Post by Rabit TFS on Nov 7, 2012 19:11:29 GMT -5
Just an idea. Read through and give me your opinions.
Operator Training
Provide basic individual training as well as unit training to be implemented in active missions and milsim scenarios.
Training covers:
-Basic squad formations, designated rally points, hand signals, and reaction to contact
-Navigating through urban environments
-Clearing individual rooms and full structures
Missions:
-After training each squad will have a chance to test what they have learned. Mission briefings will be given to each 5 man squad. Teams will have to locate an objective, complete this objective, and reach a designated extraction point. Each team will have to formulate their own plan for action in order to neutralize contacts with minimal casualties and complete objectives. Teams will have to do things such as clear kill houses with stationary targets as well as engage live opfor. Missions will be based on a scoring system that may be subtracted from for things such as squad casualties, incompletion of objectives, or not completing missions within the given time frame.
Mission Rules:
-Respawn: Respawns will be based on a medic system. Each squad will have a pre-designated medic who will be given a medic bag filled with a limited amount of bandages. Once a player is shot the medic can heal them by tying a bandage around the wounded players arm. Players can only be healed once per objective checkpoint. Once an objective is complete medics will be allowed to heal players once more. If players are hit more than once in a checkpoint period that person is considered a casualty and is no longer a part of the mission. Medics may only be healed once throughout the entire mission. If the medic is KIA, squad members can no longer be healed. Once shot insurgents will find an admin and be sent to a secondary defensive location.
-Physical contact: Players may only touch players of their own squad to “drag” them to a safe location to be healed by a medic. Contact with any players of the opposing team will not be tolerated. Players may touch volunteer role players under the supervision of an admin.
-Team identification: Operators will be designated with blue armbands. Insurgents will be designated with red armbands. Volunteer role players will be identified by yellow safety vests. All admins and teachers will be identified by white shirts.
-Engagement rules: 400 fps = 20 ft, 450 fps = 50 ft, 500 fps = 100 ft. Inside CQB buildings will be semi auto ONLY. No live targets will be inside of CQB buildings, only targets.
-Safety protocol: Full seal eyewear as well as full face mask (mesh, balaclava, full mask, etc.) must be worn at all times.
-Situation assessment: In order to get the most out of the training operators will need to be able to work under any situation. If admins see something a squad does wrong they have the right to designate any player as wounded. For example, if a squad enters a room and a member does not clear a corner, an admin can call out “casualty” and pull that member aside. The mission will continue and players will need to assess the situation and deal with it accordingly. This is supposed to be a learning experience. You won’t learn unless you make mistakes.
Active missions
-Mission Example: A CIA operative has been taken captive and is somewhere in an insurgent compound. Operators must locate the compound. Once the compound is found they must recover the operative and get him to a designated extraction point. Operators will formulate their own plan of action, perform actions how they please, and engage contacts however they feel necessary. Each mission will have a time limit. If this time limit is reached the squad will lose 1 point and they will be given a 5 minute grace period to complete the mission. If they still do not complete the mission they will lose another point for an incomplete mission. Once the mission is complete or time runs out all players will regroup with admins for a final score and recap over what they did right, what they did wrong, and how to improve. Each squad will have a chance to play as operators and insurgents.
Operator Training
Provide basic individual training as well as unit training to be implemented in active missions and milsim scenarios.
Training covers:
-Basic squad formations, designated rally points, hand signals, and reaction to contact
-Navigating through urban environments
-Clearing individual rooms and full structures
Missions:
-After training each squad will have a chance to test what they have learned. Mission briefings will be given to each 5 man squad. Teams will have to locate an objective, complete this objective, and reach a designated extraction point. Each team will have to formulate their own plan for action in order to neutralize contacts with minimal casualties and complete objectives. Teams will have to do things such as clear kill houses with stationary targets as well as engage live opfor. Missions will be based on a scoring system that may be subtracted from for things such as squad casualties, incompletion of objectives, or not completing missions within the given time frame.
Mission Rules:
-Respawn: Respawns will be based on a medic system. Each squad will have a pre-designated medic who will be given a medic bag filled with a limited amount of bandages. Once a player is shot the medic can heal them by tying a bandage around the wounded players arm. Players can only be healed once per objective checkpoint. Once an objective is complete medics will be allowed to heal players once more. If players are hit more than once in a checkpoint period that person is considered a casualty and is no longer a part of the mission. Medics may only be healed once throughout the entire mission. If the medic is KIA, squad members can no longer be healed. Once shot insurgents will find an admin and be sent to a secondary defensive location.
-Physical contact: Players may only touch players of their own squad to “drag” them to a safe location to be healed by a medic. Contact with any players of the opposing team will not be tolerated. Players may touch volunteer role players under the supervision of an admin.
-Team identification: Operators will be designated with blue armbands. Insurgents will be designated with red armbands. Volunteer role players will be identified by yellow safety vests. All admins and teachers will be identified by white shirts.
-Engagement rules: 400 fps = 20 ft, 450 fps = 50 ft, 500 fps = 100 ft. Inside CQB buildings will be semi auto ONLY. No live targets will be inside of CQB buildings, only targets.
-Safety protocol: Full seal eyewear as well as full face mask (mesh, balaclava, full mask, etc.) must be worn at all times.
-Situation assessment: In order to get the most out of the training operators will need to be able to work under any situation. If admins see something a squad does wrong they have the right to designate any player as wounded. For example, if a squad enters a room and a member does not clear a corner, an admin can call out “casualty” and pull that member aside. The mission will continue and players will need to assess the situation and deal with it accordingly. This is supposed to be a learning experience. You won’t learn unless you make mistakes.
Active missions
-Mission Example: A CIA operative has been taken captive and is somewhere in an insurgent compound. Operators must locate the compound. Once the compound is found they must recover the operative and get him to a designated extraction point. Operators will formulate their own plan of action, perform actions how they please, and engage contacts however they feel necessary. Each mission will have a time limit. If this time limit is reached the squad will lose 1 point and they will be given a 5 minute grace period to complete the mission. If they still do not complete the mission they will lose another point for an incomplete mission. Once the mission is complete or time runs out all players will regroup with admins for a final score and recap over what they did right, what they did wrong, and how to improve. Each squad will have a chance to play as operators and insurgents.