The CP points
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The CP points
What did you think about the new capture point system ? What did the commanders that saw the map think? What do you think about adding symbols like paradrops etc on map ?
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Re: The CP points
Great addition to the game but you need to put a light to indicate when the CP has a link, other wise everyone will start respawning at that CP as soon they claim it.
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Re: The CP points
yes that is allready added to list of upgrades for next year. It will be a led light indicating if respawn is active and who is holding it.grasulas wrote:Great addition to the game but you need to put a light to indicate when the CP has a link, other wise everyone will start respawning at that CP as soon they claim it.
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Re: The CP points
Being a regular trigger-puller, I never logged on to view the map (and my hip retro-phone wouldn't be able to anyway), but I really really like the concept here!
My main issue with these was mainly related to placement. None of them were near roads, when in reality a road (and crossroads, especially) is one of the most strategically important pieces of terrain. Having CP's near roads and at important junctions would let the mechanized units be more involved with capturing and defending these also.
The other issue I have with the current implementation of CP's is that capturing them and defending them should take more time. The few times we were on foot and trying to stop the GCT from capturing a CP, they were already gone by the time we got there. The point was recaptured, but it didn't involve any fighting, and that kinda defies the point.
Adding symbols like paradrops: maybe, if one of the sides has a working radar.
My main issue with these was mainly related to placement. None of them were near roads, when in reality a road (and crossroads, especially) is one of the most strategically important pieces of terrain. Having CP's near roads and at important junctions would let the mechanized units be more involved with capturing and defending these also.
The other issue I have with the current implementation of CP's is that capturing them and defending them should take more time. The few times we were on foot and trying to stop the GCT from capturing a CP, they were already gone by the time we got there. The point was recaptured, but it didn't involve any fighting, and that kinda defies the point.
Adding symbols like paradrops: maybe, if one of the sides has a working radar.
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Re: The CP points
Will there be any summary of how long each side had held each CP Point?
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Re: The CP points
yes we will publish the logs.Sevas wrote:Will there be any summary of how long each side had held each CP Point?
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Re: The CP points
Panzergraf wrote:My main issue with these was mainly related to placement. None of them were near roads, when in reality a road (and crossroads, especially) is one of the most strategically important pieces of terrain. Having CP's near roads and at important junctions would let the mechanized units be more involved with capturing and defending these also.
This. It will only work though if both sides have equal strength mechanized. This year it wouldve been horrible as the vehicle balance was something rediculous.
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Re: The CP points
To me cp is a great improvement but the main problem is that if you don't constantly defend them, you're gonna lose them as soon as you walk away.
I'm honestly not sure about actual rules, but a good improvement for next year could be to add a given time since the cp cannot be reconquered by opponents.
Ex: cgt caputure a cp, it will hold it for next 120 mins no matter what.
I'm honestly not sure about actual rules, but a good improvement for next year could be to add a given time since the cp cannot be reconquered by opponents.
Ex: cgt caputure a cp, it will hold it for next 120 mins no matter what.
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Re: The CP points
No, you could still take and hold a roadside CP with infantry.L4gi wrote:Panzergraf wrote:My main issue with these was mainly related to placement. None of them were near roads, when in reality a road (and crossroads, especially) is one of the most strategically important pieces of terrain. Having CP's near roads and at important junctions would let the mechanized units be more involved with capturing and defending these also.
This. It will only work though if both sides have equal strength mechanized. This year it wouldve been horrible as the vehicle balance was something rediculous.
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Re: The CP points
In theory yes, but not when you are like 200 people down. Things in general tend to work out to more fun for everyone if "small" things like even sides playerwise are taken care of.
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Re: The CP points
the CP system worked very nice as I felt it
it is a very good way to claim and hold the critical strategic points of a war area.
unfortunately, I felt that the people in command didnt really realise how important is after the capture we should hold and secure the CPs. Also how important was to let the units know which CPs we had in our hands so to save some fatigue , complains and exchaustion as people were using longer respawns or even going back to main base.
also I have to make a proposal. Generally, as I organize large events myself, I generally believe that in airsoft respawns should be kept in close distance from areas of possible conflict. This mainly because people when they have to walk down a hill 500m to respawn or even worse some kilometers to go back to base, then a large percentage will behave with two main ways. First they either dont take their hits, secondly they will feel very tired to get back in battle, so you loose them for some hours or even for a whole day.
Alternatevily, units should have the freedom to set forward bases (FOB) near (100m or 200m the most) to their area of interest in order to attack (or defend) and use it as respawn there. The enemy , if he finds out where the FOB is he could destroy it and push back the attackers!
that way you keep the respawn at close distance to the area of engagement. People dont get excausted and you increase the chances for them to play honest. And dont forget that this is realistic as when you plan to operate at an area usually you secure a landing zone LZ which gives reinforcmements (respawn) and supplies (bbs water)
I strongly believe that, up to a certain point, the organizer of an event and his choices has great effect on the behaviour of the players that participate!! If you get them too tired using long walks to respawn then honesty is very much affected!!! I am not talking about all the players but about a very big percentage that really destroys the quality of the game and irritates all of us!!!
it is a very good way to claim and hold the critical strategic points of a war area.
unfortunately, I felt that the people in command didnt really realise how important is after the capture we should hold and secure the CPs. Also how important was to let the units know which CPs we had in our hands so to save some fatigue , complains and exchaustion as people were using longer respawns or even going back to main base.
also I have to make a proposal. Generally, as I organize large events myself, I generally believe that in airsoft respawns should be kept in close distance from areas of possible conflict. This mainly because people when they have to walk down a hill 500m to respawn or even worse some kilometers to go back to base, then a large percentage will behave with two main ways. First they either dont take their hits, secondly they will feel very tired to get back in battle, so you loose them for some hours or even for a whole day.
