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Rescue mission idea

Posted: Mon Apr 25, 2016 9:32 pm
by SuicideKing
Sup!

So i had this super cool idea for a mission which will probably include overtly complicated things. So enjoy the read, get excited, leave feedback and cool ideas, hand me over to guards, etc. :science101: :jihad:

TYPE:
Rescue and logistics

CONDITIONS:
Midnight, Clear (or as per host's discretion)

SITUATION:
FIA ambushes an AAF convoy near some place, probably an urban setting. Convoy is mostly decimated, with fragments of an infantry platoon scattered over the area, and the now disabled escorting section of (2) tanks in certain locations. The crew is alive and hiding/trying to keep FIA at bay, just like the rest of the survives. Nature of attack suggests NATO involvement, and reinforcements could arrive soon.

CSAT dispatch paratroopers to assist with the rescue. Additionally, repair & refuel trucks with 2 Ifrits (HMG) will arrive from a nearby base (also the eventual evac point) to fix the tanks once the area has been reasonably cleared. A medical truck will also be dispatched to dear deal with casualties and handle evac.

MISSION:
1) At least 40% of AAF players must survive to evac zone
2) Both tanks must survive and reach evac zone

PLAYER UNITS:
1) AAF infantry and tank crew
2) CSAT partroopers, support trucks and escort.

FRIENDLY NPCs:
Minor role

ENEMY UNITS:
FIA and CTRG Spec Ops squad or NATO Recon Squad. NATO reinforcements. CSAT Support convoy will NOT face any major resistance (e.g. no AT). No Titan AT or PCML allowed for BLUFOR

EQUIPMENT:
1) CSAT paratroopers get NVGs. Vehicle crews do NOT. HMG NVGs will be enabled only if there is no searchlight that can be used.
2) AAF do NOT get NVGs, including tanks. Tank gunners will get NVG turrets.
3) CTRG Spec Ops get NVGs. NATO Recon may get too OP with NVGs (they get silenced weapons by default).
4) NATO Reinforcements do NOT get NVGs
5) FIA do NOT get NVGs.

Everyone who doesn't get NVGs will get flashlights. Whoever gets rangefinders normally, WILL KEEP them.

PARADROPING:
Teleporting HALO

ORBAT:
1) CSAT has two standard squads + 1 MMG + 1 MAT + CO element + DC element + 2 HMG Ifrits + 3 Trucks. Truck drivers group with DC.
2) AAF gets two squads of 2 4-man teams, two full tank crews, no medics, no CO (missing units assumed dead before scenario start).

COMMS:
Unsure. In absence of an ACRE like solution or reliable direct VON, I would like AAF to slot in CSAT Charlie's TS3 channel. Only their actual and acting SLs should be able to use CC.

Options:
1) Flares, flashlights, CO/SL can place global markers and use CC.
2) Flares, flashlights, CC/TS3 between CSAT and AAF is ALLOWED, but NO global markers,
3) Flares, flashlights ONLY (and direct VON of course).

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I hope i've not left anything out :ugeek:. I'm most concerned about the orange text, but am as always looking forward to the rest of the discussion. :hist101:

Re: Rescue mission idea

Posted: Tue Apr 26, 2016 12:12 am
by fer
SK, thanks for posting - it's nice to see mission concepts going up in the forum this way. Some thoughts:

There's no 'correct' way to structure a mission, but there are things that can make one more or less suitable for an FA session. Consider four factors: typically, an FA CO has no more than than 5-7 minutes to read the briefing, absorb its meaning, formulate a plan and communicate it to his element leaders. As a non-MilSim community, our guests are also less tolerant of lengthy recon phases: they want to spawn, be delivered to the action and begin liquidating enemies. As a non-ACRE community, our ability to communicate mid-mission is not stellar. Finally, missions cannot get too long or we risk losing the dead from subsequent missions and/or burning out those comrades in leadership positions. All of these factors nudge our missions towards simplicity.

The heart of your mission concept, rescuing a beleaguered armoured convoy and recovering the MBTs, sounds like it could be a lot of fun. It's when you begin to layer on a number of different 'complexity multipliers' that I get concerned.

