PMC's :Mercenary players Freelance players for any side
Posted 01 January 2009 - 01:27 AM
They prvide services in anything military related from security, logistics support, close protection details, combat training, and any other military related feiled.
As far as scenario games go, I see the role of PMC players as free lance players that will play for any side of a scenario conducting such tasks as protecting the generals, using the scenario vehicles to move supplies, or any other tactical or support role depending on the scenario.
As much as I am opposed to the real life role PMC's play in todays conflict or the continued ues of these mercenaries in modern colflict. We can't ignore the parts they play in it either. I will however admit that their is an alure to it all as far as being free lance doing that kind of stuff and would make for an intence and fun scenario game.
Let me know your feelings on this matter
Posted 01 January 2009 - 09:49 PM
Posted 01 January 2009 - 10:11 PM
Posted 01 January 2009 - 10:20 PM
No, this isn't a position. Mercenary isn't about a position you are when fighting. It's a philosophy, which helps some (misguided, imo) people decide on which side to fight.
But WHAT they DO is still the same. Heavy rifleman, sniper, commander, etc. All of the tasks you listed above are missions, not positions.
Posted 02 January 2009 - 12:22 AM
Posted 02 January 2009 - 10:11 PM
Posted 02 January 2009 - 10:30 PM
Mercenaries as a position, forget it. It's not a position - it's a method or motive.
Mercenaries for complexity of a scenario, I'd be all for it, as long as it was properly defined within the rules and the scenario producer wished to implement it.
I've been to an event that had "mercenaries" before, and it worked out well IMO.
Posted 03 January 2009 - 03:27 PM
FLASHPOINT 2007 PODRAPHENIA:
Themed as a paintball vefrsion of Quadraphenia.
The player teams were MODs vs Rockers, (1950s scooterists vs bikers)
The local team (The Wild Geese) played the police and were invincible provided the chief of police was unhit.
The police acted as a semi mercenary. They 'kept the peace' at certain stages by ignoring 'inoffensive' players and intervening if firefights took place over certain times of the scenario. The services of the police could be bought for invincible fire support. My nephew made player of the day on his first big game by running alongside the chief of police when the rest of teh rockers in the area were hiding in cover.
FLASHPOINT 2006 was themed around an eastern european country heading towards 'democratic elections.
The two sides represented different revolutionary parties fighting for votes. Two small non player mercenary style teams were the UN and hte mafia. Additional nuclear and drug packages could be found to buy the services of the UN / mafia.
It was pretty good when 3 of us were able to buy the services of the mafia with our drug packages to hold an entire area of the site to gain points for the control of an area. Not so good after we had achieved holding the area for the specified time and the enire mafia stood up and walked off leaving just 3 of us behind to be assaulted by half of the opposing team. We were unceremoniously crushed.
If the scenario theme is appropriate and mercenaries have something special to offer rather than just be extra players to be bought they can be very successful in the game.
Posted 03 January 2009 - 09:51 PM
I think it works best in a clearly defined scenario role, and if they are able to switch allegiance based on certain scenario conditions, it would make for a real interesting twist.
Posted 04 January 2009 - 12:54 PM
Posted 06 January 2009 - 12:11 PM