A comprehensive proposition for solidifying the Project Reality gaming experience
Posted: 2005-12-18 03:04
To increase realism, teamplay, and realistic battle situational awareness, Visaya and I have thought of a way to organize players together, and create more competitiveness and cohesion amongst Project Reality players. One thing that I have noticed, even when playing PRMM, is that there isn’t enough squad discipline, situational awareness, mental immersion, real life tactics, and a systemic approach to completing objectives (squad level movement). By introducing the league to the Project Reality community, we can increase the frequency of wholesome, realistic gaming sessions that occur within our realm. By this, I mean, we can control and manipulate the way the game is played and perceived in order to attain as much virtual military realism as possible, while at the same time, yielding much satisfaction to Project Reality fans and attractiveness to potential newcomers to the mod. Here us what we propose for our system:
• First, we will explain to you what a “league” in a military game is.
A league is composed of recorded organized matches that make up a season. Furthermore, there will be two teams: premeditated Alpha and Bravo forces (more will be explained about bravo and alpha team later) that will battle each other on 3 map rotations of the same map, each map rotation would be three long rounds (which means, more tickets total) where each round ends when one team runs out of tickets. Two out of three rounds won will win the map rotation, and this map victory will give the winning team 1 point in overall score. When a team wins two out of three rounds, if an admin is available, the map can be changed because the winning team has already scored its overall point. If there is no admin available, the remaining round can be played just for practice and its result will not have an effect on score. A match will be scheduled weekly and will run for the good part of the day (assuming we get enough players around the world).
• Second, Distinguished Alpha and Bravo team: Alpha and Bravo will be distinct teams with its own dedicated members for one full season, and each team will have a private forum. In other words, each respective forum for team Alpha and Team Bravo will be mutually locked from opposing combatants on the project reality website’s forum section (Visaya and I will discuss the creation of these special forums later). Each team will simulate an organized army for the season, so that players may learn their superiors and comrades’ modus operandi and become familiar with their respective team’s method of management and overall strategic and tactical mentality. Players may not switch sides or share classified information with the other team until the season is over.
• Chain of command and squad composition: In our system of military simulation. We will strictly emphasize military chain of command. Condensed, of course, for the intents and purposes of this mod. Our proposed ranks are as follow:
1) Platoon leader: with the rank of lieutenant will be in CHARGE of his platoon under him and will oversee the battle and ensure its success by means of strategic commands, advice, and communicating and coordinating between the team’s squads. Moreover, the platoon leader will direct the overall combat of the team. On this note, the platoon leader, or lieutenant, will give orders to his Non-commissioned officers—squad leaders—who hold ranks as sergeants. The platoon leader will also be responsible for providing strategic information to the squad leaders by virtue of his satellite map and his overall view of the battlefield. Platoon leaders can also call in artillery strikes, ammunitions drops, and relay air-strike requests from squad leaders to jet pilots in the aerial squad to execute air strikes on specific targets pointed out by the squad leaders.
2) Under the Platoon Leader there are Sergeants whose purpose are to act out orders of the Platoon Leader while relaying his instructions to his squad. His squad will move cautiously through the map covering different views while completing objectives sent by the Platoon Leader. The squad leader – with a rank of sergeant is supposed to keep order and cohesion in his squad to carry out tasks. The squad leader is also used to communicate to his commander with requests including air or artillery strikes. He is also able to request additional squads for assistance if authorized by the lieutenant.
3) Fire team leaders: Within a squad, there will be two corporal ranked fire team leaders that carry out orders from the squad leader and command their rifleman/assault man. These fire team leaders can carry out attacks and organize pincer, hammer and anvil, or suppress and assault tactics amongst each other or just attack as one unit in a focus fire fashion.
4) Riflemen: Are placed under the command of the fire team leader. There are two fire teams, so that means there are two riflemen under the command of separate fire team leaders (corporal). The riflemen bear the rank of private, and can be promoted to private first class if excellent performance is shown.
