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[Sticky] Game Plan V1.0 Discussion.

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Kermit
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Wotan II plan. V1.0

The general idea for this game is – if you want it stripped down to the bare essentials – an armed treasure hunt. Both sides are looking for the same items/objects. Some will be in plain view, some will be hidden, some will be VERY hidden. Players will need to keep their wits about them and search the site from top to bottom.

Mission Profile

The mission is simple, and it’s the same for both sides. Locate and acquire intelligence about the facility and the nature of the experiments carried out there. The intel can be in the form of documents, photographs or physical props.

Each side will be given a brief outline of the kind of things they are looking for, and types of intel will be graded, with Grade I being the highest, and Grade III the lowest.

Examples:

Personnel files on the Scientists in the facility are Grade II material.
Manifests of Chemicals are Grade II material.
Documentation pertaining to Torsion Field Theory is Grade I material
Records of military personnel files are Grade III material
Recovery of equipment used in the experiments are Grade I material.
Extraction of Scientists is Grade I material

Needless to say this is going to require a lot of paperwork (what am I letting myself in for?), a few signs, and some props (see appendix A for a suggested list)

Game execution

If it is at all possible, I want to run this as an almost free-play type game. The OC’s are given the mission, then its up to them as to how its run. Do you send out fighting patrols to locate and eliminate the enemy, how many people do you detail for base defence, do you send out small teams of searchers to sneakily search the site whilst trying to avoid the enemy, do you go out en-masse to neutralise the enemies HQ. It’s up to the OC’s to decide how to play it – and gives a good amount of flexibility on how to employ the different type of players we get.

HQ Locations

I’ve given this a lot of thought over the last couple of months. Wotan I bogged down in places because of fighting over static objectives. I want to avoid this at all cost this time, so what I’m going to suggest may seem a little odd. Another issue that we had last time was with the regen/HQ areas. As these were static, they clog up the gameplay, and keeping opposition players away from them so that the game doesn’t stall became a right pain in the arse at certain points. To this end, I’m suggesting something a tad different for an urban/CQB-based game. Neither side will have a static HQ. I suggest a hierarchy of locations for the HQ, so there will be a maximum of say 4 possible places that they can be. It’s up to the OC to decide where its going to be, but for players that are shot out, then regen back in, they will know that the HQ is going to be in one of only a small number of locations. To this end, each player will need a map. One set with locations for the Allied HQ’s, the other for the Axis HQ’s.

It is up to the OC’s of each side as to which of their 4 assigned HQ positions they decide to use at any given time. They can be attacked in this game, so OC’s will have to balance the need for aggressive patrolling/Recovery missions with the requirement to defend the HQ.

Regen

With mobile HQ’s, Regen becomes a bit of a tricky situation. There are two possible options here:

1: Player has to find HQ and regen there. Two problems though. The first is finding it, the second is dead players walking into the middle of fuck-off sized firefights. Both of these problems have the potential to rile people.

2: Static regen points, say, 4 of them located at the very furthest reaches of the site, with each side “owning” two of them at opposite corners of the site. This would seem to be the more sensible of the two options

Starting the game

Allies:

I’m not really keen on feeding all the Allies into the game in one big group. What I suggest is that their entrance into the game zone is staggered. A small Recce section is given the location of the first suggested HQ, they must get there and secure the area. The rest of the side follows in groups of 4/5 to RV at the now secured HQ. It MUST be impressed upon them that being quiet and sneaky is the way to do this. A full-blown charge is a waste of time – it’ll alert the Germans, and it MUST be made VERY clear to them that this is the case!

Germans:

Majority start in the first German HQ. Some are detailed to patrol a set route. When (and there will be a when) they ping the Allies sneaking around, the alarm is raised, and it can all kick off. How the alarm is raised is another question. Should they have to get to the air raid siren then set that off to let the rest of the Germans know that something is afoot?. It needs to be impressed upon those chosen for patrolling that their primary concern is NOT to get into a firefight, its to raise the alarm. Of course, CO’s can rotate whose going out on patrol, but they should never be in groups of more than 2 or 3.

Ending the game

Totally fucking stuck on this one at the moment!

