Recent Posts

Pages: 1 ... 3 4 [5] 6 7
41
Announcements / Re: PRG Discord and TeamSpeak
« Last post by LpBronco on February 11, 2020, 01:33:03 PM »
Unable to connect to TS server. 2/11/20@16:32
42
Insurgency Sandstorm / Feb 9 - Great Games! - Good teamwork - Full Server all night!
« Last post by TDoc_025 on February 09, 2020, 08:43:58 PM »
Thanks all for great games and solid teamwork tonight!  Was a blast - hope to have you back again!

Shout-out to Andkonjr for stepping up to lead the team on several rounds and calling out lone wolves. 

Ministry was our nemesis tonight but we'll regroup and hit it again!  Cheers all and gg's!

Buddy up and cover each other's reloads!!
Doc
43
Announcements / Re: PRG Discord and TeamSpeak
« Last post by Unkl on February 09, 2020, 04:13:27 AM »
Bump! TS3 server info added to the first post above ^^
44
ArmA / PRG - First Full Sat Games
« Last post by Unkl on February 09, 2020, 03:44:39 AM »
First full Saturday of games were had on our spanking new game server. Had so much fun playing some A3 with BadBlood, BuB, PurpleEYE, yanke, Smithface, Babo, avery and Woesterudolf of course. There were more guests but these guys all stuck in for a long haul.

We pretty much played Pandora: TheInsurgency which was new to most these fellas. It was really nice to be able to play with a team that is used to working together again. That is the key to this game imho.

One of the big lessons from yesterday is the vital importance on being quick on getting your point across when you key the microphone - and the need for that communication to be relevant to the situation. Not to harp on any specific situation, but we had leaders trying to give orders or team members calling contacts that were getting stepped on. So, let's chat about relevance in coms.

Generally, if your leader is on the "radio" or anyone else is transmitting, you do not key the mic. There is only this situation when you would do that...when you or members of your fighting side are in immediate danger or you have something that MUST be communicated that is a priority. Here is how you would generally do that:
   - Announce "Break, Break. - Danger Close Right Side"

The radio protocol "Break" means that you intend to break the current transmission for a priority message. This let's everyone know to clear the air and listen. The key words "Danger Close" mean that you have enemy within 50m. At this point, the indication "Right Side" is near meaningless because it could cause confusion.

Why confusion? Well what if I'm a team member who is actually 100m away from your position. I have to sort out where you are relative to me, where your contact is relative to both you and me, then decide on an action (like if I can fire that way because you won't be in my cross fire). By then, the distance of 50m could be irrelevant due to both you or your contact's own movements.

So actually, "Danger Close" is usually better and then allows everyone to use their ears faster.

Yep, constant radio traffic means you trade intel sharing for situational awareness. Be sure what you communicating is relevant.

Constant radio traffic gets trying to listen to. When you have 8 people on one channel it is one thing. Imagine when you have 20 people in a channel. If you are going to have something to say you should be sure it meets a threshold of relevance to 20 grown ups. Would you say that thing if you were in a room of 20 people? Hey, we are playing a game and it's a bit more relaxed than that, but hopefully it makes sense to consider what you say and why you want to say it. It's just considerate of everyone's ears.

Anyway, this subject will continue to come up as we have new players trying out A3, many of whom may have been playing single player and wander into our server for their first MP experience. So, figured it deserved some flushing out here in our new home.

Fun games and looking forward to some more today!
45
ArmA / Re: First arma post
« Last post by Unkl on February 08, 2020, 04:22:05 AM »
We are playing today and tomorrow with no mods. We want to keep the server as easy to join as possible so a nice green dot is what we want to present in the server list for new players.

Probably going to play Dynamic Recon Ops until there is too many players and then move to something a little bigger. I may scour the workshop this morning for a few fresh missions.
46
ArmA / Re: First arma post
« Last post by experiment626 on February 07, 2020, 04:39:32 PM »
Now you're just showing off... 


