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Post by Questions on Sept 29, 2004 15:44:55 GMT -5
I think that we need to first think about increasing our participant numbers before we look at any of these details
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xolo
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Posts: 57
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Post by xolo on Sept 29, 2004 16:53:01 GMT -5
mm... we can think about increasing our numbers AND possible ideas for a 24hr campaign at the same time. besides, i think that's a topic for a different thread.
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Post by Timothy Newman on Sept 29, 2004 16:59:14 GMT -5
This will take some time for me to work out as many kinks as i can so that it will run smoothly. so throwing ideas at me know gives me plenty of time to gather info and compile it. plus it generates a buzz to intice people, so we can get the big numbers.
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Post by Timothy Newman on Sept 29, 2004 21:29:08 GMT -5
I would NOT allow smoke bombs or any other firework sorry.
paint grenades, mines, claymores bring em on
few more ideas.
I would have 2 clocks one for each team (set at same times) the missions that i would write up would be given to each team. the mission would give a brief summary of what it entails. each mission would be given a point value. It would also tell you how many people you can send out, what time to start (so I dont have to blow the whistle every time). It would be up to your team to predetermine who goes where.
If a person dies on the mission you loose points.
so lets say mission X was worth 20pts, and you accomplished the mission, but lost 3 of your 4 guys.
you would only earn 11pts if each person lost = -3pts
at the end of the 24hr scenerio pts would be totaled, whoever has the most wins.
Bonus. One mission might be to retreive stolen maps (or something) each team would have maps to recover and in each map case there would also be coordinates for more supplies (bonus points) If one team found both map cases then they could search for both coordinate spots.
there would be a given time period that a group could go out and recon for the coordinates (no fireing during this recon hour, strickly looking.)
Twist you may find a case that you think is the right one and when you open it you find a grenade (booby trapped). you just lost 3 more pts. if you find the right ones then there would be a ticket worth X number of pts.
Just some thoughts.
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Post by Questions on Sept 30, 2004 8:11:38 GMT -5
could we use the bazooka that i am building not on people
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Post by Shawn Lieber on Sept 30, 2004 8:12:29 GMT -5
You just want to use that bazooka!!! ;D
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Post by Questions on Sept 30, 2004 14:52:19 GMT -5
yeah
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Post by ColerainCracka on Oct 17, 2004 18:37:51 GMT -5
this should be like one of the last games, but we should do it b4 it starts getting real cold. I know last year i played with some people when it was like late nov. and alot of peoples markers screwed up.
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xolo
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Posts: 57
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Post by xolo on Oct 19, 2004 10:37:49 GMT -5
I would NOT allow smoke bombs or any other firework sorry. paint grenades, mines, claymores bring em on few more ideas. I would have 2 clocks one for each team (set at same times) the missions that i would write up would be given to each team. the mission would give a brief summary of what it entails. each mission would be given a point value. It would also tell you how many people you can send out, what time to start (so I dont have to blow the whistle every time). It would be up to your team to predetermine who goes where. If a person dies on the mission you loose points. so lets say mission X was worth 20pts, and you accomplished the mission, but lost 3 of your 4 guys. you would only earn 11pts if each person lost = -3pts at the end of the 24hr scenerio pts would be totaled, whoever has the most wins. Bonus. One mission might be to retreive stolen maps (or something) each team would have maps to recover and in each map case there would also be coordinates for more supplies (bonus points) If one team found both map cases then they could search for both coordinate spots. there would be a given time period that a group could go out and recon for the coordinates (no fireing during this recon hour, strickly looking.) Twist you may find a case that you think is the right one and when you open it you find a grenade (booby trapped). you just lost 3 more pts. if you find the right ones then there would be a ticket worth X number of pts. Just some thoughts. this sounds like a plan to me. it gives the feeling of independence, but also has control. When will we do this? Take a saturday and start at like 9:30 or 10 instead of 11 - 11:30? then go until dark? Or will we pitch some tents out there and camp on friday, eat some grub, scratch ourselves, and play that morning? Or do you want this to be 24 actual hours of game play, where we start on friday night, play at night and make sure everyone is back in base before we hit the sack, then play all day saturday until that night ...? But the colerain cracka is right, if it happens this year, we should start it soon (but not faster than we can get the word out about it).
