Guys I have a bad idea. Vehicle Interdictions (VI) in Project Reality.
If you don't what a VI is, watch this video: https://www.youtube.com/watch?v=qnBhDS- ... JtYQ%3D%3D.
If you think I'm crazy, hear me out...
I think a VI mechanically functions best in INS game mode. This is because BLUFOR receives 1 intel point (IP) for a kill, but 10 IPs for an arrest. So now we have an objective for a VI, arrest, not kill. Here's the gameplan. We use the UAV to spot an enemy vehicle and determine if it is safely interdict able. If so, two heli's will fly in to intercept. By firing warning shots and targeting the driver, or even just damaging the vehicles to the point where they stop on their own, we can eventually halt the vehicle. At this point we can land the snatch heli and utilize ground operators to arrest insurgents or kill them. Once the VI is complete the two heli's extract to main.
I believe the best map to do this on is Ramiel, as it has a UAV, wide open deserts, a Blackhawk with a minigun, and a littlebird that can host a well trained flying sniper/MG/marksman (to shoot drivers).
To pull this off and keep it in one squad, I would need two exceptionally good heli pilots (with skills enough to host a sharpshooter on their littlebird), an exceptionally good sharpshooter to target drivers, a skilled commander who can operate a UAV competently and communicate with TRANS squad, a skilled trans gunner, and 4 ground operators (medic, designated arrester, and two shooters).
I realize this is not the most practical way to get intel, however if pulled of successfully, we could locate a whole cache with one VI.
What are your guy's thoughts on this? Has anyone done this? Any recommendations? Will admins allow this? Would anyone be interested in doing this/practicing for this (if so react or DM me)? Any DEVs wanna share their thoughts?
Vehicle Interdiction
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Grump/Gump.45
- Posts: 643
- Joined: 2018-12-15 21:35
Re: Vehicle Interdiction
Even if this could be pulled off... Let me give you the likely insurgent comms dialogue
"This is squad 5, I am being followed by 2 choppers send techi help"
*Grump checks maps and highlights our insurgent AA kit*
"Bait them over to the AA kit in Delta 10"
I don't stop for 2 helicopters shooting at me. UAV time is too limited, cars are always on the move.
What I have been trying to get accomplished for civilians suggestions... Making the shotgun not instant arrest civilians, because it unfairly mows a crowd of civilians down instantly arresting them.
This is rewarding lone wolfing breachers who peek out of nowhere suddenly or if the breacher is moving with a squad of BLUFOR, the squad doesn't need to use their cuffs. The breacher shotgun should remove civilian stamina.
The civilians get rocks, which take 3-4+ hits to take an enemy down, so you need a crowd. You can't have crowd of civilians due to the shotgun issue.
A crowd of civilians can human shield a roadblock from tank shells, you could have a full on riot situation.
"This is squad 5, I am being followed by 2 choppers send techi help"
*Grump checks maps and highlights our insurgent AA kit*
"Bait them over to the AA kit in Delta 10"
I don't stop for 2 helicopters shooting at me. UAV time is too limited, cars are always on the move.
What I have been trying to get accomplished for civilians suggestions... Making the shotgun not instant arrest civilians, because it unfairly mows a crowd of civilians down instantly arresting them.
This is rewarding lone wolfing breachers who peek out of nowhere suddenly or if the breacher is moving with a squad of BLUFOR, the squad doesn't need to use their cuffs. The breacher shotgun should remove civilian stamina.
The civilians get rocks, which take 3-4+ hits to take an enemy down, so you need a crowd. You can't have crowd of civilians due to the shotgun issue.
A crowd of civilians can human shield a roadblock from tank shells, you could have a full on riot situation.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