Medic rules

Standard CiA Medic rules apply

Ammo count

Reduced a tad, I think. 400 rounds for a rifleman, 1500 for a support weapon (assuming anyone is nuts enough to take a support weapon!)

Lunch

Do we stop or not? I’m going with no – tell them to take rations into the game area, and its up to the CO’s to detail when people get some food down their necks. The reasoning for this is that it will be an arse to get them all out of the zone, back for lunch, then back into the game – at least an hour and a half is wasted doing it that way, not to mention the problem of starting the game again after lunch.

Misc & Bullshit

It needs making abundantly clear that they are NOT to take ten tons of shit into the game with them. Take one shooter with you. If it goes tits up, then go back to the safezone and get another. The use of mobile HQ points precludes them having anywhere static to dump their shite.

Simple rule: Only carry into the game what you intend to use - and yes, that does involve carrying your water and scran around with you in-game.

Organisational kit/Set Dressing

Lightsticks for dead players
Bandages
Medic bags
Maps for players on each side
Organisers maps (larger scale than player maps)
4 x CD players and SFX CD’s – industrial noise

Appendix A – Game props

1: German Radio - this will have one of my MP3 players in it, which might have some useful info on it should players have the IQ to pick up the earphones and actually listen to it…
2: Enigma machine and notepad
3: 2 x decoding books (one-time type), 1 for each side
4: Encrypted documentation (see item No. 3 for the way to decode it!)
5: Field Telephones and cable
6: Signage
7: "Die Glocke" components
8: Large quantity of files for Intel
9: Booby traps :twisted:
10: Ammo boxes
11: Flags (considering buying a feck-off sized one to go in the main chamber)
12: Some random "red herring" type components (dont want to make it too easy for them!)
15: Medical lab stuff? (more gross than last time if possible!)
16: Regular documents/personnel files etc etc
17: Labcoats for a couple of the UCAP staff to act as scientists.

Signage will be simple, and kept to a minimum. Military research facilities are not well signposted! (trust me on that ;) )

I will start seperate threads for the discussion of the following topics:

Props
Documentation
Signage

Please keep this thread solely for discussion of the game design!


When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........

 
Posted : 12/03/2009 10:10 pm
HeadShot
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If you'd like any specific German recordings I've been learning and have a reasonably good level of pronunciation. Kerstin can translate and we can record in German and English. Might be nice if they have to wait if they can't speak German and listen for the translated version to come around.

Am concerned about how to communicate the movement of regen points to players, or do they just have to find which is the correct one? Visions of massed groups of dead players getting blatted from all angles and they wonder around the site and haunting me at the moment.




 
Posted : 12/03/2009 10:50 pm
HeadShot
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Added map to first post for clarity.




 
Posted : 12/03/2009 10:53 pm
Old Un
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OK

Initial thoughts are all good , I like the concept of a free play armed treasure hunt .

1 A clear hierarchy and list detailing what is the treasure is, a must for both commanders , so that we can identify and communicate what is worth capturing and what is just set dressing . Would stop the phenomenon of either side just dragging everything back and bogging down the game like last time . What is important and what is not could change from morning to afternoon as a device to stop things bogging down ?

2 Are we assuming the Germans are left behind to guard and destroy the facility once the scientists have fled. If so a list of these items ( but not their location) could be given to each German , it would make them worth capturing early on to gain intel ?

3 Lunch or not ? My heart says no , however finding a quiet space to each might be hard, leading players to take themselves out of the game/bunker just to eat . It does end the stop /start problem though . It would be cold rations only . Need to think some more on this , also is UCAP ok with it ?Totally agree about players not taking shit in though , carry everything in , leave the rest in the car. Having a fluid base will help this

4 Regen – LOL , as was reading did think about each corner , involves a lot of walking though . Glowsticks to show dead will help . Medic rules fine , we did that last time IIRC .

5 Ending the game , would love to blow up der Glocke but no idea how feasible this is .

6 Timings - Start at 10 end at 4 ?


 
Posted : 13/03/2009 9:10 am
Kermit
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Probably easiest to answer each individual point.

1 - Yup, good point. Effectively each side gets a "shopping list" of items they're after. We can make some things more important to one side than the other as well.

