Springfield Airsoft
General Category => General Discussion => Topic started by: Reverandff7 on October 13, 2010, 02:13:20 PM
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So does anyone have any new ideas for like match play and stuff cause to be honest I love team deathmatch. I also like the bomb and breifcase. The sandbags are fun but i get a little confused sometimes and a little distracted. I have not been to a room clearing event but that sounds like a lot of fun. Jon was discribing to me about a hostage event that he was the hostage it was pretty cool. Also the zombie event sounded pretty cool. But anyways i Just had some ideas for some stuff.
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Capture the Flag: 2 objects(Does not have to be Flags) Hidden on either side of the battlefield. Bring the other color flag to the other spawn. When the flag is placed in the spawn then we switch sides. best out of 5. When you get shot you drop the flag. You can pick up your team flag if it is on the ground a put it back at the same location it starts at if its droped.
Timed King of the hill: The people defending one area has no respawn rate. They get shot there out(Black Hawk Down event). They can bring Ammo clips with them but they can not bring Containers of ammo(Bags of bbs, BB holders). I dont know about speed loaders but... we could ask everyone. The team that holds the point the longest wins. Set up like teams of 5 or 4 depending on how many people there are.
Thats all i have right now but im sure there is some other things we could do.
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combine zombies and king of the hill!!!
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That sounds promising
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it does indeed...
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oh yeah
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I have played a multi point king of the hill 3 points around the defender spawn (ours was on a hill) cant let them get to the objects (we had 2 ammo cans in one, a flag, and a old laptop computer in the last) inside if all three make it back to their spawn they win. we dominated both rounds attack and defense. the objects set up so that the carrier has to sling his gun and pull a pistol or not use a weapon at all to carry it.
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That sounds awsome man. I mean i like that idea
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id do that!
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it was fun but confusing with spawns and stuff. It requires tons of team work so its a great squad game
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what you think jon?
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Just depends on the experience level of the player(s) I love it when a team works together instead of just running all over the place. That is where our room clearing events helped out a bit. It was just hard to get people to take the time and plan out what they were going to do. Even with giving them blueprints and intel about what they would find inside.
Jon
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It did help playing with a bunch of older guys and the ROTC guys (already had a command structure)
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Yeah I'm setting up an old laptop to be used for airsoft. we might even be able to type code and stuff in it.
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Well bubba dude i think that is an awsome idea i think i might have some old lappys lieing around
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all i have is a mini HP that can work for intel gathering... used it in a team point op..Which re fun for like 2 teams of >30
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Team Leader-This is a pretty fun game that Jon could use for the games where players are eating or he needs a quick filler game.
One team leader per team and team leaders only have one life.
As long as the team leader is alive his team can respawn.
Anyone can kill the team leader, once the team leader is out, no one on that team can respawn.(you can't spawn without a team leader)
If you are shot or safetied by a team leader you can no longer respawn, you're out for the rest of the game
If both team leaders are out it's sudden death for both teams
Last team standing wins
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I like this game ... alot!
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i think a downed piot gametype would be fun, gove the "pilot" a smoke grenade and 5 minuites, he runs and then when he's ready he pulls the pin on the smoke nade to signal like its the smoking wreckage, the pilot is neutral and whoever escorts him to spawn wins.
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I like that game aswell but that really wouldnt work for CQB cause to be honest i think we would all choke from the smoke.
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well i wasn't intending the cqb. :D
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what about a black hawk down?
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That basic game is really easy to be honest cause one team of 5 does not get a respawn... its kind of nice.
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one of the guys here is working on a suitcase bomb-prop. to be used for search and destroy gametypes. its pretty sweet so far
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When you guys get it done post the pick i would love to see it
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it wont be too asthetically pleasing. its all about purpose
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I'm getting into some electronics. With wiring and switches and some programmable screens. I think I can make a legit timer in a fake-bomb briefcase. that we could cut wires and everything. Its pretty sweet work. ill get back to you guys ans work progresses.
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that'd be pretty sweet. could you make it randomize the correct wire through a dos code in the timer, and set it where one of the wires makes it
"detonate" if cut? it'd make things interesting.
