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Psy-Ops Warfare?

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"Your invasion has no avail to put down the strength of our faction. What you're fighting is what we're fighting!"

"One single nuclear warfare in revenge can cripple your military muscles instantly!"

"There's no turning back of the fight, and we can turn you all down!."

"Even the strongest warfare have to refill and reload, and yet out strength is always locked and loaded!"

"We're the same level of the food chain, so we can hunt you down!"

---

These boasting above are widely appears in many or even historical wars several decades ago, some are comes with loudspeaker, poster, and even social media to use these announcements which try to giving weightless pressure to hostiles, that we call it Psy-Ops.

I think maybe even the near-future, there are some possible an advanced tactics that involved with Psy-Ops. Maybe there’s not with a poster-plane or loudspeakers, but most likely several well-planed ambushes or successful assassinations.

Maybe even some soldiers making dynamic shouting, but unlike the Hollywood style "Bring it on!" or "Take this!", instead, they are using hostile's language to try to twisting their plan. If works, that would be involved with Psy-Ops since these effects are using only vocal violence.

Simply say, I hope that ARMA3 can add something like foreign-language broadcasting, dynamic shouting which try to confuse you, and some sudden unexpected hit-and-run may put on effect to player or AI.

So what do you say of the Psy-Ops warfare?

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I think it would be cool to see some kind of propaganda in the game. Like in Saving Private Ryan, there was that loud speaker where it was a recording of a German guy saying stuff like "The Statue of Liberty is kaput!" I think it would really add to the atmosphere. I think sound is one of the most important things when it comes to enhancing the atmosphere.

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This is a great idea! I'm sure this is very possible already to script in though.

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Well, the script-based could possibly work, but I rather hope that the system can be integrated into AI so they'll also try to disturbing player or other AI so to achieve their tactics.

A loudspeaker or spot-light projector could also give an environmental feeling of the PsyOps, so I think that's least effective than in real fight's taunts.

I don't know much about the AI behavior in ARMA 2, but I think that'd be like triggering some kind of action so to achieved the effect of PsyOps scripting. Something like interrupting the Psy-Ops receiver's action(s) would be a great move, too.

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This could be really linked in with a moral script? Cool idea.

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This could be really linked in with a moral script? Cool idea.

Moral of who? Soldiers today don't give two shits about someone shouting to them, they are trained for that.

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It's a propaganda war, psyops. Not shouting at soldiers and they would change tactics for different scenarios, a conventional force would be treated differently to an unconventional one. It can be simple or extremely complicated and apart of a deception plan. I don't know how it would fit in game without a moral script of similar but to me it's great for missions makers. And psyops doesn't just affect soldiers, but civilians and the host nation also... as well as friendlies and allies.

People's minds are the primary objective of this type of war; this means unique soldiers must fulfill the role by knowing the culture, language, religion, it's governmental structure, sense of national identity, and geometry of the host land.

Like in Panama when USSF set-up propaganda radio stations.

Like in Iraq when they played heavy metal to annoy the crap out of insurgents.

Like in Afghanistan when they distrubted pamphlets.

It's a good way to turn people against some organisation or cause. E.g. getting them on your side or at least not the side of the enemy. They try to get influencial people onboard e.g. religious leaders, wirters, teachers, politicians.

This can fit in with a guerrilla war scenario of getting people on your side, training them - to fight government or other groups. I just don't know how that would fit in the game without moral or something - maybe Dysta will have more of an idea, he came up with it.

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I'll never forget playing Shellshock Nam '67 and while walking slowly up to an area I thought there was going to be an ambush, hearing "We gonna get you GI..." - it was definitely off putting for a bit.

Psyops may fit in as part of the storyline, but it really depends on what story BIS decides to tell.

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Oh thank god, I thought you meant Psi-Ops... Man, that was a good game. But weak in the realism department.

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No

it would be okay to drop leaflets during a campaign mission or something.

But to be an actual gameplay element? Har Har

and more than half of your suggestions are easily put into OFP, not to mention ARMA3

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It's a propaganda war, psyops. Not shouting at soldiers and they would change tactics for different scenarios, a conventional force would be treated differently to an unconventional one.
Psyops may fit in as part of the storyline, but it really depends on what story BIS decides to tell.

Alright, let me put in this way, nice and simple.

Trying to disturb player or AI is more likely to make it possible in ARMA 3. Like making a decision making menu, interrupting the action of AI, or counter physiological attacks by shouting false-command to hostiles (if close enough).

E.g. The extremely outnumbered moment, like a player with only one AI, under attack by dozens of guerrillas, the AI on your side will start to telling you some suggestions like: "should we call for support, or get of of there before they get us?". And that will pop up an action menu, which you have to response for the next plan, something like:

[1] Call for support.

[2] Escape.

[3] Stay put.

You can freely to choose the decision of the situation. Besides, if the AI is the leader, he will start to check if the support available for help, if there's not he may command fall back or prepare to engage, based on their weapons and skills.

The interruption, like looping loudspeaker or music, can also confuse the player or AI since that will hardly focus on the hostile movement or location of gun firing, well, that maybe only for very little effect since shooting is much louder than these thingies.

And false-commanding, like calling hostiles "Hide!", "Dive!", "Behind us!", "I've charged some satchels in the house!" or something like that, making them to believe that there's more dangerous situation behind the current operation. They'll possibly went desperate to solve out quickly or even, giving up by these commands. I think that would be only able to do it who can speech hostile's languages in case for false-commanding, for example, Cooper in ARMA2.

If coming with loudspeaker along, the effective range will be increased, but not too much since that wasn't loud enough for the long-range hostiles.

The key point of the Psy-Ops is "Deal with hostiles with only mental warfare." Maybe capturing enemy soldiers or make them join the opposite side with Psy-Ops may sounds too fantasy to me, and I think that would only have limited, but unexpected effects of the skirmish when comes with mental misdirecting, too.

No

and more than half of your suggestions are easily put into OFP, not to mention ARMA3

Maybe I sounds too cheesy of that concept, anyway. :o

There should be a little bit more human-like AI for ARMA3, so we can actually playing with "other real-thinking peoples" instead of "other robots", which they only receive and action so far in BIS mil-sim games.

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