11-17-2015, 04:09 PM
Good reading.
Yeah, the mission turned out differently as I planned. I think I eliminate APC entirely so Hind has to air lift infantry as well provide CAS. Now there was lot of sitting in APC of Cthulhu.
I meant it as rock-paper-shotgun type of a mission. Infantry observes village and eliminates AA/AT soldiers on roofs. APC eliminates static nests/infantry patrols outside with HMG fire and CAS deals with vehicles at long range with at-missiles. Infantry mops up, and if they run into difficulties or strongly fortified building, they call in helicopter to turn the building to a smoking pile. Everyone has something to do.
There were lot of threats for Hind in village. Stingers, vehicles with HMGs, even a random chance for Shilka. Losing helicopter was a serious risk, but you mitigated it by playing smart. Exactly the point. But, losing it was still possibility and thats why infantryman has RPG. There had to be alternate way to deal with vehicle, if you lose support.
However my Grand Vision and actual mission experience were two different things.
TLR
Rock-paper-scissors.
If there is CAS (or a vehicle in general), there has to be a measured and sane threat for the helicopter, and a way to eliminate/mitigate the threat so flying CAS with a bit of thinking is playable, it contributes to mission and it is fun for CAS crew. If there is infantry, again, there has to be something to do, but preferably something that infantry can't get done alone without extra risks. Losing vehicle also shouldn't make mission impossible, just harder
Yeah. Easier said than done.
Further analysis:Â
If CAS does its job right, infantryman does not have to use his rifle.
That's the entire point.
Well done CAS means less work for boots on the ground, which means less danger, which means less casualties, and that's usually the point. Clearing buildings is extremely dangerous in rl even for trained guys. You seriously don't want to do it, unless you really have to. Modern armed forces are willing to spend hell of a lot of dollars to save a life of single infantryman. 30 years ago if you knew there were bad guys in a building, you went personally to check it out old fashioned way. Now you shoot a Javelin to it, or call CAS. Modern society vs ability to handle casualties in media and all that. During recent conflicts in asymmetric warfare, standard procedure with confirmed bad guys inside complex has been to call Bradley/similar to the scene and Bushmaster the crap out of the residents through walls. Effective and saves lives. But would that be fun?
I am perverse enough of a person that I would be inclined to say personal yes. I would be content to watch vehicle to turn a building with multiple Altis Lifers to a parking lot. I don't care if I get kills. I care for teamwork, and if it means watching big guns do the job so my virtual comrades are safe, I like it. I immerse to missions more than perhaps most of players and to me at least somewhat realistic teamwork is the spice even at the cost of less action. Sure, sometimes 'home defense against Illuminati' and full frontal assaults with handful of men are lot of fun but majority of missions are tactical teamwork. What I gather, most of CiA players are somewhat similar and that's why I like the coop nights. That said , you have to draw the line somewhere.
In nutshell, there still has to be something meaningful to do. Doing doesn't mean shooting or killing. It can be operating UAV. Providing recon, targeting. Heck, I would love to play a mission where I drive a truck back and forth and haul ammo to comrades holding the line. I don't shoot a single round, but I feel I contribute.
I'm not going to poke 'Arma3 vs realism' can of worms even with a silenced rifle, but to me too , the most single difficult thing in mission making is not scripts, it is indeed balancing difficulty. So many factors. Losing vehicle makes mission more challenge for infantry, but CAS crew has lots of seagull time. Evading SAM with flare makes mission exciting. Getting shot down means seagull time. Getting headshot is ticket to TS lobby. 10cm below and Psycho saves the day. Difference between challenging fun mission vs boring mission is sometimes very small things.
Yeah, it is really hard.
Yeah, the mission turned out differently as I planned. I think I eliminate APC entirely so Hind has to air lift infantry as well provide CAS. Now there was lot of sitting in APC of Cthulhu.
I meant it as rock-paper-shotgun type of a mission. Infantry observes village and eliminates AA/AT soldiers on roofs. APC eliminates static nests/infantry patrols outside with HMG fire and CAS deals with vehicles at long range with at-missiles. Infantry mops up, and if they run into difficulties or strongly fortified building, they call in helicopter to turn the building to a smoking pile. Everyone has something to do.
There were lot of threats for Hind in village. Stingers, vehicles with HMGs, even a random chance for Shilka. Losing helicopter was a serious risk, but you mitigated it by playing smart. Exactly the point. But, losing it was still possibility and thats why infantryman has RPG. There had to be alternate way to deal with vehicle, if you lose support.
However my Grand Vision and actual mission experience were two different things.
TLR
Rock-paper-scissors.
If there is CAS (or a vehicle in general), there has to be a measured and sane threat for the helicopter, and a way to eliminate/mitigate the threat so flying CAS with a bit of thinking is playable, it contributes to mission and it is fun for CAS crew. If there is infantry, again, there has to be something to do, but preferably something that infantry can't get done alone without extra risks. Losing vehicle also shouldn't make mission impossible, just harder
Yeah. Easier said than done.
Further analysis:Â
If CAS does its job right, infantryman does not have to use his rifle.
That's the entire point.
Well done CAS means less work for boots on the ground, which means less danger, which means less casualties, and that's usually the point. Clearing buildings is extremely dangerous in rl even for trained guys. You seriously don't want to do it, unless you really have to. Modern armed forces are willing to spend hell of a lot of dollars to save a life of single infantryman. 30 years ago if you knew there were bad guys in a building, you went personally to check it out old fashioned way. Now you shoot a Javelin to it, or call CAS. Modern society vs ability to handle casualties in media and all that. During recent conflicts in asymmetric warfare, standard procedure with confirmed bad guys inside complex has been to call Bradley/similar to the scene and Bushmaster the crap out of the residents through walls. Effective and saves lives. But would that be fun?
I am perverse enough of a person that I would be inclined to say personal yes. I would be content to watch vehicle to turn a building with multiple Altis Lifers to a parking lot. I don't care if I get kills. I care for teamwork, and if it means watching big guns do the job so my virtual comrades are safe, I like it. I immerse to missions more than perhaps most of players and to me at least somewhat realistic teamwork is the spice even at the cost of less action. Sure, sometimes 'home defense against Illuminati' and full frontal assaults with handful of men are lot of fun but majority of missions are tactical teamwork. What I gather, most of CiA players are somewhat similar and that's why I like the coop nights. That said , you have to draw the line somewhere.
In nutshell, there still has to be something meaningful to do. Doing doesn't mean shooting or killing. It can be operating UAV. Providing recon, targeting. Heck, I would love to play a mission where I drive a truck back and forth and haul ammo to comrades holding the line. I don't shoot a single round, but I feel I contribute.
I'm not going to poke 'Arma3 vs realism' can of worms even with a silenced rifle, but to me too , the most single difficult thing in mission making is not scripts, it is indeed balancing difficulty. So many factors. Losing vehicle makes mission more challenge for infantry, but CAS crew has lots of seagull time. Evading SAM with flare makes mission exciting. Getting shot down means seagull time. Getting headshot is ticket to TS lobby. 10cm below and Psycho saves the day. Difference between challenging fun mission vs boring mission is sometimes very small things.
Yeah, it is really hard.