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

Postby Ivan Daylovich™ » Thu Mar 19, 2009 8:26 pm

Just because it usually fails doesn't mean it's not important.
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Postby Nocte » Thu Mar 19, 2009 9:02 pm

Location. Ben nailed it on the head.
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Postby Deliverator » Thu Mar 19, 2009 9:05 pm

if you have 500 15yr olds with hoodies and vans running around with airsoft guns at Rilea its still just as retarded as it would be at splat action.
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Postby Haloeclipse » Thu Mar 19, 2009 9:17 pm

I will definetly agree ben. Its the cohesive teams that work together that make the huge difference on the field. Especially if those teams are fielding a large group of guys that have all trained together. Every big game Ive been to, you can tell where APST,RAC 5, DRAT or one of the other large organized teams, were. THeres usually a trail of death and broken dreams.

Trick is to get things set up so a commander can help organize those teams, or just get those teams to work together better.
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Postby Martin. » Thu Mar 19, 2009 10:13 pm

Haloeclipse wrote:Trick is to get things set up so a commander can help organize those teams, or just get those teams to work together better.


but who really wants to fork up the necessary funds for a project like that?

Deliverator wrote:if you have 500 15yr olds with hoodies and vans running around with airsoft guns at Rilea its still just as retarded as it would be at splat action.


if you're not having a good time at rilea you should really get your fun meter tested. plus, my SAW drools at the thought of 500 15 year olds running around incoherently :badgrin:
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Postby Hard_Drive » Thu Mar 19, 2009 10:48 pm

caseless wrote:Real Capacity Magazines
Uniform Requirements
Command Structure
Location
Vehicles, Props & Pyro
Excellent Backstory

For me, Real Caps take first place because having guys with hicaps running around really breaks reality too much for me to move past it.

Uniforms are in second place, because if you can't be bothered to show up in the right kit, you have no business at a mil-sim event.


+1
I'd love to see a real capacity magazine game. Suddenly only a support weapon is the only one that can shoot 100+ rounds. If you want to carry 20 30-round mags, so be it. As long as you have to swap them out every 30 rounds. If you want to put down a heavy amount of fire, carry a support weapon (m249 can take a mid-cap mag for accurate amount of rounds).

The most common argument is that players don't want to pay for the new uniforms or lo-cap mags. Seriously though, how much do we already spend on airsoft. I'm more than willing to purchase another group of low-cap mags and a new camo pattern (yes, even ACU) as long as everyone is in the same boat and playing by the same rules.
Ultimately, we're all adults running around with toy guns. Let's keep it in perspective.
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Postby Ollie Twist » Thu Mar 19, 2009 10:54 pm

My personal view of good MilSim:
-A command structure that makes sence.
-Uniform Requirements that fit your role on the field. If you are Hadji you dress like a Hadji.
-A location that fits the games backstory and objectives.
-Gear requirements.
-Mags that you don't have to wind.
-Dedicated objectives. Dynamic and interjecting. They need to create logical firefights.
Now I see it as if you have the gear, the attitude and the time/money, you can do MilSim. Yes, I will admit I am biased with my age.
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Postby Fred » Thu Mar 19, 2009 11:07 pm

I would of chose "Command Structure" but some how the smarter people get to be the low end grunts and team CO's just become victims.
Team leaders become just tree hugging cowards and communications are just vox'ed out.
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Postby Steve » Fri Mar 20, 2009 12:27 am

I still stand on realcaps = milsim.

Snipers and SDM's are about the only guys out on the battlefield I could forsee that would realistically try to only shoot something once. There's a reason that carbines come with either a burst or automatic setting, after all...
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Postby Geschutz » Fri Mar 20, 2009 12:34 am

Hell... in a real cap game you can always have ammo caches in remote parts of the field and allow people to take control of the area to access the cache.
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Postby Pulsipher » Fri Mar 20, 2009 2:53 am

Real Capacity Magazines
Uniform Requirements
Command Structure
Excellent Backstory
Location
Vehicles, Props & Pyro

Real Caps are an easy first step
once youve taken that first step you can start being a real stickler about uniforms
Once everyone is looking at having the specific Gear organization can follow to make a profound impact
Backstory that people can immerse themselves in can really lead to a overall enjoyment of any game so that would be a plus
after you got all that wrapped up go ahead and start hosting at badass sites. when you look pro and act pro more sites are going to open up that wouldnt allow the booger eating hoard in before
and once you got an authentic location throw in great props, vehicles and bleeding Troy mohr shooting his blanks into your hidey hole

All that said ive spent thousands of dollars on gear and thousands of dollars on guns and ive been ready for real games for a Long LONG time
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Postby TOP » Fri Mar 20, 2009 6:59 am

Pulsipher wrote:Real Capacity Magazines


All that said ive spent thousands of dollars on gear and thousands of dollars on guns and ive been ready for real games for a Long LONG time


No you won thousands of dollars worth of guns :)
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Postby McNair » Fri Mar 20, 2009 7:13 am

I think standard magazines are more realistic. Such as 60-80rds.
You're compensating for lack of penetration power. If I had a magazine of 30 5.56 rounds, I wouldn't worry about a bush. However, a bush will stop a 6mm bb.
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Postby Darius137 » Fri Mar 20, 2009 11:23 am

mmmm... bush.
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Postby Matt » Fri Mar 20, 2009 11:32 am

Apparently you need penetration power to get through bush.
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