48 hr op

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Re: 48 hr op

Postby STRIK3 » Mon Mar 12, 2012 4:01 pm

I think I just found my new desktop wallpaper...
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Re: 48 hr op

Postby Darius137 » Mon Mar 12, 2012 4:55 pm

Good luck with your game.

A 48 hour game only has about 20 people in the AP world that are manly enough to do it, and of those 20, I'd only say 2-3 that would be ballsy enough to also go to a 48 hour game knowing that the person planning it is not experienced.

That being said, if you want to have this game ran, I suggest asking for help and begin fleshing out an idea of what the game will consist of. You might need to have options such as:

1) Teaming up with other people. Some with experience. Some with military or LEO background. Some with gear, money or time to help plan it out.

2) Get all of the information out there. The 5 W's, Logistics, planning for scaling the game to the amount of people that show and of course how to fund this.

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Re: 48 hr op

Postby Ivan Daylovich™ » Mon Mar 12, 2012 5:35 pm

NFS_Shadow wrote:@ ivan. Really? was pretty sure the law saws that you are supposed to have an orange tip on it in public. also it is a good idea just to be a little on the cautious side. that way people will recognize easier that they are not real weapons.


Required for sale. Not saying it's not a good idea, that's open for debate, but it's not a law.
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Re: 48 hr op

Postby Orwell » Mon Mar 12, 2012 6:14 pm

There's not much to be said that hasn't been said already. Go ahead, stick the event on the calendar.
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Re: 48 hr op

Postby NFS_Shadow » Mon Mar 12, 2012 7:14 pm

Ivan Daylovich wrote:
NFS_Shadow wrote:@ ivan. Really? was pretty sure the law saws that you are supposed to have an orange tip on it in public. also it is a good idea just to be a little on the cautious side. that way people will recognize easier that they are not real weapons.


Required for sale. Not saying it's not a good idea, that's open for debate, but it's not a law.

thanks ivan. i'll look into it myself to make sure although it wouldn't hurt to just keep them on (yes everybody i know orange isn't the best color for in the woods but hey better safe then sorry.

in reply to the person who said i should recruit some help (sorry can't remember your name i think it was ogre) that is a good idea. I have basic guidelines, rules, and such already written up i'm just trying to perfect them first as well as confirm that i will be able to get the permit i will most likely need to do this. If anybody wants to seriously help me with the planning of this event they are welcome to. but as of right now like i said it's still in the planning stage so anything constructive anyone has to say will be much appreciated. thank you.

also I do realize that the majority of you consider this a joke and i guess your all allowed your own opinions and thoughts but could we please stop spamming this thread with all the pictures and useless negative comments. The usefull and partially kind critics are much appreciated but the rest of you i'd like to say with all due respect please stop spamming this thread with useless comments and posts it doesn't achieve anything other then getting in the way of anybody who actually wants to read the info.
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Re: 48 hr op

Postby Variable » Mon Mar 12, 2012 8:32 pm

Love or hate the idea, this is a real topic with real discussion. Knock off the off topic shit.
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Re: 48 hr op

Postby NFS_Shadow » Mon Mar 12, 2012 8:36 pm

Alright everybody I have just finished discussing this idea with my fellow team leader osprey and we have decided to go ahead and host this OP at the end of july/early august. We will be posting all info, rules, backstory and everything else june 10th so be on the lookout for it. You are still welcome to post serious questions in this thread and I will do my best to answer them quickly.
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Re: 48 hr op

Postby Osprey » Mon Mar 12, 2012 10:21 pm

NFS_Shadow wrote:Alright everybody I have just finished discussing this idea with my fellow team leader osprey and we have decided to go ahead and host this OP at the end of july/early august. We will be posting all info, rules, backstory and everything else june 10th so be on the lookout for it. You are still welcome to post serious questions in this thread and I will do my best to answer them quickly.

Yes. We decided to host this around late July or August. I'll will be helping with the planning of this game. We are taking allot of consideration to detail and interest. This game will be planned over the course of Five month's. To ensure realism and detail.

