My vote goes to the tactical combat/teamwork style of mission in a relaxed environment. We all play CM. Part of the fun in playing Arma, for me at least, is the ability to come up with a tactical plan, like in CM, and then be able to execute it in real time with fellow FGMers. That's something you can't do in CM. At all.
I think it's great that we've been slowly adding to our numbers. It shows that people are enjoying our play environment. However, as we do grow there will inevitably be some growing pains we'll have to work through. It's a good problem to have, in my book! So, in the spirit of helping us work through some of the pains, here are some of my thoughts:
Community:
+∞ to having members of the Arma 3 team also be FGM members. I think anyone who joins us should follow the site rules already laid out by Bootie; post an intro and be an active member in the FGM community. Can't meet those reqs, you don't play. Like Ithikial said, we need to know who you are, and if the person doesn't mesh well with the team after one or two outings then they should get the boot. The only time I really actually play Arma is on Sundays, and I don't want asshats ruining the experience.
Housekeeping:
Yeah, agree that everyone should make sure their platform is squared up as much as possible prior to the start of the Sunday session. Totally understand there may be technical difficulties to work through at the start of a mission, but the more we can keep these to a minimum the better for everyone
.
Command:
I think we should consider implementing an "every other" type rule, meaning if someone commands one Sunday then they're ineligible to command the next Sunday. The Sunday after that they would be eligible to command again. It should spread around the squad leader position a little more than it has been.
One thing that would help speed up the process of getting the mission started on Sundays is if the squad leader for the week got a screen cap of the mission map with objectives a day prior to the session for planning purposes. Sure, it usually doesn't take a whole lot of time to come up with a plan, but the time spent doing that in game the day of could be better spent going straight into a briefing and heading out to pull triggers. It would require a small time commitment on the SL's behalf to do that, though.
Mission Making:
Many moons ago, you set up a R&D thread asking for volunteers to help with mission making. As we grow, I think this will become more important so that all of the workload doesn't fall on one person. Perhaps now is a good time to get this off the ground.
Missions:
In the future, I'd also like to see more combined arms incorporated into the campaigns. Perhaps some armor only (all of us in tanks would be pretty cool) missions and missions with player controlled fixed wing and rotary CAS thrown into the mix. Kind of like the OFP campaign. Variety is the spice of life
.
Mods:
I like a lot of the things in AGM, but the instant death and respawning back at the very beginning is somewhat a fun killer, especially on huge maps like N'ziwasogo. It also adds to your workload during the mission since you have to beam us back to the action. After looking through the
AGM wiki, instant death can be turned off in the medical module:
- Prevent instant death? (Boolean)
Prevent instant death and always put players in unconscious state instead.
Default value: No
- Prevent death while unconscious? (Boolean)
Make unconscious units invulnerable.
Default value: No
We could turn off the death aspects to keep everyone in the action as much as possible. Yeah, not as realistic, but ending up 5 clicks away from everyone else after you get tagged is about as fun as watching paint dry.
I think you've done a good job at keeping the mod set as streamlined as possible for newcomers. RHS and/or CUP should make things even more simple. I also second Ithikial's idea on an FNG Sunday to get other FGM members to jump into Arma.