5) Automatic gunner and Anti-tank soldier will bear the rank of private or private first class, in the same manner as riflemen. The basic use of this entity is to force enemy troops to take cover and reduce the effectiveness of their return fire while friendly troops attack. This increases the likelihood of a successful attack against an enemy position. The squad leader will usually stay by the AR gunner to spot targets and direct combat from his relatively secure location.
6) Navy Corpsmen/Red Crescent Medic: Will bear the class of corporal and will be a part of an auxiliary corpsmen squad that consist of two medics each, and sometimes one of these squads will have a designated engineer. These auxiliary squads follow main rifle squads into battle and provide support on the back lines when friendlies are wounded or disabled. To emphasize, these units are primarily support oriented and should not be engaged in direct frontal assault.
**we need more factual military information on the ranks of vehicle drivers and pilots in order for us to categorize these roles**
• Layout of squads and squad composition in a 64 player game, for a team of 32 players. This setup generally works for kaarkand, mashtur 16 player version, and gulf of oman 16 player version, but can be modified for maps with more vehicles.
Rifle Squads (basic foot infantry which are able to use hummers for transportation/mounted guns)
Squad 1 and 2 Composition
Squad Leader – Sergeant – Assault Class
Fire Team Leader 1– Corporal – Assault Class
Rifleman – Private/Private First Class – Assault Class
Fire Team Leader 2 – Corporal – Assault Class
Rifleman - Private/Private First Class – Assault Class
Automatic Rifleman - Private/Private First Class – Support Class
Squad 3 and 4 Composition
Squad Leader – Sergeant – Assault Class
Fire Team Leader – Corporal – Assault Class
Rifleman – Private/Private First Class – Assault Class
Fire Team Leader 2 – Corporal – Assault Class
Rifleman - Private/Private First Class – Assault Class
Anti Tank – Private/Private First Class – Anti Tank Class
Auxiliary Squad
Squad 5 (offensive)
1 Corpsman – ? Rank – Medic Class
1 Corpsman – ? Rank – Medic Class
Squad 6 (defensive)
1 Corpsman – ? Rank – Medic Class
1 Engineer – ? Rank – Engineer Class
Vehicle Squad (squad 7)
1 Tank Gunner/driver – ? Rank – Special Forces Class
1 Tank Commander/MG/Spotter – ? Rank – Special Forces Class
1 APC Driver/Gunner – ? Rank – Special Forces Class
**The reason for the special forces class is because repairing vehicles on the front lines is unrealistic. And since there is no driver class available, we chose something with no special abilities and with no body armor. The c4 ability is to be disregarded when playing as a vehicle crewmember.
Aerial Squad (replacement for squad 1 or 3 on a map which has helicopters and/or jet. One rifle squad is dropped to compensate for vehicles) **TENTATIVE: Subject to change with different maps. The following setup is with Gulf of Oman in mind.
USMC
2 Attack Helicopter Pilots - Special Forces Class
2 Jet Pilots (2 separate Jets) - Special Forces Class
1 Little Bird Pilot - Special Forces Class
1 goes to Auxiliary squad as Medic or Engineer
MEC
2 Attack Helicopter Pilots - Special Forces Class
2 Jet Pilots (Man 2 seater) - Special Forces Class
1 Jet Pilot (1 seater) - Special Forces Class
1 Transport Chopper Pilot – Medic class, may function in aux. squad when chopper not on call.
Discipline and Squad Movement
Our goal is to create a simulation of military operations between the modern USMC and the hypothetical Middle Eastern Coalition that would take place in the near future. Realistic positions and methodical squad movement will be simulated along with a chain of command that is to be heeded. This type of simulation is only for the serious players who are interested in creating a realistic battle where squads move with their squad leader at all times, and all squad leaders obey their superiors orders. It will take time to learn how to play in the league but the investment in such a system will benefit the PR community greatly, in terms of emphasis in realism and realistic teamwork and in terms of gaining positive attention from the military simulation base. If this system is utilized, and utilized properly, we assure the community that your gaming satisfaction from PR will increase 100 fold. It will also create a fun factor of rivarly between players on this board and a sense of brotherhood of between the people on the same team (alpha or beta) during a season. Incidentally, we proposed this mod to Red Orchestra (modification for UT2004) and it increased player quality and quantity dramatically. If this proposition is favored, we would like to have three forums created on this site as functions for the League.
