command Structure
104
42%
Uniform Requirements
34
14%
Real Capacity Magazines
28
11%
Excellent Backstory
16
7%
Vehicles, Props & Pyro
41
17%
Location
23
9%
 
Total votes : 246

What's the most important aspect of good mil-sim?

Postby Matt » Thu Mar 19, 2009 7:56 am

Vote it up!
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Postby TOP » Thu Mar 19, 2009 7:58 am

Need an all of the above..... :)
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Postby Matt » Thu Mar 19, 2009 8:01 am

That's true, but it's a poll, so you gotta pick just 1 :)
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Postby Bigfoot » Thu Mar 19, 2009 8:08 am

I can't pick. They are all important.
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Postby Khaos » Thu Mar 19, 2009 9:58 am

All of the above, but vehicles and props (and in some cases pyro) make it feel 100x more real. I've done some WWII reenacting in the past, and I get shivers whenever a tank or half track rolls by me.

Everything else is extremely important, but uniforming is one of my other obsessions. I feel that if you're expecting an immersive experience, and especially when you're paying lots of money for it, the fastest way to kill the mood is by having someone show up in mismatched gear, or even worse, in jeans and a hoodie.
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Postby SoundOnly01 » Thu Mar 19, 2009 11:01 am

I'm going to go with uniform (as there is no "All of the Above"). I feel that stricter uniform requirements would most effectively weed out those without (for lack of a better way of putting it) proper mentality for mil-sims.
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Postby ShortFuze » Thu Mar 19, 2009 11:04 am

I feel they're all important to have a successful OP. My obsession is the Props and such though, because it adds a realism to the OP for me, but that's just my opinion.
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Postby LiquidSnak » Thu Mar 19, 2009 11:09 am

If I had to pick one, I would go with command structure. Because if you get a good command, all the others on that list should fall into place :P
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Postby Ollie Twist » Thu Mar 19, 2009 11:42 am

LiquidSnak wrote:If I had to pick one, I would go with command structure. Because if you get a good command, all the others on that list should fall into place :P


Same, although I am a strong believer in Midcaps/realcaps. And props/uniform requirements.

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Postby Darius137 » Thu Mar 19, 2009 12:10 pm

I voted for real caps.

Because not everyone is uniform in real life, we don't always have pyro, we don't always have good command structure and we don't usually know what's going on (back story) or where we are (location).

But with real caps, at least people are reloading and shooting within the limits of reality.
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Postby john boy » Thu Mar 19, 2009 12:17 pm

All of the above.............
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Postby Newcomb » Thu Mar 19, 2009 12:24 pm

all the above but since i had to pick one i said uniform
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Postby Captain G.H.O.S.T » Thu Mar 19, 2009 12:26 pm

All the above
No. 5 RAC

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Postby Flyerfye » Thu Mar 19, 2009 12:29 pm

Pfft, "all of the above". Are you saying absolutely every one of these is 100% essential to a proper Mil-Sim game? Location? Backstory?

I say Command Structure. Without it, any op, no matter where it is, what you're wearing, or what you're shooting, is just a gaggle of guys running around with no clear sense of direction.
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Postby Ryu Arcturian » Thu Mar 19, 2009 12:32 pm

*another vote for all of the above*

but I have to go with Command Structure, with a change of Medic rules, because respawn is a command structures worst enemy
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