Plans for ARMA?  Vanilla server, missions, or random encounters like the old server?
47
Announcements / Re: Membership and Supporters
« Last post by Unkl on February 05, 2020, 05:31:09 PM »
Copied from my post in Discord...

"Firstly, we know that game communities that organize around a style of gameplay such is we have done comes with inherent limitations. We won't be striving to be the most popular group out there and there are many ways to play games.

Within any game there will always be a current that would drive towards opening up some rules to attract a larger player base. This increases the funds for more toys. Growing is great! However growing away from the Guiding Principles is sort of a natural pressure each game is continually under as players will come and go.

To this point, the structure of this will be like before. Game Officers will be responsible to set the rules and settings of their games to best meet the aims of the Guiding Principles. If something goes astray, then Site Admin will need to contact that GO.

Player issues will occur and we want to avoid adding to or fueling drama. This means that again, an oversight on how things are handled is required.

Contributing members will not have extra perks or a vote - but of course everyone benefits from sharing perspectives and suggestions. So there is no council or committee but there is a chain of command that has the aims to:
  - serve and ensure the Guiding Principles are upheld
  - ensure that maturity and respect is shown to all throughout
  - that we manage the resources and bucks needed for that to serve those aims only (there is zero profit motive)

I will add more as this goes...wish we had a forum instead of Discord for this discussion."


So, looks like we got the forum sorted ;)
48
Ground Branch / PracticallyRealGaming.com is up and running!
« Last post by Unkl on February 04, 2020, 05:38:25 PM »
Ground Branch now has a new host set up. Running like a dream!
49
PRG ISS Rules - Start Here / PRG Rules for Insurgency Sandstorm
« Last post by Unkl on February 04, 2020, 04:00:10 PM »
These rules are to ensure that Practically Real Gaming upholds it’s Guiding Principles https://forums.practicallyrealgaming.com/index.php?topic=7.0 within the Insurgency Sandstorm title. They exist to give specifics in how we will apply these principles to this game. This also is written for Cooperative play against bots which we may at any time host Team vs Team games which will require additional rules if TvT becomes popular.

1. No Rushing - There is an engineered control in that currently each objective is set for 30 min to be completed. The capture rate is set to require being in the capture zone for a very long time until 4 minutes into the round at which time the capture rate will go to normal. Players are expected to work together and ensure the team is prepared to breach and capture. Rushing players throw the team into disarray and ensure many are left unprepared for counter-attack.

2. Follow Leadership - Teamwork requires a leader to coordinate actions. The commander slot does not always = the in-game leader. Admins may assign leadership to any player. If you have a leader in training (newb leader), players are still expected to follow up until the point that admin makes a change in leadership. Sometimes we will relearn lessons from mistakes made by new leadership and sometimes we may be surprised.

3. Avoid Stepping On Objective - In ISS, when you enter a capture zone you get an on-screen indication of the enemy strength still on the objective. This is something we would turn off if we could. PRG players would avoid the use of this as a way of gaining intel. It is enough to just ignore this game mechanic and approach the objective as if this intel did not exist. Players who are seen using “stepping on” as a means for intel should be informed as to this rule if they become regulars.

Insurgency Sandstorm can be played with great teamwork. Players who rush ahead of the team will soon find themselves removed from the server if they do not heed the warnings. The idea is that the team will converge on an objective in a coordinated manner usually decided by a leader.

In-game commander does not equate to being the leader. Admins may assign leadership to any player that can lead the server well. Players should follow that leader for good or for bad. A leader who is struggling and tanking the server may be asked to take a break before the server population can dump. But, generally that is avoided.

We will add to this so it's up for discussion and suggestions.
50
Insurgency Sandstorm / PracticallyRealGaming.com Hardcore Teamwork - is running now!
« Last post by Unkl on February 04, 2020, 03:41:05 PM »
That is right, you can join and seed along with us in our new home!
Pages: 1 ... 3 4 [5] 6 7