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jtrent90
Sergeant
Join Date:
Apr 2009
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186
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#1
milsim deaths
28 April, 2009, 02:57
basically me and a bunch of friends have some access to a nice woodland area.. we've all done the whole live firing exersizes when we were younger in the cadets etc and we're definatly looking for a milsim type experience from airsoft.. as realistic as possible really.
just wondering, whats the appropriate way to handle death in a milsim type game.. i really cant see a "dead zone" being feasable at all.. i was thinking some kind of medic role (no idea how that would be handled).. where the squad would have to defend the casultly for a certain period of time..
its really a grey area for me.. just not really interested in the spray and pray resapwn type game
7.62mm
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Jun 2007
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#2
28 April, 2009, 03:03
Re: milsim deaths
How about those who are hit just go to ground and can't move until a medic sees to them, wherethey have to be escorted to a respawn area but they can only join back in the game as a replacement for another injured team member. Almost like the US repple depple system in World War 2.
There absolutely must be a better way than calling out hit then walking off the game area, it's just too unrealistic.
Stretchers perhaps too?
For game scenarios where a team is taking so many hits that they have to pull back they could leave the hit players on the ground for enemy medics to tag them or provide them with a disk or something so that they can go back to friendly lines.
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jagillham
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Oct 2008
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#3
28 April, 2009, 09:44
Re: milsim deaths
Not sure, in real life isn't shooting medics not the done thing? I guess in airsoft you'd hose them done too! :D
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jtrent90
Sergeant
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Apr 2009
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#4
28 April, 2009, 10:34
Re: milsim deaths
hm.. had some thoughts last night.. maybe an unarmed/spring pistoled medic in the squad.. or possibly a fullarmed medic who stays in some kind of medic zone back at the main base/whatever.. who gets called in during the event of a casulty.. but tbh in milsim games i could imagine that being very boring for the medic (the latter option i mean).. becuase im presuming there is a little less death/casulty.
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ejtrent
Major
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Apr 2009
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#5
28 April, 2009, 10:49
Re: milsim deaths
would be quite cool to actually bandage people up, woiuld also add a bit more realism of time to it, but of course someone doesn't go back fighting after they've received bullet wounds...
Hmm.. I like the medic idea as opposed to the safe zone, but like you said it would probs get quite intensive on the medic to just be helping people, not much combat for them.
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jtrent90
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#6
28 April, 2009, 10:54
Re: milsim deaths
think we'd just have to device an actual interesting way to perform the task.. but in a simulated senario that isnt so easy!
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Chi
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#7
28 April, 2009, 12:02
Re: milsim deaths
we use medics at my local site in almost all games and i have to say it's great fun if you have a good medic to player ratio then it can work great with = combat to medic action.
when hit you go to ground and stick ya hand up so as not to get hosed down again and again medic has to get to you tie a bandage 2 you then your back up and on the go (depending on gametype) or you move to the rear of your team and rejoin as reinforments after a time
Mercs Designated Marksmen
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MeestaRod
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Aug 2008
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#8
28 April, 2009, 12:05
Re: milsim deaths
How about a twist on some of the usual milsim medic rules?
Each man must carry a single un-tied white bandage in an easily accessible pocket for the medic.
First hit you can be mediced and this is shown by the medic taking 30 seconds to tie the white bandage around your arm.
If the medic fails to get to you in five minutes you have bled out and are dead.
During this time you hit the deck like a real casualty and can not move (This has not stopped people doing the human sandbag thing though!).
Two men may drag you to a safer location for the medic to administer aid, bear in mind that they can get shot also.
There is one medic per 8 men, and the medic is fully armed, so look after him!
Once you are dead, even from a second hit make sure you bleed out then stand up hand in the air and march off to your respawn area, only shouting dead man walking if you are moving through a fire fight or feel you might be hit around a blind turn.
An enemy medic can also heal you and capture you for five minutes, you can not fight during this time and can not escape.
It is possible for you to be liberated by your own forces who must reach you and place a hand upon you for 30 seconds (untying you per say), you then rejoin the game with your team once more.
Anyone may approach a casualty and kill them by touching them and saying dead, this allows you to prevent the enemy from healing men in the field and also allows you to get fresh troops faster if your medic is downed.
Good rules those and they work very well indeed.
Systema PTW, Systema PTW, KSC MP7....ahh hell I lost count years ago.
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jtrent90
Sergeant
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Apr 2009
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#9
28 April, 2009, 14:02
Re: milsim deaths
very interesting ideas!
maybe hte medic could have more armour.. possibly a plate carrier and helmet.. and make it so hits on armoured locations dont count for him, but the rest of hte solders are just wearing standard plce.. im no serviceman so i dont undertsand the effectiveness of these armours actually in the field?
(field as in the real deal, this is milsim afterall)
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spetsnazdave87
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#10
28 April, 2009, 15:03
Re: milsim deaths
Medicking isnt boring if you're going to be hitting each other with lots of contact, its great fun to charge around dragging guys out of the fire :p
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sniperiain
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#11
28 April, 2009, 16:25
Re: milsim deaths
yer i like the idea of having a white bandage. you get shot, allocated medic "heals" you (by tieing the cloth on your arm or somin) and your back in. if you hit again its a long walk to say a dead zone or respawn that you have to wait say 2 mins at then you can join back in. im unsure to mate cos at my house we cant think of a place to put a respawn with out someone keeping it covered!
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