HALO missions contain three mini-games before they get started ("Who didn't open their chute?", "Where the fuck is my unit?" and "Wait, is that ... is that the objective?"). If all a paratroop squad has to do is not die from impact, reform on the ground, locate the thing that must be killed and then work out how to kill it, you've already got a basis for a chewy, interesting mission. Even the simplest of HALO missions contain several complexity multipliers. Similarly, having elements that can't talk to each other properly is another form of complexity multiplier. Having to get a repair crew to a vic under fire? Again, more complexity. All of these mechanics are really interesting by themselves, but remember the factors at the top of my post.

My recommendation would be to refine your concept and focus on just one or two complexity multipliers. You could lose the HALO and communication issues and still have a very compelling mission: CSAT ground QRF with repair crews races to reach a beleaguered CSAT convoy and recover its survivors and MBTs. Let's play that and if it's too simple, add some more complexity back in (which is easier to do).

Hope that helps.

Re: Rescue mission idea

Posted: Tue Apr 26, 2016 6:00 am
by Aqarius
My initial thought was that parachuting is more used for stealth than speed. Also in an urban setting tanks would be either absurdly OP or useless, depending on the specifics. Also, when in towns, we can't really defend, and the Ai can't really attack. OTOH, a combined mechanized column running into IEDs and being pounded by RPGs from the hillside and greenery, waiting for a heliborne relief force... That sounds interesting.

IIRC there is a 9th company style mission somewhere on the server, but I can't for the life of me remember what it's called. Haven't seen it in ages.

Re: Rescue mission idea

Posted: Tue Apr 26, 2016 8:35 am
by SuicideKing
Thanks for the thoughts.

As Aqarius says, the paradrop was to be stealthy and get in behind enemy lines (and it's also cool :D ). However, I agree on the potential for problems. I can simply change that to a simple teleport (non HALO) within marked LZs.

As for communication issues, as I said in the OP, I really don't want to make it difficult, just that AAF shouldn't feel like another CSAT squad. So I guess putting them in Charlie and Juliet of the CSAT channel would be fine, leaders would have comms as usual. I just don't want more than the SLs on CC in this mission, it'll become really confusing I think.

I'm hesitant on markers being allowed on global before contact, because that would kill the suspense of the search ("we're in this building!").

As for tanks - well they're main task is to enable a retreat and pull back, which should balance the OP-ness. Not to mention that they will be damaged and very low on fuel to start with. We have no other armoured assets. It's not going to be a huge urban area, more like a small village setting, and a non-urban area will see the rescued get slaughtered quickly.

I'm considering downgrading HAT to MAT, and adding a scout team for CSAT (already in the AO). Might add a DC group, consisting of DC, medic, truck drivers. DC and DC Medic can ride in the medical truck, coordinate evac, whatever (will be optional slots).

Airplane CAS and artillery (AI controlled, for JTAC) is another consideration. Want to only give arty laser guided stuff and smoke rounds (UAV laser designators can become useful at last).

Re: Rescue mission idea

Posted: Tue Apr 26, 2016 10:36 am
by Aqarius
Survivability depends on the ranges and terrain. I mean, If I were to ambush a convoy, I'd want either a sharp road bend like the one west of Agios Dionysios, or a valley choke point like the one east of Edessa, or the road in c46_Routine. The exposure would be countered by the staying power of the tank(s). +It would encourage us to use smoke/learn to move under fire.

As for comms, depends on the numbers, but no reason not to just have two SLs run their own squads. You can assign one guy as the 'superior', but they start separated and have diametrically opposed tasks. It's not like they'd obstruct each other.

As for other supports, mortars for AAF would be interesting, but don't over complicate it before the first run.

Re: Rescue mission idea

Posted: Thu Apr 28, 2016 2:11 pm
by SuicideKing
Yeah airplane CAS is weird, won't put it in. If i really feel like it then I'll put in autonomous AI stuff that doesn't involve the players (but provides atmosphere/explosions).

Good points on the other stuff. Haven't decided the terrain yet, so i'll think about the places you've mentioned while choosing. I was initially thinking of villages in NW of Altis. Won't be able to make this for another two to five weeks so have plenty of time to pick a spot and test supporting elements of the mission.

ASL would be acting CO I suppose (mainly to talk to CSAT), but yeah they'll be managing their own thing.