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TheJP

Purposed Improvements for all future AMS events

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After hearing and reading all of the players feedback for what went right and wrong at OBH, the staff will compile a list of "Improvements" to be made at future American MilSim events.

 

This will be a collaborative discussion feel free to voice your opinions and concerns. These are lsited in no paticular order.

  • Strict "Hands Off" Policy for Admins to follow regarding player command, unless it's a safety issue
  • Admins appointed to "Zones" to prevent Admins "rubber necking" in one place
  • Adhere to the Time Table
  • No Early ENDEX.
  • Random Chrono Spot Checks During Game Play
  • Dedicated MASH Admins
  • Water at all MASH Unit
  • Better Defined Role for all Non CoST/UFS forces
  • Better ID for Enemy Vehicles (possible whip flags)
  • Any FRAG device used to destroy vehicles in the cab (must leave pin in - not be active)
  • MoD embedded with the force they are working with (adhering to that force's uniform standard)

Edited by TheJP
Update

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Whip flags are good.

 

UFS had a plan setup to use radio/antenna/whip flags on our PoV's but it didn't come to fruition, I know we set it up for our assault buggy that blackout militia brought up, but since nobody else was using it, we removed it.

 

 

all these ideas sound great.

 

 

My only other thought besides a zone admin, would be to assign an MoD to each unit at maybe a platoon level. So you always have an admin, but because he's shooting too, doesn't feel like a babysitter. I'd suggest using a member of the platoon so you don't have to recruit as many MoD's but I forsee potential issues with honesty and "bending" the rules to the gain of a given faction on either side. A dedicated admin, even if he is another shooter, seems better. I know theres a logistics headache in finding such able bodied individuals willing to handle the task though.

 

 

Did I mention Im a big big fan of the spot chrono? It didn't occur to me until sunday, when I came back into the AO after an injury, and had handed a teammate the gun I'd been using all weekend, but when I reached for a backup, I went for a gun I hadn't chrono, and it occurred to me, nobody really was checking for the zipties and I could have brought that in, and had that been a hot or dangerous gun, for the record it wasnt, but if it was, that could have been very bad. I sat out the extra 15 minutes to top off the battery I used the day prior and play with my other chronoed replica, but I don't know I would trust all others to do the same if they were itching to get into the fight, I know it was a hard wait for me.

 

 

Keep up the good work gents, this year's game was amazing, and from the looks of things, its only going to get even better.

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I was weighing the reason's and what not but it also bugged me why may why not sooner to avoid this heatwave. I know it's a four day weekend but who cares when we have almost a year to plan to take days off. why pay honor every-time we play, but as you can see and I am agreeing that's it has to be a safety issue. I know most are fit enough but I am not fit and I am sure lot's are not either. Even with learning how to breath right and control your heart beat it may not be enough. Hell everyone may know me from 5 years ago and I learned alot I just knew I had to call it quits and I did.

 

It kill's me to be smart and quit the game but at the end it was the right choice. Not only I was just about to overheat but ended up drinking to much water. I was tired of drinking any water for a week. So I know our hearts are in the right places when we have this game at the end of may but I can see it becoming a safety issue do to the extreme heat. I rather buck up and play in the cold weather instead the heat, but the again you might of been able to cook some eggs on the rocks out there ;) .

 

I love to game and if I could I'd eat and breath airsoft, remember that old movie Field of dreams. "If you build it, he (they) will come."

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Untill you have a larger staff and cover the other issues regarding more admins, I think the in-field chrono is unnecessary at this time, as they have been checked already. Being a game of honor and potentially detracting from game-flow, this suggested requirement should be demphasized untill a need is determined and game admins have more spare-time. All players know the importance to comply with this safety issue.

Jager

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Untill you have a larger staff and cover the other issues regarding more admins, I think the in-field chrono is unnecessary at this time, as they have been checked already. Being a game of honor and potentially detracting from game-flow, this suggested requirement should be demphasized untill a need is determined and game admins have more spare-time. All players know the importance to comply with this safety issue.

