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 SilentStalker » Fri Mar 20, 2009 11:57 am

One more for the "All of the above button"
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Postby Matt » Fri Mar 20, 2009 12:01 pm

Cripes! "All of the above" defeats the purpose of having a poll! It would be like saying "HAY GUYZ, DO U LIK GUD MILSIM?"
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Postby SilentStalker » Fri Mar 20, 2009 12:07 pm

OK then, I think Real Caps are the way to go. if the bush is in the way move thru the bush for the shot. Real cap are cool and make the game more interesting.

Also maybe an ammo limit on the support gunners to make it like having real caps for them. If the RS has a 30rd mag then we should. Not sure how to fix that for the support weapons but Iam sure we can come up with something.
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Postby Darius137 » Fri Mar 20, 2009 12:51 pm

I like the idea of mid-caps or standards over realcaps, just because you're still pretty close to realistic levels. The penetration thing can by solved by just adding a few more bush-whacker bullets into the magazine.

But hi-caps are not on my list of things to buy ever. I don't think I can even legally buy them since I'm in the Army and homosexuality is not permitted.

Also box mags for AEG's other than SAWs, machine guns and LMG's is basically the tranny of the airsoft world.
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Postby GHOST- OMEGA » Fri Mar 20, 2009 12:54 pm

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Postby Pulsipher » Fri Mar 20, 2009 2:53 pm

Nasty wrote:
Geschutz wrote: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.


That is an excellent solution to the ammo problem. High five! If that was done, I think a game with only realcaps could work


that actually...in theory has been done at alot of games eg faction wars
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Postby Martin. » Fri Mar 20, 2009 3:08 pm

caseless wrote: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...

so what about SAW's? do you limit those as well even though 100 bb's in a boxmag would be hard to feed?
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Postby Deliverator » Fri Mar 20, 2009 3:09 pm

SilentStalker wrote:OK then, I think Real Caps are the way to go. if the bush is in the way move thru the bush for the shot. Real cap are cool and make the game more interesting.

Also maybe an ammo limit on the support gunners to make it like having real caps for them. If the RS has a 30rd mag then we should. Not sure how to fix that for the support weapons but Iam sure we can come up with something.


What about the guy hiding behind the bush shooting you while you are trying to move through the bush because you can't shoot through it but he can... your reasoning is false.
Last edited by Deliverator on Fri Mar 20, 2009 3:23 pm, edited 1 time in total.
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Postby TOP » Fri Mar 20, 2009 3:21 pm

Hehehe... OK you guys asked for it....

Working on a concept "RealSim".....

Stay tuned 8)
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Postby Junto » Fri Mar 20, 2009 3:24 pm

Command structure. Infiltrate both sides with impartial player admins from the hosting body AS the command structure. Try it out. It's hot.
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Postby Haloeclipse » Fri Mar 20, 2009 3:25 pm

I dont know if this is a new or good idea but...what about ammo limits? Saws get 600-1k, riflemen get 210-500. WHile reloads help maintain the milsim feel, limiting the ammo available to the player makes them have to be more intelligent about how and when they fire. This can add a resupply aspect. Send your ace report up to higher, he can order a supply drop delivered via admin etc etc.

Not to jack the thread sorry.
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Postby Hard_Drive » Fri Mar 20, 2009 3:50 pm

Martin. wrote:
caseless wrote: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...

so what about SAW's? do you limit those as well even though 100 bb's in a boxmag would be hard to feed?


Most SAWs can take an M4 mag. I say use a mid-cap for support weapons like that, that way the still have to swap out after 100 rounds.
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Postby 110 » Fri Mar 20, 2009 4:19 pm

it's all about realism.
-Real Cap mags
-even to point where 6mm bb's = 5.56 and 5.7mm rounds in real steel and 8mm=7.62+
-NO fantasy guns (sorry killbucket, no wonderbread gun)
-actual military form in patrols, movement, contact, etc (none of this USMC reenacter yelling allah akbar and running towards enemy fire with 2 saws and a rubber knife)
-Some sort of following of SOP for the loadouts you're using (whatever for PMCs or the turr)
-Good reenactors for scenarios
-some pryo, but not too much (this is a airsoft milsim, not the fourth of july)
-vehicles would be nice
-2+ story buildings

/rant
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Postby SoundOnly01 » Fri Mar 20, 2009 4:42 pm

The combination of a total BB limit and a strict Mid-cap/Real-cap policy would be the ideal Mag/Ammo rule in my book. I have had a hard time finding real-cap mags that are metal and have good reviews, as compared to the (relatively) easy task of finding good, durable, metal mid-caps.

Mid-caps filled with about 33 BBs gives you the optimal performance with realism. A total BB limit could be used to help this, as it would be easier to track your ammo with 10 mags filled with 30 rounds than two mags filled with 150.

Enforcing such policy would be the hardest, but if you have individuals whom wish to do an event like this, I doubt they'll be too big of cheaters.

Thinking it over, total BB limits might call for a method in which the entrance fee covers ammo cost and then ammo is distributed by event admin.
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Postby Steve » Fri Mar 20, 2009 5:40 pm

Hard_Drive wrote:
Martin. wrote:
caseless wrote: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...

so what about SAW's? do you limit those as well even though 100 bb's in a boxmag would be hard to feed?


Most SAWs can take an M4 mag. I say use a mid-cap for support weapons like that, that way the still have to swap out after 100 rounds.


Works for me. Or even use one of the 190 round VN-style hicaps. Or whatever. And hell, issue ziplock bags full of sand to the SAW gunners to carry in their pouches to replicate the weight of the real-steel ammo. While carrying 8 200-round drums is theoretically possible, running with 1600 rounds of 5.56mm gets not light very quickly.
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