Thank you for reading, and please consider this proposition. It has been on our minds for a while and we want to do everything to make the PR community grow.
• First, we will explain to you what a “league” in a military game is.
A league is composed of recorded organized matches that make up a season. Furthermore, there will be two teams: premeditated Alpha and Bravo forces (more will be explained about bravo and alpha team later) that will battle each other on 3 map rotations of the same map, each map rotation would be three long rounds (which means, more tickets total) where each round ends when one team runs out of tickets. Two out of three rounds won will win the map rotation, and this map victory will give the winning team 1 point in overall score. When a team wins two out of three rounds, if an admin is available, the map can be changed because the winning team has already scored its overall point. If there is no admin available, the remaining round can be played just for practice and its result will not have an effect on score. A match will be scheduled weekly and will run for the good part of the day (assuming we get enough players around the world).
• Second, Distinguished Alpha and Bravo team: Alpha and Bravo will be distinct teams with its own dedicated members for one full season, and each team will have a private forum. In other words, each respective forum for team Alpha and Team Bravo will be mutually locked from opposing combatants on the project reality website’s forum section (Visaya and I will discuss the creation of these special forums later). Each team will simulate an organized army for the season, so that players may learn their superiors and comrades’ modus operandi and become familiar with their respective team’s method of management and overall strategic and tactical mentality. Players may not switch sides or share classified information with the other team until the season is over.
• Chain of command and squad composition: In our system of military simulation. We will strictly emphasize military chain of command. Condensed, of course, for the intents and purposes of this mod. Our proposed ranks are as follow:
1) Platoon leader: with the rank of lieutenant will be in CHARGE of his platoon under him and will oversee the battle and ensure its success by means of strategic commands, advice, and communicating and coordinating between the team’s squads. Moreover, the platoon leader will direct the overall combat of the team. On this note, the platoon leader, or lieutenant, will give orders to his Non-commissioned officers—squad leaders—who hold ranks as sergeants. The platoon leader will also be responsible for providing strategic information to the squad leaders by virtue of his satellite map and his overall view of the battlefield. Platoon leaders can also call in artillery strikes, ammunitions drops, and relay air-strike requests from squad leaders to jet pilots in the aerial squad to execute air strikes on specific targets pointed out by the squad leaders.
2) Under the Platoon Leader there are Sergeants whose purpose are to act out orders of the Platoon Leader while relaying his instructions to his squad. His squad will move cautiously through the map covering different views while completing objectives sent by the Platoon Leader. The squad leader – with a rank of sergeant is supposed to keep order and cohesion in his squad to carry out tasks. The squad leader is also used to communicate to his commander with requests including air or artillery strikes. He is also able to request additional squads for assistance if authorized by the lieutenant.
3) Fire team leaders: Within a squad, there will be two corporal ranked fire team leaders that carry out orders from the squad leader and command their rifleman/assault man. These fire team leaders can carry out attacks and organize pincer, hammer and anvil, or suppress and assault tactics amongst each other or just attack as one unit in a focus fire fashion.
4) Riflemen: Are placed under the command of the fire team leader. There are two fire teams, so that means there are two riflemen under the command of separate fire team leaders (corporal). The riflemen bear the rank of private, and can be promoted to private first class if excellent performance is shown.
5) Automatic gunner and Anti-tank soldier will bear the rank of private or private first class, in the same manner as riflemen. The basic use of this entity is to force enemy troops to take cover and reduce the effectiveness of their return fire while friendly troops attack. This increases the likelihood of a successful attack against an enemy position. The squad leader will usually stay by the AR gunner to spot targets and direct combat from his relatively secure location.