Alternatevily, units should have the freedom to set forward bases (FOB) near (100m or 200m the most) to their area of interest in order to attack (or defend) and use it as respawn there. The enemy , if he finds out where the FOB is he could destroy it and push back the attackers!
that way you keep the respawn at close distance to the area of engagement. People dont get excausted and you increase the chances for them to play honest. And dont forget that this is realistic as when you plan to operate at an area usually you secure a landing zone LZ which gives reinforcmements (respawn) and supplies (bbs water)
I strongly believe that, up to a certain point, the organizer of an event and his choices has great effect on the behaviour of the players that participate!! If you get them too tired using long walks to respawn then honesty is very much affected!!! I am not talking about all the players but about a very big percentage that really destroys the quality of the game and irritates all of us!!!
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Re: The CP points
CPs were really nice, I think Berget is on to a good concept with this approach. The comments regarding placement of CPs and also indicating to those in the field by way of an LED light are good improvements.
My feedback here is echo'd by previous comments, it was really nice to recon a CP move in, secure and hold. Or even to fight and secure it. However a couple of times we secured CPs or were in the midst of fighting to secure one (epic battle against Red Mec and Inft over CP 11 on Friday) only to have an order come over the net from command to pull our Blue units out and return to base.
I'm not a lazy guy, im in shape and my kit is relatively light but it was extremely demoralizing to have moved out stealthily, recon a position and hold it and be in the midst of a firefight for the next CP and to have that command to abandon CP 10 come through. I want to follow orders so instead of respawning in the field I went back to base and sat in my camp chair for a few hours until another order came through to take a CP which required 10 and 11 to be held in order to be active (we lost those two to red when we withdrew), we took the new CP but were nailed in an epic flanking manover by Norwegian reds.
I'm just a grunt in this game so perhaps the higher purpose was lost on me. Para should be cutting off enemy CPs, disrupting their supply line, infantry should be securing CPs to link up our supply line. That to me is what Berget GM's had in mind with the system and it would have been cool. So my critisim is not for Berget but for BLUFOR command, Berget your on to a winner with this system.
My feedback here is echo'd by previous comments, it was really nice to recon a CP move in, secure and hold. Or even to fight and secure it. However a couple of times we secured CPs or were in the midst of fighting to secure one (epic battle against Red Mec and Inft over CP 11 on Friday) only to have an order come over the net from command to pull our Blue units out and return to base.
I'm not a lazy guy, im in shape and my kit is relatively light but it was extremely demoralizing to have moved out stealthily, recon a position and hold it and be in the midst of a firefight for the next CP and to have that command to abandon CP 10 come through. I want to follow orders so instead of respawning in the field I went back to base and sat in my camp chair for a few hours until another order came through to take a CP which required 10 and 11 to be held in order to be active (we lost those two to red when we withdrew), we took the new CP but were nailed in an epic flanking manover by Norwegian reds.
I'm just a grunt in this game so perhaps the higher purpose was lost on me. Para should be cutting off enemy CPs, disrupting their supply line, infantry should be securing CPs to link up our supply line. That to me is what Berget GM's had in mind with the system and it would have been cool. So my critisim is not for Berget but for BLUFOR command, Berget your on to a winner with this system.
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Re: The CP points
Point for stelios
B6 Convoy Operations ->Nato India II
B10 Final Strike -> 3° Ranger Archer 4
B11 Iron Walls -> SFODU Hotel 9
B12 Lords of War -> CGT Ranger Bravo 4
B13 Siege of Krasnovo -> CGT Ranger
B14 Black Gold -> Ranger
B15 Thunder Run -> FINBAT wolverine 8
B10 Final Strike -> 3° Ranger Archer 4
B11 Iron Walls -> SFODU Hotel 9
B12 Lords of War -> CGT Ranger Bravo 4
B13 Siege of Krasnovo -> CGT Ranger
B14 Black Gold -> Ranger
B15 Thunder Run -> FINBAT wolverine 8
Re: The CP points
The checkpoint-system was a very nice addition to the game. The big problem was information, I knew how the actual checkpoint worked but how did I know if we held enough to spawn at my checkpoint.
As far as I know there was no live-feed for regular soldiers. I have searched and asked around, might still have missed it though. Tried to call my commander, he could not tell me which points where held.
It was a lot of fun to have a chance to actually claim checkpoints though.
As far as I know there was no live-feed for regular soldiers. I have searched and asked around, might still have missed it though. Tried to call my commander, he could not tell me which points where held.
It was a lot of fun to have a chance to actually claim checkpoints though.
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Re: The CP points
I organize quite a few games myself, and I disagree. With the spawns too close to the areas of conflict, you end up with and endless stream of players going back and forth between spawn points and where the fighting happens. This leads to very static gameplay. There's a lot of shooting, but the action lacks consequence.Stelios wrote:Generally, as I organize large events myself, I generally believe that in airsoft respawns should be kept in close distance from areas of possible conflict.
And with several areas of conflict, each with spawnpoints nearby, Berget would cease to be one large event and instead turn into dozens of sunday skirmishes scattered around the map.
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B18 - Red Mech
Walking is for plebs.