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We actually have one where things have to be done in the right sequence. And it is a small sequence so it is possible and the time starts either opening or anything else we want to do. It comes with instructions. The trick is finding the right instructions inside of a set of 5 or 6 that have the corresponding wiring diagram before the timer goes off. Awesome for the CQB. Unfortunately we found that people thought it was great but once it was done and they didn't achieve it they wanted to just go and play. They didn't like the tention and worrying about getting shot during the disarming process. And I thought it was great for our Deeper Scenerio's but when I had people set up a perimeter around the bomb to be disarmed they always want to run out to find a fire fight and leave holes in the defence. There are ways to fix it but with the size of our Events it just seems hard to get that many people to do things exactly. And the scenerio events crowds are so unpredictable. One reason we stopped doing them. I always find it wierd that so many people ask for Scenerio games and when we put a lot of work into it the crowds goto 7 people from 40- 50 for the regular shootem up events.
I am hoping some of our new blood from surrounding areas will be up for some good Scenerio games in the future.
We have bomb disposal, getting past a keypad security door. finding secret ways through and so on. All while having a story line to follow.
Hmmmmm. Who knows.. lol
Jon
Sogo Airsoft
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i know that all of us WP guy are leaning toward more serious scenarios. its just how we play. we're all the same way on XBL. next time we come up, think you could try and find a more mature crowd for a bit of scenario play? i know the sandbag game with the rolla guys was a blast becaus people were trying to pus deeper into the OPFOR's side to find sandbags, and they'd attmpt to do the same.
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Well im glade you enjoyed... We(NOVA) Are trying to get more serious groups for the same thing thanks man.
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We actually have one where things have to be done in the right sequence. And it is a small sequence so it is possible and the time starts either opening or anything else we want to do. It comes with instructions. The trick is finding the right instructions inside of a set of 5 or 6 that have the corresponding wiring diagram before the timer goes off. Awesome for the CQB. Unfortunately we found that people thought it was great but once it was done and they didn't achieve it they wanted to just go and play. They didn't like the tention and worrying about getting shot during the disarming process. And I thought it was great for our Deeper Scenerio's but when I had people set up a perimeter around the bomb to be disarmed they always want to run out to find a fire fight and leave holes in the defence. There are ways to fix it but with the size of our Events it just seems hard to get that many people to do things exactly. And the scenerio events crowds are so unpredictable. One reason we stopped doing them. I always find it wierd that so many people ask for Scenerio games and when we put a lot of work into it the crowds goto 7 people from 40- 50 for the regular shootem up events.
I am hoping some of our new blood from surrounding areas will be up for some good Scenerio games in the future.
We have bomb disposal, getting past a keypad security door. finding secret ways through and so on. All while having a story line to follow.
Hmmmmm. Who knows.. lol
Jon
Sogo Airsoft
I'd love to do this in CQB! We always get lots of oppurtunity to shoot and get shot at, I wouldn't mind some more objective play besides force on force.
I like team work and strategy.
I know the newer/younger guys might not like it as much, because of the extra challenge level... but let em get in there with us , we'll let em shine as part of a team.
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reverend, we now have access to a private paintball course. i may invite you guys down for some objective play once we've gotten into the swing of things.
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Awsome... where? Would love to do stuff cause we can take some of these idea's that we have here and apply them.
To Jon: You think any of these ideas are viable in CQB
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its in Mtn view Area. its a pretty sweet course.
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hey, thats neat... when I was really little, I lived in Mt. View!
One of my favorite places to go is up by Fifty-Six a little branch of Sylamore Creek called Barkshed. I hadn't been there in 6 years now... last time I went was on my birthday that long ago.
I bet that's a rockin area for Airsoft!
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well, since you know the area, its between mtn view and summersville. and i personally like ratcliff. pretty cool little spot :D
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Outdoor sceniros? Or in a building or what do you guys hold?
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it'd be a mixture :D its actually multiple buildings, bunkers and field play in one course. some of my family has built the place for thier private paintball play,
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Then yes in deed! Where at?
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pravate place. :D some of my family owns it. they use it for them and thier friends only. :P but this weekend i'm gonna test play it. i'll try and get a few pics maybe
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Sweet... i acually ment what town but ok
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Here's one we are going to run at our next trigger day...
We have these nice poly-fiber-glass cases, each one about 2feet across, 2.5 feet wide, and a 1.5 feet deep... weigh about 3-5 pounds each, but are a bit "bulky". Of course if anyone decides to use this idea, these can be substituted for any decent containers.
