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Realistic Gameplay

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Realistic Gameplay

Post by Donknottz on Sun Sep 14, 2008 11:29 am

Several people have talked about a different elements or styles of playing that they do to make things more realistic. Things like not using high caps to simulate a more realistic ammo amount, restricting full auto fire to support weapons and those that are capable of doing so in real life, having our medics go through certain steps to heal, and as I mentioned at our last game changing how surrenders work. I think the downfall of some of the ideas is that it makes it more complicated and people would have to buy different gear to play the way they have always played. So what elements are worth trying out and which ones to we want to stay away from?
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Donknottz
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Re: Realistic Gameplay

Post by Donknottz on Sun Sep 14, 2008 11:59 am

The surrender rule currently states -
It is used when two players are in close proximity (within 25 ft) and one player has the drop on or surprises the other. The player who has surprised the other must call for surrender. The call must be loud and clear. Once a surrender call has been made neither of the two players will shoot the other, and the player who was surrendered will call hit and leave the game. In order to call a surrender you must have a clear shot, gun pointed at opponent, and the gun must be functioning.

I went to the source and found that "loud and clear" was already in there. So whispering surrender has never been an option. Which makes part of my point. The second is that we have a lot of people who like to sit still forever. Then as an opponent walks up to where they are they just wait until close enough and whisper surrender. You wouldn't do this in real life so I think one of two things needs to happen. The best option is to pull out your pistol (since many more people have one now) and shoot them. If you really have a valid surrender this shouldn't be a problem because it should only take one shot and generally one shot doesn't give away your position. Another option would be to jump out and surrender them like a man or perform a knife kill.

An example of this was found at our last game. I had recently moved forward to B37's base during capture the flag. I saw and heard several players on their way to respawn. I could have gone forward and shot them as they came in, but that would have been unfair. So instead I hid behind a tree hoping that they would leave and I could continue my attack on the base. Unfortunately three of them came right towards me. Ron forgot to where his prescription goggles and walked right past me with Sean close behind. I couldn't shoot them because they were maybe 6 feet away and I knew I would have a hard time getting Reid who was following up as well if I pulled out my pistol. So instead I chanced it. I dove out and yelled "knife kill" as I was within reach of Ron and Sean. I tried to turn to surrender Reid but he was already aiming at me so I was out. It was great because it was a bit more realistic and a lot more fun.

Here's how not to have done it. Waited in that spot hoping that everyone would have passed. Sean looks over and sees me. I whisper surrender on the two of them as I raise my gun on them. I turn and call surrender on Reid because I figure he doesn't know where I am at. Argument begins and people aren't happy with that surrender because it wasn't a clear one. Plus the only reason I surrendered them is because I was found not because I has surprised them with some sort of skillful tactics.
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Donknottz
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Re: Realistic Gameplay

Post by Panzerfaust on Sun Sep 14, 2008 1:20 pm

I'm in the old habit of calling "safety" or "safety kill" because that's exactly what it is. It's a death dealt vocally instead of chancing a dangerous shot, and not an order to lower your weapon and submit. I appreciate those who've looked at me strangely for deviating from the standard lexicon, but still accepted the out and headed off the field.

I agree that vocalized outs should be loud and clear, as it is an alternate to firing your weapon. Weapon should be loaded an functional, and the call should be made for each target, while reacquiring for every call.

i.e. Say I charge a bunker manned by 4 enemy. Somehow I get the drop on them, and due to the proximity I choose to safety kill or surrender them. I'll need to aim my weapon at each of them and call surrender to each of them as well to take them all out.

BTW good knife killin, Jimmy Very Happy

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Re: Realistic Gameplay

Post by reidc on Mon Sep 15, 2008 3:38 pm

No problems with anything written. I think that we need to remember that most of our games are 'movement to contact' type. I interpret this to mean that I move until I see an opponent. At that point I may go to ground for a shot to develop. Although some scenarios may involve captures I think that the majority of surrenders should be shootings instead. I find myself guilty of this on occasion as well. Hmmm...really need to carry a slower fps gun! James did on awesome job with knife kills on saturday!

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Re: Realistic Gameplay

Post by Donknottz on Mon Sep 15, 2008 4:57 pm

Now I just need to work on my long game again. Robert always seems to peg me with just his iron sights.
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