Jager

 

and assuming that is also what causes issues. the larger the game, the greater potential for issues. this is as simple as have a couple of staff carry portable chronos, which aren't horribly expensive, to occasionally stop players and chrono them. it'll be annoying for us, but it should scare off the cheaters.

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One potential fix for hot guns is requiring any gun that shoots hot to be checked in for the duration of the event. That's what we do at East Wind. If it's hot, it will never see the field. This both avoids potential sneaking on of hot guns and also provides SERIOUS encouragement to make sure you gear is right before you show up. Only gun you've got chronos hot? Hope you've got a buddy with a loaner, otherwise the Kastaway booth is right over there.

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Strict adherence to vehicle speed limits.

Caution tape around admin areas and instructions forbidding use of those areas for cover by players.

DDAP haviing the porta-potties serviced before the event.

A dedicated 'taxi' vehicle making regular runs through the AO.

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  • Integration of an admin or MOD into the civilian side.
    • Course of action for the civilians / insurgents after initial contacts.

    [*]Reduction of non game traffic on roads

    [*]Camp site coordination

    • power / water not being on thursday?
    • Possibly assign generalized locations for factions?

    [*]Vehicles requiring hit whip flags as well or everyone in the vehicle to hold up flags

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Some organization to where sides should camp would be cool, team cohesion and stuff would be greater. Doesn't have to be super hardcore enforced but a map saying "UFS here" and "CoST" here would be nice to help keep everyone together with team/squad mates, i spent a considerable amount of time trying to track down a set of players who just straight up didn't show insofar as Im aware.

 

Hit flags or markers for vehicles would be nice too.

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  • Integration of an admin or MOD into the civilian side.
    • Course of action for the civilians / insurgents after initial contacts.

    [*]Reduction of non game traffic on roads

    [*]Camp site coordination

    • power / water not being on thursday?
    • Possibly assign generalized locations for factions?

    [*]Vehicles requiring hit whip flags as well or everyone in the vehicle to hold up flags

 

I agree Blackbird. This year The Regulators, Robinson Recon and our CoST Platoon1 CO, Rocketman camped together this year. It does increase intersquad cohesiveness. I believe we will try to, informally, within our platoon, get more of the squads to camp together next year.

Jager

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My only other thought besides a zone admin, would be to assign an MoD to each unit at maybe a platoon level. So you always have an admin, but because he's shooting too, doesn't feel like a babysitter. I'd suggest using a member of the platoon so you don't have to recruit as many MoD's but I forsee potential issues with honesty and "bending" the rules to the gain of a given faction on either side. A dedicated admin, even if he is another shooter, seems better. I know theres a logistics headache in finding such able bodied individuals willing to handle the task though.

 

I can dig that. After some discussion, Russo and I both agree that MOD's should be assigned and permanently embedded to their squads or platoons. They should wear the same color camo pants (Green Digi's or Tan Digi's) and become part of that squad a bit more. I unfortunately had weapon issues and that just wasn't an option for me, but I did try to stick to the green side to admin and follow.

 

I can also guarantee you, there will be no shortage of individuals who want to fill that role. It was very satisfying to be one part admin, one part mentor and one part LARP'er. I know there are others who felt the same way and would be more than happy to play as MoD and keep their point of views unbiased as well.

 

I loved having the SEISOPS guys there because they brought a lot of fight - but I have to admit, I think I have helped to permanently taint the ability to flip-flop. (Civies will always need to retain this ability. Free will in their role is an inherent right) But having a large force like the SEISOPS switching sides was probably not the best thing to do. They did it as right as they possibly could by not being cheap and stabbing someone in the back. There flips were as announced as it could have been and any failure to recognize it was more than likely a break int he COMMO chain. (Which is always bound to happen anyways with dead radios, radios not properly programmed, etc.) I think we should have broken them apart and given them assignments to stick with. This isn't a cut on them, they did a great job as always. I just think that "Raven" guy has ruined the flop ability for a while.

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I can dig that. After some discussion, Russo and I both agree that MOD's should be assigned and permanently embedded to their squads or platoons. They should wear the same color camo pants (Green Digi's or Tan Digi's) and become part of that squad a bit more. I unfortunately had weapon issues and that just wasn't an option for me, but I did try to stick to the green side to admin and follow.