2 - Guarding objects/props brings us back to static objectives. I have no problems with Germans having to defend certain items for a set time, if thats what you mean?

3 - Unsure on this at the mo.

4 - Each corner is just an initial idea, numbers of regen points could be increased of course!

5 - Blowing something up might be an issue. How about extracting the entire bell to a predetermined Exfil point by a set time?

6 - 10 till 4 non-stop works for me. 6 hrs solid play (up to CO's to rotate ppl through base defence and offensive missions in that time) If we stop for lunch, then play time will drop by at least an hour and a half.


When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........

 
Posted : 13/03/2009 11:02 am
Old Un
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By 3 I just meant the story was they were left behind, and therefore could start the game with a list that could be captured. No plan on defending anything other than my treasure, which will be moved or hidden as required. 8)

David mentioned playing the whole game in red light , might be worht athought , or at least switching between the two at random just ot fuck up the players !


 
Posted : 13/03/2009 11:39 am
Chomley-Warner
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I'll start off with what went 'wrong' last time.

The fundamental thing was that it was a mistake to play the site from end to end. There is a good reason why Andy doesn't do it and we found that out to out cost - playing across the shorter side opens up the flanks by allowing movement down the longest corridors. These long corridors got blocked off last time and caused such a stalemate that if you remember I pulled you all out in the afternoon to have a re-think.

The second thing is player mentality. I thought the last game was to have played out like Jay has written Wotan II - slow and tactical. In Wotan I I sent out the allies with pencil and paper to map out the tunnels so that I could plan a strategy (and players get to know the site). Instantly the Germans had run up to our HQ and were blatting all over the shop so any tactical game went out of the window and no one got even to put pencil to paper. And so set the game style for the rest of the day.

Therefore, for Jay's intention to work for this game discipline and obedience to orders much be paramount. Indeed, if players start ignoring orders (as at Mist) I will not hesitate to bawl them out. If they go off in a huff then tough shit. There is no way I'm going to tolerate players doing their own thing in CiA games any more, it's OUR game not theirs.

OK, more game specific then. I think from a command and control POV as well as game organisation it would be much easier to go for a fixed base. Andy already uses these. If regens are mobile then it presents a few problems, none of which can be controlled:
A) How do players know where they are to regen? Shot and on their own they will be wandering around in all directions trying to find one.
B) What happens when a regen comes under fire?
C) Commanders are going to be spending a hell of a lot of time just wandering about reassigning regens and trying to make sure players know where they are

While lunch breaks aren't the CiA way - we go for long continuous play - on balance I think a break is a good thing for this site.
A) It give us a chance to confer and readjust game for 'second half' if needs be
B) Gives chaps a chance to mag up, change batts/guns without wandering in and out of game during the day
C) Gives them all (and us) a breather
D) If we end up with regens all over the shop it's going to be hard to grab something to eat down there, chaps won't like being shot up when they are munching
E) A lunch break will cut into game time. This is a positive IMHO - six hours is a hell of a long time to play down there and has the potential to get boring. Take a structured break and five GREAT hours play is better than six hours of flagging play. The game can change too - in the morning we play with lights on, in the afternoon entirely by the red lights - chaps will know their way round by then and this will raise the tension in the afternoon rather than a natural tailing off.

Last thing is ammo limits. I think every encouragement should be given to single shot or burst fire and I propose that ammo is restricted to 200rnds and NO support gunners (quite inappropriate to the scenario really). At Eagle I sent the patrols out into the woods with 10 rounds each - the result was they DID come back to me and report as they had been asked, for they had no hope if they decided to open fire on intruders. Concentrated their minds no end!


 
Posted : 13/03/2009 11:44 am
HeadShot
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Agree with David regarding lunch. It's very claustrophobic down there and I think bit of R&R will be welcomed.

Regarding regen, I do think it would be very difficult to communicate the movement of regen points but do agree that we shouldn't have a fixed CP where people can just sit down or camp out as happened last time.

Last time I found there were four choke points on the site where no-one went for long durations. I even waited in one of the areas for around 15 minutes and only one person walked past.

I've marked these on the map below. They might be worth considering as regen points as it's very hard to use them in game other than little secret areas.

