frogfish wrote:Welshy... this stuff is pure gold
I love this argument. I love it when people play a hobby with realistic looking weapons/replicas, invest in realistic kit, realistic uniforms, then think that milsim is gay because its "too real".
Welshy McSheeplove wrote:Since you've also attended the Wendyland games, and as a Russian, I'll ask you this. Do you feel like the immersion was made better by the Russians using proper kit and uniforms, or worse?
Welshy McSheeplove wrote:We keep using MSW games as an example, because they're fantastic games. They're not just "let's go shoot shit" games, they try to simulate actual military missions and roles. You've got both sides setting up long term LPOPs. You've got NATO forces patrolling a road for 2 hours with no contact. You've got committed players that will sit in the same spot doing nothing for an hour just so they can ambush and disrupt a larger force. Games like that are MilSim, games like Multicam vs MARPAT trying to capture sectors across a small field is not MilSim.
crazydemon wrote:So what we need then is a baseline set of rules. That will establish what the base requirements are to be a Mil-Sim game versus a Force on Force with Objectives. Then you can use said set of rules to judge whether or not a game will be Mil-Sim. So far I like what Matt and Darius have said.
Games that have:
Well Defined Chain of Command
Well Established Objectives/Goals
Planning by said Chain of Command to Complete the Objectives
Specific Roles for Each Team (Sappers, Snipers, Medics??)
Longer Periods of Play with no Breaks (Six to Eight Hours??)
If we have a base set of rules to follow, then as a community we can plan and prepare better games.
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