Please leave comments that may help with the planning.
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Re: 48 hr op

Postby TstclrCncr » Mon Mar 12, 2012 10:55 pm

NFS_Shadow wrote:in response to everybody else yea you are all pretty close in your observations. I am 16 and do have a good load of school work and planning goes on in my free time. the game will happen in national forest so it's illegal for me to charge for this, i will however ask for a small 5 dollar donation to offset the cost of fuel (for generators in both camps and the stoves as well as the atvs we might be able to use (still trying to confirm that one) I won't run off with your money, i will keep track of all payments and if needed i will be able to refund that money (say we have to cancel, or you end up not coming) there will however be a cutoff date for you to cancel because once i purchase fuel im not dipping into my pocket for your refund.


Without being a known game host you're likely to get no donations at all without having an extremely detailed plan, and proof of progress.

Lack of willingness to dip in your pocket can end badly for you as well. If shit happens and the game gets canceled due to circumstances out of your control, but you've already made purchases people will want their money back even if you spent it on something that's not going to happen, or they cannot be apart of because of the change.

NFS_Shadow wrote:in response to the worries about other people stumbling into our game i know this is an issue. bow hunting season however does not start till mid august if i remember correctly and we will be far enough into the woods that nobody should stumble upon us by accident. This will of course not be perfect and we will have to halt gameplay if anybody is spotted (command net will be in place) and then myself and probably another team member will approach them unarmed and attempt to explain what is happening.

We will be doing this on 3 square miles of forest. everyone will be required to have a compass and a map so that nobody gets lost. somebody getting lost is my second biggest fear/problem i have with doing this.


Your going to have to do a sweep prior to game to make sure is safe from the beginning. This is going to require man power, and to maintain a safety net as well. Having a safety net will limit the amount of people able to admin/observe considerably due to size. Also, if people are found you're not going to be able to approach them personally most likely. Three square miles isn't that big, but it will take you a good 15-30 minutes to cross to them. Most people are not going to just sit and wait for you to show up. You're going to have have to have people that stand out, orange vests for example, that will be your primary "defense" for this, but they can't be everywhere. Everyone has to know how to deal with the public to a certain degree for the initial contact. A simple brief will help in the beginning. Expect and train for the worst, you can't do everything.

As I said early three square miles is a rather small area still. It's a decent hike to cross, maybe an hour, but not a dangerously large area. If you're afraid of losing people take some steps into preventing this. Get some rolls of engineer tape and make some limit flags, but be ready to clean them up afterwards.

Questions have been asked about planning, but you've posted very little about this. As a thread it would of made more sense to ask about interest in a 48 hour OP instead of hosting one. Not every game idea has taken off here, and getting a general feel of what the users want is the best idea of making a successful game. Granted, you can't please everyone, and should add your own flair, but people tend to look for certain aspects before saying yay or nay. Considering the same team you're on is giving you flak about this is not a good sign. The people you need the most support from are those you ask for direct help, and it just isn't there from the sounds of it. As said earlier from those with experience, start small.
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Re: 48 hr op

Postby ScaredShooter » Mon Mar 12, 2012 10:59 pm

Admiral Ackbar wrote:This OP is a Trap!


There is that.
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Re: 48 hr op

Postby Steve » Mon Mar 12, 2012 11:25 pm

3 square miles may be a little small for an operational area.

If I were looking to put something like this together, I'd want to do the following:

1: Find the space. Lots of space. Lots and lots of space.
2: Figure out what I could do with the space.
3: Determine what I would want to see happen during the event.
4: Figure out what the players are most likely to do (especially where they are likely to fall off the rails of your event plan).

The first consideration, aside from space, is headcount. See, you have the opportunity to appeal to a couple of different groups of airsoft players. There is a very small subset of the player base that is both willing and able to do full-immersion mil-sim. There is a larger base of players that is willing to do light mil-sim stuff. And that is okay. You really do have room for both types of players if you run the event right. Here's what I would look at doing if I were putting this on:

The mil-sim players would fill the assaulter role. The less serious players would fill defensive roles.