Please keep in mind, I wrote this for our use, so everything seems written from that perspective, so if ya want to use it, just modify it to reflect your own game/field:
Case #1 Is marked on the inside with a red "x" ... this case is a "booby" trapped IED that has a kill radius of 200 feet blast. Enough TnT to take out a small base, bunker... and any Operators in the area, even if they are armored!
Case #2 Is marked inside with a blue "x" ... this is the "safe case", and contains general supplies, or gas mask... anything imaginary. It does have a special radio in it for a special purpose...
The set-up. Cases are pre-marked and closed before the event. Only one of us should be privy to exactly which container is which.
Another participant other than the one who marked the cases... goes and places them on the field being used in random fashion, way apart from each other, and away from any bases used... even disguising them slightly using terrain, leaves, weeds...ect.
When said player returns... teams are formed. After this point, neither the participant who marked the cases, or "hid" them can touch the cases in any way, nor reveal any information about said cases.
This event is a modified Force on Force game, with extra challenge pushed in.
A single common "respawn" area will be set that both sides use. It should be away from bases, and in an area that gives no advantage to shooting any OPFORS, or being shot coming out of Respawn.
Both teams will have a "base" to start in.
We will use a one hit, your out until you respawn for this... upon which you can re-enter the game normally as many times as the game goes.
When the Green Light is given... both teams come out of the bases, trying to locate the cases, and eliminate any OPFOR along the way.
Now here's where the real challenge comes in....
A team can only possess ONE case at a time outside their base. A team can only possess one case willingly until it is safely stored in their base. If left unguarded, the case can be "stolen" from the base by the opposition. If one case is secure in a base, that team may opt to try and take the other case at that point.
One case is a very dirty bomb, and one is nothing harmful.
The objective is to secure the harmless case in your base, and place the bomb case into the OPFOR's base.
Sounds easy right? Hahaha!
Here's the catch... only two people really know the difference, and they can't help anyone out. ( they can shoot, guard, ect... but can't touch the cases, move them, or reveal whats inside them. )
Once a case is opened... if it's the bomb, no matter where it is opened at... explodes immediately, no saves for anyone near. It doesn't matter , if you are with-in 200 feet of the bomb when it goes off, you head to the respawn. Cover, even a base can't stop the "bomb" blast radius. If the two cases get with-in 50 feet of each other... the "bomb" pre-detonates and explodes. ( Remember that special Radio?)
If the "bomb" is figured out somehow ( supposedly by opening the other case most likely) , then that team has to "sacrifice" at least one person to open it in the OPFORS base.
Both cases can't be in the same close 50' area.
Game play continues until the "bomb" explodes, and the other case is secured in a base. ( the bomb can explode anywhere it's opened, even outside a base.) Once the "bomb" is gone, it can't be re-used. The "harmless case", always survives any blast or damage.
To further complicate things... the cases can be stolen ,and if someone is carrying a case before it gets in a base ( or after it's stolen out of one) and get's shot.. they have to drop it on the spot, and go to the respawn. The case is then fair game.
Since no one knows ( that can say so) which case is which... the only way is to take a chance and place a case in the OPFOR's base, and open it.
Respawns for a regular shot, can immediately return to battle after reaching the respawn point.
Those killed by the "bomb blast" have to wait a special 2 minute respawn wait for each team member killed in the blast that went off. ( if three team members were blown up, it'd be a 6 minute respawn wait for all three.) If everyone in the game gets blasted, then all players return to their bases, and resume playing.
So, not only do ya not want to get shot, and have to make trips to the respawn.. this objective will make both teams make hard decisions, and use tactics and strategy... with a good measure of luck.
Who ever has the good case in their base, after the bomb explodes wins the objective.
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Dragon, that's brilliant!
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I agree brillant and I might adopt this method at OP New Dawn if i may!?
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So this game can be over in a few minutes? Since the only way to figure out the cases is to open it. And once it has exploded it can't be reused. So now you just have to get other case to your base.
And if my team figures out which is the good case first when we come across it then all we have to do is get the bad case to the other teams respawn and open it. (of course taking the good case to our base.)