6) Navy Corpsmen/Red Crescent Medic: Will bear the class of corporal and will be a part of an auxiliary corpsmen squad that consist of two medics each, and sometimes one of these squads will have a designated engineer. These auxiliary squads follow main rifle squads into battle and provide support on the back lines when friendlies are wounded or disabled. To emphasize, these units are primarily support oriented and should not be engaged in direct frontal assault.
**we need more factual military information on the ranks of vehicle drivers and pilots in order for us to categorize these roles**
• Layout of squads and squad composition in a 64 player game, for a team of 32 players. This setup generally works for kaarkand, mashtur 16 player version, and gulf of oman 16 player version, but can be modified for maps with more vehicles.
Rifle Squads (basic foot infantry which are able to use hummers for transportation/mounted guns)
Squad 1 and 2 Composition
Squad Leader – Sergeant – Assault Class
Fire Team Leader 1– Corporal – Assault Class
Rifleman – Private/Private First Class – Assault Class
Fire Team Leader 2 – Corporal – Assault Class
Rifleman - Private/Private First Class – Assault Class
Automatic Rifleman - Private/Private First Class – Support Class
Squad 3 and 4 Composition
Squad Leader – Sergeant – Assault Class
Fire Team Leader – Corporal – Assault Class
Rifleman – Private/Private First Class – Assault Class
Fire Team Leader 2 – Corporal – Assault Class
Rifleman - Private/Private First Class – Assault Class
Anti Tank – Private/Private First Class – Anti Tank Class
Auxiliary Squad
Squad 5 (offensive)
1 Corpsman – ? Rank – Medic Class
1 Corpsman – ? Rank – Medic Class
Squad 6 (defensive)
1 Corpsman – ? Rank – Medic Class
1 Engineer – ? Rank – Engineer Class
Vehicle Squad (squad 7)
1 Tank Gunner/driver – ? Rank – Special Forces Class
1 Tank Commander/MG/Spotter – ? Rank – Special Forces Class
1 APC Driver/Gunner – ? Rank – Special Forces Class
**The reason for the special forces class is because repairing vehicles on the front lines is unrealistic. And since there is no driver class available, we chose something with no special abilities and with no body armor. The c4 ability is to be disregarded when playing as a vehicle crewmember.
Aerial Squad (replacement for squad 1 or 3 on a map which has helicopters and/or jet. One rifle squad is dropped to compensate for vehicles) **TENTATIVE: Subject to change with different maps. The following setup is with Gulf of Oman in mind.
USMC
2 Attack Helicopter Pilots - Special Forces Class
2 Jet Pilots (2 separate Jets) - Special Forces Class
1 Little Bird Pilot - Special Forces Class
1 goes to Auxiliary squad as Medic or Engineer
MEC
2 Attack Helicopter Pilots - Special Forces Class
2 Jet Pilots (Man 2 seater) - Special Forces Class
1 Jet Pilot (1 seater) - Special Forces Class
1 Transport Chopper Pilot – Medic class, may function in aux. squad when chopper not on call.
Discipline and Squad Movement
Our goal is to create a simulation of military operations between the modern USMC and the hypothetical Middle Eastern Coalition that would take place in the near future. Realistic positions and methodical squad movement will be simulated along with a chain of command that is to be heeded. This type of simulation is only for the serious players who are interested in creating a realistic battle where squads move with their squad leader at all times, and all squad leaders obey their superiors orders. It will take time to learn how to play in the league but the investment in such a system will benefit the PR community greatly, in terms of emphasis in realism and realistic teamwork and in terms of gaining positive attention from the military simulation base. If this system is utilized, and utilized properly, we assure the community that your gaming satisfaction from PR will increase 100 fold. It will also create a fun factor of rivarly between players on this board and a sense of brotherhood of between the people on the same team (alpha or beta) during a season. Incidentally, we proposed this mod to Red Orchestra (modification for UT2004) and it increased player quality and quantity dramatically. If this proposition is favored, we would like to have three forums created on this site as functions for the League.
Thank you for reading, and please consider this proposition. It has been on our minds for a while and we want to do everything to make the PR community grow.