Army doctrine is that an element should be able to move 20 miles in a day at 3 miles an hour through just about any terrain. That is in boots, with rucksacks, armor, and weapons. In practice, it can vary wildly, so you should plan your tripwires for between 2 and 4 miles an hour. Figure everybody shows up Friday night with a soft start time of 1900, stepping off at 2000 hours. A nice gentle three mile hike later, and the assault element hits their Remain Over Night layup point. A mile or two away, you have two areas about half a mile apart for your defensive players. One of the areas, the "in play" area, is set up as a hasty defense of an objective. The other area, delineated by engineer tape and chem lights, is a safe area.The assault force marks their bivouac site with chem lights and engineer tape as an "out of play" / respawn area. Their goal for the first night is to assault or sneak into the defended camp and secure intelligence about the following day's objectives. The defending force has the option of sitting around a bonfire doing bonding stuff, or spending time out on the line defending the objective. And, they can push patrols out along predefined patrol paths. The assault element can attempt to set up ambushes on the patrolling teams, try to hit the base camp, or simply remain dug in for a pleasant night of sleep and story-time.

At first light, or thereabouts, an enemy HVT enters the camp. The mil-sim team has two hours to kill the target. Once they succeed, or if time runs out, the attackers move on to the next phase of their land-nav voyage. They are given directions to a series of waypoints, and each waypoint serves as their rally point / respawn area. Small elements of defenders are given directions (and maybe rides) out to places where they can interdict the assault team, either setting up deliberate ambushes or just generally wandering around and causing chaos.This continues for between 10 and 20 miles, with a few optional side missions thrown in (locate and secure satellite wreckage, locate ammo cache for resupply, trade for bottled water and junk food from the "locals", etc). I'd probably have three routes mapped out for day two, at about 15 miles, about 20 miles, and about 25 miles in total length that I could switch off depending on how well the team was progressing. I'd move the defenders around a lot in small chunks, probably with trucks or SUVs, dropping them ahead of (and out of sight of!) the assault team. Day 2 would draw to a close with the assault team setting up a RON site, and screwing with the defenders off and on throughout the night. The morning of Sunday would be the all-out assault, followed by packing everything up and shuttling everyone to the starting point.

Now, there are some serious considerations about route selection. I'd probably send one or more admins with the assault team. I'd set up the land-nav as either GPS or map and compass, but the admin would have comms with the rest of the admins, have a GPS with the route information already stored, and have a backup map with the route marked for the inevitable screwups.

I'd also plan my route to pass by a forest service road no less than once every three miles, although two would be preferable. And I'd have two admins with vehicles hopping from spot to spot, one at the last place the team passed, and one at the one they are headed to, both with comms to each other and to the admin with the team. The admin that was accompanying the team should have basic first aid supplies, as well as a poleless litter in case somebody gets hurt. One or more clearings 200'+ in diameter should be predesignated (and pre-scouted) for calling in a medevac helicopter, and signalling devices should be carried in the admin vehicles (think chemlight on a string hanging into a gallon water jug for marking at night, bright orange panel and or colored smoke for daylight, maybe a strobe unit). I'd set my rally points close to the roadway. Admins could switch jobs at the rally points as needed, so you don't have to have one guy humping the full distance if you can't find someone willing to do so.

The really important part is to physically walk your routes. Preferably a couple of times, in full gear. That will let you gauge timing, select rally points, and identify good ambush sites.

If at all possible, I'd pick places for the overnight spots where the defenders can actually dig in, with shovels and everything. Nothing sets people up for the right kind of exhausted complacency like spending a few hours digging fighting positions to standard with no idea of when (or if) the OpFor is going to show up. Plus, if you play your cards right, you have the makings of a nice little firebase that you can use at future events (assuming you are on private land that the owner doesn't mind you digging around in).

You are looking at a minimum staffing level of:
1 admin with the assault team
2 admins for route safety
2+ admins for shuttling defenders around the battlefield
1 coordinator
4+ admins that can go set up the forward areas (engineer tape, stakes, chem lights, tent for the objective, etc) and can fill in moving players around the field when they aren't doing grunt work

I wish you the best of luck in your attempt!
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Re: 48 hr op

Postby Unconventional » Mon Mar 12, 2012 11:42 pm

Steve wrote:3 square miles may be a little small for an operational area.