 

I can also guarantee you, there will be no shortage of individuals who want to fill that role. It was very satisfying to be one part admin, one part mentor and one part LARP'er.

 

After hearing about what you and Ghost got to do, I would have jumped on the chance to do something like that as a MoD. Although, I did have fun doing what I was doing.

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Tusk, I get what your saying.

 

 

The flip flopping was ridiculous, even if this little story I heard from Kilroy about being held at knife point was funny as hell.

 

I know just having the civilians flip flop on us pissed me off to no end, especially with the humvee, which I thought to be horridly out of place for a civilian unit. We never encountered the MoD flipping, but I could see how either of the two big teams that were MoD this year flipping at the worst possible moment would just totally destroy a side.

 

They should be combat admins, and be there to do cool stuff like what you and ghost were doing with the evacs, but shouldn't be used the way they were, I think. It worked out here, but I've seen this same concept fail pretty hard down here at some local games of admittedly a lesser caliber than AMS.

 

We had a big problem with not having admins available to do things when we needed them to be done, and this was my primary complaint this year, and probably the only one AMS has any real control over. Anything we can do to have more admin coverage is better, and I think letting the admins get to shoot will help.

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Another I would suggest is no throwing of any device (thunderB, tornado, pea grenade, etc.) Dropping into a building or vehicle but they should never be thrown. Not everyone is wearing helmets and some of that stuff is kinda heavy.

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Another I would suggest is no throwing of any device (thunderB, tornado, pea grenade, etc.) Dropping into a building or vehicle but they should never be thrown. Not everyone is wearing helmets and some of that stuff is kinda heavy.

 

there was a rule about only underhand tossing during the briefing I recieved friday...

 

 

as pitt said, thunder B's hurt when thrown sidearm... according to the dude he hit with one.

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Tusk, I get what your saying.

 

 

The flip flopping was ridiculous, even if this little story I heard from Kilroy about being held at knife point was funny as hell.

 

I know just having the civilians flip flop on us pissed me off to no end, especially with the humvee, which I thought to be horridly out of place for a civilian unit. We never encountered the MoD flipping, but I could see how either of the two big teams that were MoD this year flipping at the worst possible moment would just totally destroy a side.

 

Agree 100% -- our hands were somewhat forced this ONE event on grandfathering in some special teams in. The issues of anyone "randomly" changing sides will not happen again. I have always hated that as well BB.

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Big thanks to Swayze for his help on Comms.

 

Staff/Admin/Emergency

 

FRS Channel 2 Public Information - Camping/Check-in Questions (Thursday/Friday)

 

FRS Channel 1 Staff / 911 1-1 (462.5625 PL 67.0 Narrow)

 

 

22-2 Staff/Pyro (462.7250 PL 71.9 Narrow)

 

Note: default staff channel on staff radios should be set to receive Channel 20 and broadcast on Channel 1 to ensure effective use of repeater. Second channel should be programmed to receive and transmit normally on channel 1 in the event the repeater fails.

 

 

UFS

 

2-2 UFS Command Net (462.5875 PL 71.9 Narrow)

 

3-2 UFS 1st Platoon (462.6125 PL 71.9 Narrow)

4-2 UFS 2nd Platoon (462.6375 PL 71.9 Narrow)

5-2 UFS Marines (462.6625 PL 71.9 Narrow)

6-2 UFS QRF Units (all) (462.6875 PL 71.9 Narrow)

7-2 UFS Contractors (462.7125 PL 71.9 Narrow)

 

21-2 UFS Alternate (462.7000 PL 71.9 Narrow)

 

 

Civilians

 

8-2 Civilian Militia (467.5625 PL 71.9 Narrow)

 

 

 

CST

 

19-2 CST Command Net (462.6500 PL 71.9 Narrow)

 

18-2 CST 1st Platoon (462.6250 PL 71.9 Narrow)

17-2 CST 2nd Platoon (462.6000 PL 71.9 Narrow)

16-2 CST 3rd Platoon (462.5750 PL 71.9 Narrow)

15-2 CST LRRP/SOG (462.5500 PL 71.9 Narrow)

