Weapons of the Cold War: Carl Gustav
It has obvious advantages to have a team that not only have fired the weapons we are simulating, but actually performed military roles in the time and place in question:
Not only was our lead level designer, Drecks, a Carl Gustav gunner with the Dutch army in Germany in the mid-80s; he is also a brilliant level designer.
If you have played Red Orchestra 1/2 or America's Army, you already know his work.
"The Carl Gustav weighed about 10 kg so it sucked chucking it around. So, in the YPR 65 seen from behind we sat left on the couch, the Carl Gustav gunner and his mate. On the right sat a MAG gunner and his assistant and, as far as i remember, regular riflemen." Drecks continues: "It was a lot of fun to fire. The sound was huge but you didn't feel much, since it was recoilless. There was a huge backblast. The loader would check behind you, to make sure no one was there. You'd almost always shoot from a prone position. On maneuvers, we'd shoot a dummy Carl Gustav to not let the real weapons be harmed. When "firing", a thunderflash would go off. Today, the army will have to shout "BANG", since they can't even afford thunderflashes".
In Escalation 1985, the Dutch army will have plenty of Carl Gustavs and ammunition to go around. Shouting "BANG" won't be necessary.