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Post by Timothy Newman on Oct 19, 2004 15:40:32 GMT -5
I was thinking of the friday thing and pitch tents play late play early and go till late saturday. i was hoping for this year but it may be too late. Maybe shortly after the new season next year??
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Post by ColerainCracka on Oct 19, 2004 16:24:33 GMT -5
I think we could really get as many people to play as at the grillout all we need to do is spread the word fast( theres gonna be food there like the grillout). I think it should be on a friday around maybe 5-6? and last till like 2 on sat.?. We have the rules and everything now all we need to do is pick a day. im thinking maybe around nov.19-20 or even the weekend b4 that. It shouldnt be too cold but ofcourse it would be bc its nov. Maybe since its cold it will give the newbies a good reason to put massive layers of clothes on. ;D . All I can say is ask people this weekend about what they think and find out that way if we should play this year or next.
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Post by Harbinger099 on Nov 21, 2004 14:56:37 GMT -5
Scenario definatly a plus. I have played many helped organize a few. And Love to do the props. A few suggestions. 1. Do a 8-12 hour scenario first. It gets your feet wet and helps solve potential future problems without giving you field a bad name for poorly organized scenarios. Some places i have been to never get over that.
2. Play test your scenario. This is very important. Like a story it should flow and maintain a pace.
3. For every base there is one ref. Then mission objectives thould have a ref there. Then you have your floating refs.
4. Restaging areas: restaging should not be more than 15 minutes for a person to return back to the game. Sooner if possible.(refs discretion) Staging areas should be placed so neither team has a long walk back to their base whenever possible. Sometimes it is unavoidable though such as a push on an enemy base. 5. Play area should reflect the amount of players. (You don't want 30 acres for 20 people. They never would see each other). 6. Missions mean something. (Don't just send people out to stand by a tree. It has to flow with the idea of the story). 7. What a ref says is what a ref says. no arguemnts or trying to rationalize with a ref. (I have seen a refs be swayed by players when the rules clrearly state an idea) its unfair to all the players and unfair to the refs. 8. Refs com. (There is one radio freq that only refs can be on. If a player is monitoring the ref station their team can loose points and loose that player for 1 hour. Thier radio would also be confiscated.
I am going to move into some scenario ideas in my next post.
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Post by Harbinger099 on Nov 21, 2004 15:11:16 GMT -5
Scenario ideas: Appocolyse: Nuclear Winter. Survivors go onto field with one hopper of paint One tank. Ammo crates on field. Also use of land control to earn points. Special missions may include finding an old communication building that still works. Securing a clean water source (Getting 5 jugs of water back to your base for points). I would have a small fee to offset the cost of ammo on the field. [glow=red,2,300]TEXT[/glow]
Starship Down: Two forces battle for control of an alien craft. (This would take a bit of construction but well worth it). The craft would be damaged and lend clues to the surprise mystery of what happened) Also potential to add a 3rd party enemy force. (How many paintballs does it take to knock down an alien)
Invasion: One force assaults another force. Defending force at beginning is only allowed to send 1/3 players to defend base. 5 minutes later rest can come in. This scenario can be be used as a basis for any theme you care to run.
These are just several ideas. There are plenty more.
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Post by Harbinger099 on Nov 21, 2004 15:22:52 GMT -5
I think we should have a meeting with whomever is interested in helping orgainze the scenario. This is a face to face so we can start brain storming. Say a Saturday moring at Friches. This way we can be prepping. It will also let Tim know what ref potential he has available. I will ref for a scenario to get them started.
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Post by dmt4595 on Nov 22, 2004 21:15:49 GMT -5
i am fairly new to paintball, but an 8-12 or even 24 hour game sounds awesome, and i wouldnt mind helping set it up. and i already have something we could use for a bazooka! it would need to be pumped up for each shot though, unless i can find a way to rig up a CO2 tank to it.
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