Jump to content

Scripted Saturday!

    

Tomo
Community Events

Event details

 Share

This session will be hosted on my spare PC/server, with the usual FK modpack.  The same usual FK rules will apply so behave!

 

We have a selection of missions available as always:

  • A replay of Campy Kinno TvT by Tomo - with all the assets available
  • TvT- Trench Run by Tomo - a tense fight up a hill of trenches
  • TvT- WW2: Electric Boogaloo by Tomo - A simple bolt action only fight over an empty field. Charge over the top and face the enemy!
  • A couple of small Co-ops by Katla too

Each mission should take easily less than an hour, so we'll try and get 2 or 3 of them done.

Priority will be given to Regs+ if the demand is high enough, and we will meet in a temp room near the start time.  Slotting may be based on tags depending on attendance.  If you have any questions feel free to ask in the comments below!

(RSVP is not mandatory, it's just to gauge numbers)

 Share


Recommended Comments

Alex

Posted (edited)

FUUUUCK! Something I cant change came up for me so I sadly cant make it! Atleast it involves alcohol in the evening so thats a plus. Anyways sorry that I cant make it @Tomo, I was really looking forward to it

Edited by Alex
  • Sad 1
Link to comment

Snakes mission was really cool, but two enterances leading to a single path is a bit too tough for redfor. My butt almost ate my chair as soon as sq lead died in firefight!

Link to comment

@Cyicome and tomo experimented a bit with the entrances during testing. Originally there was only 1. I guess opening all entrances would make it hard for blufor in the end

Link to comment
Conga Line of Neckbeards

Posted

1st: The 'Callipoli hill climp' was a fun idea, but with no set up time for defence, we got slaughtered coming down the bare hill. Wouldn't bury that idea yet, though maybe there can be more cover for both sides, trees for example. There was enough approaches to makeroom for some maneuvers for attackers.

2nd: The mission titled "WW2" felt more like WW1 from the atmosphere end set up, which was nice. Other then that, it wasn't my cup of tea really. It felt a bit of a "just run and kill or get killed" as it was meant to, but just a bit stale as our mission. As Saber said, some mines in the sides could be a good idea to stop the flanking from there. Could work as a good warm up as first, but then again might set the meme levels a bit high and kill the mood for TvT, so I don't know.

3rd: By popular demand it was the town assault against african militia (can't remember the name). As good in the BLUFOR side as the last time in the REDFOR side. For shortening tje missuon a bit, maybe some time for REDFOR to set up and BLUFOR spawn a bit closer? Also it seems the fighting tends to happen around the Hotel each time, which with the numbers we have had, suits just fine. Clearing the Hotel seems to take quite a long time though, mainly with the bathrooms. I was thinking that maybe blocking some of them might make it a bit faster. Not sure if that has been a problem really since the fighting has ended there these last two times.

BLUFOR side was very unorganised and without radios it we were pretty ineffective. No one to blame in particular, but for @TrainDoctor maybe keep the fireteams that were set up in the template and if not, clearly assign teamlead for both colours. Also a bit more detailed plan could have helped. But in the end I for one kinda went on my own and only had a buddy, because @Beyond was doing what he was suppose to and stuck with me untill we got seperated in the Hotel. Some tournament fatigue was also maybe setting in as it was the 3rd one in a row.

4th: Even though it was the 4th one, it was maybe the best one of todays offerings. Good one for the 16 (or so) that there were slots for. Temple is small but has a lot of places to hide. Setup with the smaller thermal eguipped Viper team and the hunted BLUFOR team with NVGs and pitch blackness was an excelent compination. Again REDFOR was unorganized BLUFOR wasn't, so they had quite an easy victory I believe. As Cyico said, there were the two entrances, but they led to the same choke point, which felt maybe a bit hard to bypass.

 

Overall: We got a nice turnout and nice missions. I feel that at most once every two weeks is a good max intervall for these, so they don't get stale. For @TrainDoctor  and other leads, I might suggest that you make a detailed and micromanaged plan so everyone has a base idea what is going to happen even without comms and when the leads inevitably dies. People can the indivitually adapt to the changing circumstances, but it won'tbe as much of a free for all that ends up in lonewolfing.

Anyways, fun as allways and let's keep these coming and occupied. Not too often though so we don't get bored with them.

  • Thanks 2
Link to comment

Thanks for the great feedback as always Conga!

7 hours ago, Conga Line of Neckbeards said:

1st: The 'Callipoli hill climp' was a fun idea, but with no set up time for defence, we got slaughtered coming down the bare hill. Wouldn't bury that idea yet, though maybe there can be more cover for both sides, trees for example. There was enough approaches to makeroom for some maneuvers for attackers.

I shall look into implementing a start timer, so that the defenders have a little time to get into position first.

7 hours ago, Conga Line of Neckbeards said:

2nd: The mission titled "WW2" felt more like WW1 from the atmosphere end set up, which was nice. Other then that, it wasn't my cup of tea really. It felt a bit of a "just run and kill or get killed" as it was meant to, but just a bit stale as our mission. As Saber said, some mines in the sides could be a good idea to stop the flanking from there. Could work as a good warm up as first, but then again might set the meme levels a bit high and kill the mood for TvT, so I don't know.

The title was a meme as it was WW2: Electric Boogaloo :P

It was definitely intended as a silly, short mission.  I have gone back already and added said mines along the sides and shortened the mission time limit to 20 minutes (how long it ran in actuality), so hopefully that will improve the pacing.

7 hours ago, Conga Line of Neckbeards said:

4th: Even though it was the 4th one, it was maybe the best one of todays offerings. Good one for the 16 (or so) that there were slots for. Temple is small but has a lot of places to hide. Setup with the smaller thermal eguipped Viper team and the hunted BLUFOR team with NVGs and pitch blackness was an excelent compination. Again REDFOR was unorganized BLUFOR wasn't, so they had quite an easy victory I believe. As Cyico said, there were the two entrances, but they led to the same choke point, which felt maybe a bit hard to bypass.

I had already corrected the entrance problem in the version of the mission I had on my PC, but I unfortunately forgot to upload that one!  It's been rectified now, along with the gear errors that occurred.  Hopefully should play better for all next time :D 

  • Like 1
Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy