So to explain my reaction:
Almost everything in this thread has been hashed, rehashed, and re-rehashed over the past 12+ years I've been doing this. We have literally already tried or are currently doing every single thing already mentioned in this thread. We used to have 2ICs step up permanently when the 1IC went KIA, and anyone who went KIA could only come back as a reinforcement, filling in with their own element at a lower level. This was largely disliked and eventually abandoned. I personally don't care if we go back to it either way, but it was what the unit wanted at the time. Also, 2ICs stepping up is absolutely used all the time when personnel can't attend their own missions/trainings.
We are NOT doing "enhanced medical". You don't get to have a more realistic, immersive experience at the cost of someone else staring at a black screen for X minutes. On top of that, what happens at a mascas? Especially when one or more medics are down? It cascades, and then some people spend half the mission staring at a black screen.
We set out for every official event at a platoon or task force size, we encounter battalions worth of enemy infantry, armor and other assets.....we never [lose]. At some point the rinse and repeat of the same outcome becomes monotonous.
There are several aspects to this. Our missions are finely balanced on a knifes edge and we are constantly on the verge of losing missions. That said, where do we draw the line? Do we just overrun the task force until they literally can't fight back and half the TF is dead for RP purposes? We could, from a Zeus/Ares perspective, absolutely demolish the TF in our missions. Would that be fun?
And the last, and most important thing to consider here is this: We train and train and train and we, as a unit, are fucking GOOD at playing ArmA. This is NOT a failure, and I refuse to punish us for being too good at what we do. Failure to fail is not a failure.
In addition to this, throw in that from time to time there are examples of poor decision making in terms of movement, placement of assets, use of certain assets etc and again we will still have the same outcome....we never loose. There has to be consequences just like IRL where a bad decision results in a bad outcome, nobody likes a bad outcome but you are sure to learn and improve from it.
This was absolutely done in the last TF Alpha. A littlebird did a rocket run on our vics because we went behind enemy lines IOT attack an objective. What was the result? A mascas that put down 1/3 of the TF. That was absolutely fine with me. What happened after, though? Complaints of PvP from Zeus. So how do we balance people making bad decisions on the blufor side with Ares taking advantage of that from the opfor side without people getting upset? I've been doing this, as stated above, for 12 years, and I haven't seen the answer for that yet.
There are ample examples of operations where an objective is set out, that objective is identified and split between the rifle squads with lanes of priority to clear and without fail one of those squads will find the Task Force Commander of the day along with their supporting elements clearing through buildings, usually ahead of the rifle squad, there is absolutely nothing realistic about this.
"Lead from the front. Say, “Follow me!” and then lead the way."
-MAJ Dick Winters
On top of this ethos, everyone in this unit is here to play ArmA, and for most of us that means kicking doors. That includes the personnel in leadership positions. Very few people in leadership positions in this unit would pass up the chance to switch to a "funner" billet with less responsibility if given the chance. Nearly everyone that I've ever played ArmA with wanted to stop at the platoon sergeant level, myself included, in order to continue playing in that role at that level to avoid this type of thing, but fortunately there are always those that acknowledge the necessity to step up into leadership positions in order to keep the unit running at a more administrative level beyond the battlefield. We have structured things in the unit to ensure that those personnel are still able to lead from the front and enjoy what they are doing.
Additionally, the HQ element is a fantastic tool to utilize in order to fill in gaps when clearing through lanes that have a LOT of content in them.
For the past while now, our mission, regardless of which task force, goes something like this. There is a COP...somewhere, we push on line to the somewhere COP, react to contact along the way, spend the last 20 minutes clearing said COP and then mission complete. As above the rinse and repeat of zero imagination is becoming monotonous. There is no twist, people are doing stupid things or making stupid decisions because as above, there are no consequences.
There needs to be a re-think on how we conduct operations, we need to get rid of the subconscious safety net we seem to have developed that no matter what we do...even if it is badly, there are no consequences. The medical aspect is one way of dealing with this in a certain regard, but fighting an actual realistic enemy that will do it's best to out think you, out maneuver you, block every attempt of your movement within their AO through defensive lines etc needs to be considered.
This has literally been being done since you sent the message up to unit HQ weeks ago.
Another aspect that would potentially add to the realism, get rid of notional AA. I have said this before on the forums and will keep saying it, we have aviation assets, use them to the full of their potential. The enemy will have AA and you very much run the risk of being shot down if you make a mistake as an aviator, that should be a good thing. At the beginning of each deployment, each task force could be assigned a certain number of air-frames, it is up to the pilots along with supporting elements to keep those assets safe while also being effective. You get half way through a deployment and you have lost your allotted air-frames, tough, you now have no air support for the rest of the deployment.
Another thing that we have done in the past, and one of the main reasons we left the 15th and created this unit. To put it bluntly, our air assets could complete 100% of our ground objectives by themselves without us even being there because of how the terrain and mechanics of ArmA work. The very thing you're complaining about above, which is our missions being too easy, is why our air assets are restricted for portions of every deployment by enemy AA/AAA. There is literally no way to make this game challenging when air assets are given free reign. It's hard enough to present a challenge to us as it is. The pilots in the 506th are aware of this. There is an entire document in the unit dedicated to explaining the reasoning behind it, which is freely readable by anyone in the unit. If they are not aware of it, there is a massive failure somewhere in our CoC, and I don't believe that to be the case.
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Everyone here is an unpaid volunteer giving up their own free time to participate and help keeping this unit running. This means people are giving up large amounts of their time around deployment and mission design. There is a whole team dedicated to planning out opfor movements and reactions to our actions. They are always recruiting and looking for help if you want direct input and suggestions on how our missions are going or new, different mission types and objectives, and how to make what we do more dynamic and challenging while avoiding simply wiping out the task force for RP reasons.
Lastly, CoC should be utilized for things like this. This is absolutely along the lines of things we are constantly discussing at Unit HQ level. A poll on the forum isn't going to change things. As I said above, everything mention in this thread has either been tried before and deemed unsuitable for how we play ArmA, or has been adopted into SOPs and TTPs from the S3 side.
Actually lastly. In regards to overall realism in our operations - A realistic scenario in ArmA would be a well hidden MG bunker with two guys inside and a dozen guys guarding it locking down our entire task force for two hours until we were able to maneuver on it and take it out, or able to get an angle in it to call in a laser guided munition on it, after dealing with unreliable comms issues for an hour, and then go in and sweep up what's left. We tried something similar to3 this 2-3 operations ago with COIN ops at the beginning of the operation and it was nothing but non-stop complaints sent up the CoC until we went back to our standard "kill an entire battalion of enemies per task force", because shooting enemies is what has been proven to be the most fun for the unit overall, regardless of realism.
Everything we do here is "infantry theater" and intended for the boots on the ground to have a great, immersive experience while still having fun playing ArmA. Most of our realism comes from structure, tactics, SOPs, and communication, not from our actual mission structure. Mission failure is always a possibility, and we have experimented with it several times this deployment to little avail. It is VERY hard for us to fail a mission in a way that doesn't feel "cheap" for those involved and ruin peoples experience.
There is one final issue I will address in this thread tomorrow after I speak with the 1SG after confirmation of some information.