If I were looking to put something like this together, I'd want to do the following:

1: Find the space. Lots of space. Lots and lots of space.
2: Figure out what I could do with the space.
3: Determine what I would want to see happen during the event.
4: Figure out what the players are most likely to do (especially where they are likely to fall off the rails of your event plan).

The first consideration, aside from space, is headcount. See, you have the opportunity to appeal to a couple of different groups of airsoft players. There is a very small subset of the player base that is both willing and able to do full-immersion mil-sim. There is a larger base of players that is willing to do light mil-sim stuff. And that is okay. You really do have room for both types of players if you run the event right. Here's what I would look at doing if I were putting this on:

The mil-sim players would fill the assaulter role. The less serious players would fill defensive roles.

Army doctrine is that an element should be able to move 20 miles in a day at 3 miles an hour through just about any terrain. That is in boots, with rucksacks, armor, and weapons. In practice, it can vary wildly, so you should plan your tripwires for between 2 and 4 miles an hour. Figure everybody shows up Friday night with a soft start time of 1900, stepping off at 2000 hours. A nice gentle three mile hike later, and the assault element hits their Remain Over Night layup point. A mile or two away, you have two areas about half a mile apart for your defensive players. One of the areas, the "in play" area, is set up as a hasty defense of an objective. The other area, delineated by engineer tape and chem lights, is a safe area.The assault force marks their bivouac site with chem lights and engineer tape as an "out of play" / respawn area. Their goal for the first night is to assault or sneak into the defended camp and secure intelligence about the following day's objectives. The defending force has the option of sitting around a bonfire doing bonding stuff, or spending time out on the line defending the objective. And, they can push patrols out along predefined patrol paths. The assault element can attempt to set up ambushes on the patrolling teams, try to hit the base camp, or simply remain dug in for a pleasant night of sleep and story-time.

At first light, or thereabouts, an enemy HVT enters the camp. The mil-sim team has two hours to kill the target. Once they succeed, or if time runs out, the attackers move on to the next phase of their land-nav voyage. They are given directions to a series of waypoints, and each waypoint serves as their rally point / respawn area. Small elements of defenders are given directions (and maybe rides) out to places where they can interdict the assault team, either setting up deliberate ambushes or just generally wandering around and causing chaos.This continues for between 10 and 20 miles, with a few optional side missions thrown in (locate and secure satellite wreckage, locate ammo cache for resupply, trade for bottled water and junk food from the "locals", etc). I'd probably have three routes mapped out for day two, at about 15 miles, about 20 miles, and about 25 miles in total length that I could switch off depending on how well the team was progressing. I'd move the defenders around a lot in small chunks, probably with trucks or SUVs, dropping them ahead of (and out of sight of!) the assault team. Day 2 would draw to a close with the assault team setting up a RON site, and screwing with the defenders off and on throughout the night. The morning of Sunday would be the all-out assault, followed by packing everything up and shuttling everyone to the starting point.

Now, there are some serious considerations about route selection. I'd probably send one or more admins with the assault team. I'd set up the land-nav as either GPS or map and compass, but the admin would have comms with the rest of the admins, have a GPS with the route information already stored, and have a backup map with the route marked for the inevitable screwups.

I'd also plan my route to pass by a forest service road no less than once every three miles, although two would be preferable. And I'd have two admins with vehicles hopping from spot to spot, one at the last place the team passed, and one at the one they are headed to, both with comms to each other and to the admin with the team. The admin that was accompanying the team should have basic first aid supplies, as well as a poleless litter in case somebody gets hurt. One or more clearings 200'+ in diameter should be predesignated (and pre-scouted) for calling in a medevac helicopter, and signalling devices should be carried in the admin vehicles (think chemlight on a string hanging into a gallon water jug for marking at night, bright orange panel and or colored smoke for daylight, maybe a strobe unit). I'd set my rally points close to the roadway. Admins could switch jobs at the rally points as needed, so you don't have to have one guy humping the full distance if you can't find someone willing to do so.

The really important part is to physically walk your routes. Preferably a couple of times, in full gear. That will let you gauge timing, select rally points, and identify good ambush sites.

