Quote Originally Posted by William F. Owen View Post
The only real problem I am aware of the the "PC-VC" syndrome where folks tend to be vastly more aggressive than they would be if any real sanction for "getting killed" existed. - still, that's down to the trainers.
While with my group, we encountered this issue and it was hurting the team's performance. What did we do? We modified the respawn time from 3 seconds to 30 minutes. Next thing you know, alot of the "risky" actions begin to disappear.

It would be really interesting to see the Unreal Game Engine used for a training program. VBS-2 is good, but it's not very "fluid". As a result, it can be buggy, difficult to use, and not look very good. With the UGE now available to anyone, it would be interesting to see how a true FPS simulation would turn out.

Lastly, one thing that is essential for almost any simulation is that it must be human versus human. So many simulations have used a human versus AI approach. Simply, the AI isn't realistic on this level. So many simulations have invested substantial resources into their AI development which has defeated their reliability. AI may be a great partner in the future, but right now it isn't.