14-2 CST QRF/Contractors (467.7125 PL 71.9 Narrow)

 

Jp does this all mean American Milsim will only be using Sub channels at all it's OP's or was this just for Broken Home and trying something different. I read everything afew times for the game but I guess I didn't understand the coms matrix think the numbers were confusing. But I need to know if I need to reprogram my Icom, I should of grabbed my other radio for the game. Ofcourse I am know thinking of getting a puxing for backup of my back up ;)

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Some organization to where sides should camp would be cool, team cohesion and stuff would be greater. Doesn't have to be super hardcore enforced but a map saying "UFS here" and "CoST" here would be nice to help keep everyone together with team/squad mates, i spent a considerable amount of time trying to track down a set of players who just straight up didn't show insofar as Im aware.

 

I got to say I disagree strongly with this. Part of the fun of camping is being able to meet those around you, CoST included. We had a great time chatting with the UFS Army guy camping near us the CoST squad as well.

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I got to say I disagree strongly with this. Part of the fun of camping is being able to meet those around you, CoST included. We had a great time chatting with the UFS Army guy camping near us the CoST squad as well.

 

We discussed this vary issue and I sided with what you are saying Moses. If Factions want to make camps together so be it, but I really don't want to have to TELL you guys where to camp and who to socialize with.

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Tusk, I get what your saying.

 

 

The flip flopping was ridiculous, even if this little story I heard from Kilroy about being held at knife point was funny as hell.

 

I know just having the civilians flip flop on us pissed me off to no end, especially with the humvee, which I thought to be horridly out of place for a civilian unit. We never encountered the MoD flipping, but I could see how either of the two big teams that were MoD this year flipping at the worst possible moment would just totally destroy a side.

 

 

 

They should be combat admins, and be there to do cool stuff like what you and ghost were doing with the evacs, but shouldn't be used the way they were, I think. It worked out here, but I've seen this same concept fail pretty hard down here at some local games of admittedly a lesser caliber than AMS.

 

We had a big problem with not having admins available to do things when we needed them to be done, and this was my primary complaint this year, and probably the only one AMS has any real control over. Anything we can do to have more admin coverage is better, and I think letting the admins get to shoot will help.

 

 

I can say the 1st part of the day on Saturday we worked with the green force. Mid-day we where told that tan needed help that would be the last change of the game. I don't understand the flopping thing being ridiculous. SEISOPS was setup as the only all MOD team to help keep from having lows in the OPs. Civilians are like real combat they can flip and flop as they wish the UCMJ does not cover them. Now the humvee was a bit much for civilians in combat we would never let them keep and use that. But just like with us when ever we talked to the guys in it we stood in the open with a rocket just out of sight ready to take them out. When ever we would brake off from a team we would let the know before we left that we are in fact braking away from them. So the ideal of having a force to help keep the game moving I feel is good. My need to be worked out some but I feel like we did help keep the game moving. And to make it clear when we would have the guys come up to us we would let them know if we friend or foe.

 

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As far as safety goes anything you are concerned with tell JP, Frosty, Bo or me, I'm the saftey Nazi on the field and will make sure anything deemed unsafe is taken care of right away. I made a point to emphasize the throwing of grenades underhand. becuase I know they can cause injury. I also made sure to cover engagement distances but I think some people may have a hard time judging them in the field. Im going to start putting out a tape measure to show people what 100, 40, and 20 feet actally is.

The in field chrono is always a great idea, I've carried one around multiple times at small games and large ops and will start doing it from now on. The suggestion about hot guns being checked for the OP is a good one and we might have to discuss that further to see if we can work it all out. I think we have a solid set of rules here at AMS but I know there is always room for improvement. Anytime you have 500+ people in the field things are gonna get sketchy but for the most part I think the improvments needed are few and small.

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I don't know if this is logistically possible, but if you're going to have random chrono checks and dedicated MASH admins at the MASH units, then why not have the MASH admin run random chrono checks at the MASH tent? Just seems like it might be a streamlined way to handle that sort of issue with the size of most airsoft chronos that I've seen. That way, they're both accounted for (by responsible admin personel) and readily available at every "manned" MASH unit.

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