If at all possible, I'd pick places for the overnight spots where the defenders can actually dig in, with shovels and everything. Nothing sets people up for the right kind of exhausted complacency like spending a few hours digging fighting positions to standard with no idea of when (or if) the OpFor is going to show up. Plus, if you play your cards right, you have the makings of a nice little firebase that you can use at future events (assuming you are on private land that the owner doesn't mind you digging around in).

You are looking at a minimum staffing level of:
1 admin with the assault team
2 admins for route safety
2+ admins for shuttling defenders around the battlefield
1 coordinator
4+ admins that can go set up the forward areas (engineer tape, stakes, chem lights, tent for the objective, etc) and can fill in moving players around the field when they aren't doing grunt work

I wish you the best of luck in your attempt!




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Re: 48 hr op

Postby Russkie » Mon Mar 12, 2012 11:44 pm

Steve's outline is spot on. An OP like that is something I've been dying for. This is also why a 48 hour OP should be hosted with a lot of input from soldiers (part of the reason why OP Eastwind is so successful).
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Re: 48 hr op

Postby McNair » Tue Mar 13, 2012 12:46 am

Steve's idea is a more realistic idea for a 24 - 48 hour op.
One thing you notice is there is not a lot of shooting going on. Thus everyone's complaints about batteries and ammo aren't much of a concern.
Many of the guys who go to Eastwind say they hardly go through 10 magazines the whole event(9 days, 24 hours a day).
Many of you are thinking of the typical 3 to 4 hour op with constant firefights going on and assuming that's how it would be, thus worries about batteries, ammo, and keeping ones' attention.

Most people thin out toward the end of a standard op because:
- Ammo shortage.
- Batteries dying
- Guns breaking.
- Bored.
- Tired.


In 24+ hour games, these issues are simple to fix.

Ammo:
You're not using near the same amount as a typical 3 - 4 hour game. You have 24+ hours to stretch out the experience. You're not trying to cram $30 worth of stuff into a couple hours.

Batteries dying:
This is quite simple. Invest in more batteries. Most people are spending $200-$1000 on their gear and accessories for their gun(s). Investing another $50 on some batteries will do a lot more for your game.

Guns breaking:
This is always inevitable and somewhat unavoidable. Most everyone has 2 guns or access to another. Bring it. Bring all the shit you need for it just like your primary. Guns aren't that expensive anymore.

Bored:
Most ops are generally the same old shit. There are little new things here and there. But generally they end up with everyone fighting to control some building or whatever that really has little value to the game as a whole.
A larger game like this will always have some random thing to do, sometimes it will be mundane as shit like sitting at an outpost for hours in the middle of the night to digging fighting positions you might not even use to humping through brush for a couple hours to find that your target/objective has moved/changed. These games aren't for those who have a short attention span and must be pulling triggers every 5 minutes.

Tired:
I'm not talking lack of sleep tired. I'm talking about physically tired from hiking around for hours. I'm guilty of this myself since I'm a fat a$$ and out of shape. This is one thing you should think about. The Eastwind guys really push that you should prepare yourself physically for the event by getting in shape.

You're going to have to have a REQUIRED GEAR list. Shit people have to have to be able to participate. I don't know how many times I've seen kids show up to a game in the pouring rain and they don't even have a bleeding jacket or boots. You can't have that kind of shit. You have to figure out what every absolutely needs, the basic essential stuff to be out in the field for 24-48 hours.


Simply, these kind of games aren't for everyone. If you aren't interested in such a thing, don't go and shut the shazaam up.
Most of the "this will never work" comments are likely coming from people that wouldn't even go to this kind of event.


Though, as I told NSF_Shadow on chat right after he posted this:

Start small. Build up. Run a 8+ hour event with no breaks. See what works, what falls apart, and what needs work.
Go from 8 hours to 12 hours or 24 hours. Again, make improvements.

Honestly, jumping in and trying to run something on this scale will just be a giant cluster shazaam and likely will end with a bunch of pissed off people and no one coming to any of your shit again.
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Re: 48 hr op

Postby Lum dog millionaire » Tue Mar 13, 2012 1:02 am

I love the concept and have wanted a long game but I'm not sold on 48hrs give me a 12hr game starting mid day and ending at sun up. You have alot of time to plan if its looks good I'll sign up.
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