08-29-2016, 05:50 PM
This is great feedback, thank you.
Sorry for the long message, I have read all comments and have tried to answer the best I can.
I haven't played this with more than 8 players, so was great seeing it played out with 16.
Regarding the unfulfilled potential for complex joint ops, and also regarding the transport pilot
I would normally sling load the hunter and drop the recon team near the area, then while they drive to a good location and are assessing the location, spotting any AA/AT threats, the pilot can collect the rest of the squad and pick up the Marshal, then at some point will need to transport the supply box and drop that to the ground units, and possibly to relocate the ground units after they have destroyed the AAA, as enemy will be moving in to their location quickly.
Also getting a team in place to take out the AAA vehicle, then when destroyed, can relay back to command, so Air support can fly in and work with the UAV guy taking out important threats while sniper/spotter can search and kill Snipers, AA and AT units, clearing the path for ground units and making it safer for the Marshall, but avoiding bombing any vehicles in town where you may find civilians (save that for the ground units).
So, every asset is important, if you can utilize them all, each doing there own tasks, it will increase the chance of success... its a very hard job for command, with so much to remember, its a juggling act, trying to keep all teams busy at the same time.
(^^^ will these comments fulfill the potential for complex joint ops?)
Regarding sling loading the Marshal.
The AO locations change everytime, sometimes its a lot closer, so no need to sling load, or could even be further. I quite liked having the team start at HQ and have to decide how to get to the AO depening on its distance and location. However, i will add more drivable vehicles, just incase the objective is closer.
There are other elements to this mission you havent seen yet
like the enemy base, if found and taken control of, you can use the intel to get the exact location of the objectives, or if we have discovered the location of an enemy comms tower, destroying that will also help lower chance for enemy air support. We was also lucky not to have walked through a mine field (engineers on point, walking in file formation as often as possible)
Also, as its realistic revive mode, and every role is VERY important, its strongly advised to try your best to stay alive, hide, call support, don't stick your head up if being shot at etc...
Getting a balance is definitely one of the most challenge aspects of making this mission
The Transport pilot will have a less active role than some other units, but transporting multiple teams to different locations, supply drop, possibly aiding transport to Comms tower if available and even the possibility to rescue a POW, all should help keep him active enough.
Also, I agree, its not great having a 3rd pilot
I can remove him, as he is not required... but is more of a safety net (a 2nd chance), as if our main transport pilot is killed, we at least have a second chance for our pilot to jump back in and extract us if needed (otherwise we will all be stranded at the AO). Its a reserve pilot, so I would avoid filling that spot. Its a 16 player mission, with 17 slots.
I will try to sort out something with the ammo box
There should only be one on the ground near the recon team, but I can add the designator batteries into the recon team's hunter (as a Bohimia bug, seems to remove them from the player every time you try to place a battery into a backpack in editor)
I will also write up a breifing that makes the risk of fighting a large enemy force have a justified reason.
Thanks again for your feedback
Sorry for the long message, I have read all comments and have tried to answer the best I can.
I haven't played this with more than 8 players, so was great seeing it played out with 16.
Regarding the unfulfilled potential for complex joint ops, and also regarding the transport pilot
I would normally sling load the hunter and drop the recon team near the area, then while they drive to a good location and are assessing the location, spotting any AA/AT threats, the pilot can collect the rest of the squad and pick up the Marshal, then at some point will need to transport the supply box and drop that to the ground units, and possibly to relocate the ground units after they have destroyed the AAA, as enemy will be moving in to their location quickly.
Also getting a team in place to take out the AAA vehicle, then when destroyed, can relay back to command, so Air support can fly in and work with the UAV guy taking out important threats while sniper/spotter can search and kill Snipers, AA and AT units, clearing the path for ground units and making it safer for the Marshall, but avoiding bombing any vehicles in town where you may find civilians (save that for the ground units).
So, every asset is important, if you can utilize them all, each doing there own tasks, it will increase the chance of success... its a very hard job for command, with so much to remember, its a juggling act, trying to keep all teams busy at the same time.
(^^^ will these comments fulfill the potential for complex joint ops?)
Regarding sling loading the Marshal.
The AO locations change everytime, sometimes its a lot closer, so no need to sling load, or could even be further. I quite liked having the team start at HQ and have to decide how to get to the AO depening on its distance and location. However, i will add more drivable vehicles, just incase the objective is closer.
There are other elements to this mission you havent seen yet
like the enemy base, if found and taken control of, you can use the intel to get the exact location of the objectives, or if we have discovered the location of an enemy comms tower, destroying that will also help lower chance for enemy air support. We was also lucky not to have walked through a mine field (engineers on point, walking in file formation as often as possible)
Also, as its realistic revive mode, and every role is VERY important, its strongly advised to try your best to stay alive, hide, call support, don't stick your head up if being shot at etc...
Getting a balance is definitely one of the most challenge aspects of making this mission
The Transport pilot will have a less active role than some other units, but transporting multiple teams to different locations, supply drop, possibly aiding transport to Comms tower if available and even the possibility to rescue a POW, all should help keep him active enough.
Also, I agree, its not great having a 3rd pilot
I can remove him, as he is not required... but is more of a safety net (a 2nd chance), as if our main transport pilot is killed, we at least have a second chance for our pilot to jump back in and extract us if needed (otherwise we will all be stranded at the AO). Its a reserve pilot, so I would avoid filling that spot. Its a 16 player mission, with 17 slots.
I will try to sort out something with the ammo box
There should only be one on the ground near the recon team, but I can add the designator batteries into the recon team's hunter (as a Bohimia bug, seems to remove them from the player every time you try to place a battery into a backpack in editor)
I will also write up a breifing that makes the risk of fighting a large enemy force have a justified reason.
Thanks again for your feedback