Therefore, for Jay's intention to work for this game discipline and obedience to orders much be paramount. Indeed, if players start ignoring orders (as at Mist) I will not hesitate to bawl them out. If they go off in a huff then tough shit. There is no way I'm going to tolerate players doing their own thing in CiA games any more, it's OUR game not theirs.

Hah!! Hence I'm not at all bothered that I pissed off the 'Dog Company' members with my criticism of attitude in-game. Looks like they won't come to our games anymore; I note with interest that they've signed up to Taffy/Spier's SISK though.

Like we've all discussed, 50 great players is better than 80 or so with 30 cock jobs who ruin it for everyone else.....and make me go hoarse trying to reign them in.-- attachment is not available --




 
Posted : 13/03/2009 12:00 pm
Kermit
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OK, looks like we're going for lunch. After reading your post, and taking Guy's phone convo into account, it makes sense.

Regarding regen - the regen points are NOT mobile, it's the HQ's that are. There will be a number of regen points scattered over the site. If one is under fire, then just use one that isn't. This also reduces the ability of players to camp on regen points as well.

HQ's. With static HQ's it just becomes a stand-up fight every time. I want OC's to have the ability to negate this problem by quite simple being able to move them when they want to (but with a limited choice as to where they can move them)

Ammo limits

Cut to 300 for a rifleman, and 1K for a support gunner. No way will I agree to not having any support weapons at this game. They are useful for being able to dominate the long tunnels, but as we all know, 1K doesnt last long in a support shooter - this in turn means that players will have to find an alternate route - which is not a bad thing....

Bawling them out? hell yes. It will be made abundently clear when the final Op Ords are posted up that people will be expected to do as they're told - this aint no SISK!


When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........

 
Posted : 13/03/2009 12:03 pm
HeadShot
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Sorry Jay, just edited my post above; might be worth re-reading.

OK, quick question. What would we be using HQs for?




 
Posted : 13/03/2009 12:07 pm
Kermit
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Stashing the intel you've nabbed is the primary purpose. However, as they can be raided, it also means they must be protected. Players will have to be detailed to provide base defence for short periods of time. This has the useful effect of reducing the number of players actively out and moving in the game area - which means that people have more chance of avoiding the enemy by being sneaky.


When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........

 
Posted : 13/03/2009 12:12 pm
HeadShot
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Brill....sounds like a plan.

Regarding regen, one hit and back to regen or usual CiA rules? One hit and out will make people less gung ho methinks, and will allow those who've just done the shooting to reposition whilst regen takes place.




 
Posted : 13/03/2009 12:14 pm
Chomley-Warner
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OK so far then!

Heh, I don't remember medics last time but Guy assures me we did! Also, I don't recall any support gunners last time - it's a bitch to deploy on most of those floors anyway, I'd forget the idea myself!


 
Posted : 13/03/2009 12:32 pm
HeadShot
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Did we have medics? Maybe we did.....maybe that's why it was such a blatfest.

Because of the limited size of the site I think one-hit-and-out could really work on this.

I seem to remember an MG42 (Major's?), but it sat in the CP all day.

S




 
Posted : 13/03/2009 12:45 pm
Kermit
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Compromise: One bandage per player, no medics that can remove them.


When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........

 
Posted : 13/03/2009 12:47 pm
Old Un
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Sounds good to me , re one bandage and no medics ot remove

HS , one of your regens looks to be in the machine room, which is where die Glocke will be ?

and yes , my thoughts are this ...if people are refusing to do as they are asked or treating this as a SISK then are we all agreed the final sanction is to tell them to get the fuck out of the game ? Even if it's someone like Dave Barratt . Our way or fuck off works for me ....but then we could loose players ?


 
Posted : 13/03/2009 3:25 pm
HeadShot
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If only I knew what the machine room was! :slap:




 
Posted : 13/03/2009 3:59 pm
Old Un
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The large double story room where we had the rocket motor last time


 
Posted : 13/03/2009 5:52 pm
HeadShot
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No, that's where the green blob is on this map...I think UCAP call it the Map Room.




 
Posted : 13/03/2009 9:15 pm
Kermit
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Yup, thats what UCAP call it.


When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........

 
Posted : 13/03/2009 11:15 pm
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