Even if the other team has the good case and they don't know it. When the first bomb case goes off then all they have to do is get back to their resqawn once they hear that the bomb has gone off? This might be a good place to add in 2nd bomb case instead of just one. Then you have automatically added another element to it. As well as cut down on making it a quick game.
Just a thought. I know you guys know your situation better down there and how your core players play. I am just thinking back on how all the games we have tried and played over the last 13 years have actually been played after all the thought and planning went into the game and ... Well those darn players can always throw a kink into those master plans on paper. lol But you just adapt and add or subtract things into or out of the games. Just like you are doing.
Thanks,
Jon
So go Airsoft
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I see what he is saying also.
But what ive thier where multiple cases?
like 4 of them and they had perks and some had bad cases out there?
what if it was like a game? your on your mission then pick a package up and inside was a perk you could use?
like a(n) AUV,aireal recon, Mortat strikes *players must select a grid on the map* ETC...
This is what I am "thinking" of doing at New Dawn to keep interests.
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Yea any multiple cases would help. Perks would be nice. Even a hard clue on how to identify the information case or just 1 of the other bomb cases. I like to give people at least a fighting chance to figure something out. And not give them the thought of "Well there is no other way to find out so I guess I will just kill myself" I say that since some airsofters already think that way while they are playing. They don't play as a team or use any tactics. It is just go and spray and if I get hit, I get hit. I like to learn from getting hit or making a bad choice in the way I play. So I am saying give them a way out not to die and at least a hope of finding a way to identify at least one bomb or even the good case. Again just a thought coming from where I am sitting.
Also when I say quick game in my previous post. I am talking in outdoor terms. Not in CQB terms. The games are played differently for sure.
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Supercell.. I like the idea for Op: New Dawn give me a pm with our idea.
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Multiple cases would work fine , and having perks would add in an element.
What I was originally worried about was the scenario taking too long, so I only used two.
There is a possibility the game could be over quickly knowing which case is the bomb early on. So maybe I'll add a case or two more. It's not a bad idea really.
I had just envisioned five cases in the beginning... and was considering the time it would take the players to hunt down the cases, take one ... while getting shot at by the OPFOR. Then, from there it's hit or miss... anyone could get lucky right off the bat I think.
but, I was worried about the game stretching way beyond a thirty through forty minutes play span, so I cut it back to two.
The aspect of not working as a team... believe me, on our field that would be almost impossible to solo, or pull off not working as a team.
I know what you are saying about the " Shoot first" Kill everything, and ... maybe do the objective players. It's an all to common problem, I even hear the big Operators at functions like BullDog, and OK Invasion complain about those that shoot the role-players before anything transpires. ( Or big events, maybe not those exact two).
I try to remind everyone though, airsoft isn't call of duty ... and I do try to set things to where it's challenging enough that even sprayers have to think and work as a team. I'm not saying there aren't ever going to be issues... I know you get that no matter how well you plan.
For me... it's not about the bombs or cases though. If the players are happy, and have fun doing something... then it's an epic win , no matter how it turns out.
If someone gets the attitude of, " well.. i'll just kill myself ( and anyone nearby) and go sit in the respawn until time is up or the game ends", and ruins the game for others ... I'm not opposed to having a chat with them in the in-between time... find out the why of it all.
If it's just a trigger happy player.. I can invent a role that will satisfy their urge to shoot at anyone moving, lol. If they aren't having fun like the others, I'll find out why and find a way to make the games more fun for them and everyone else.
This is my first airsoft/milsim admin role... but I had about 12 years of paintball field operation under my hat. There was a big issue of the same variety there too, and most the time.. I found I could reach those players. Most the time, it's a in-experienced player or three that just don't understand the nature of the game. I found it's alot easier to get them involved into stuff that works for them and everyone... and I bet I can apply that skill into airsoft as well.
I know already things aren't going to be perfect in any airsoft game, scenario... players are going to pull rabbits out of holes you never dreamed possible. It's just the nature of the beast really.
I'm fine with rolling with the punches, moving on, learning from mistakes and other operators.
Cause the best part of this particular scenario... it can go two ways basically:
Way 1- The "teams" play it out as intended, it's a hard objective to do right... and they go through it, and pull it off.
or
Way 2- It's over quickly by purpose, happen stance, or what-ever factors...
Regardless of how it plays out... there's a short break, we go to the staging area... and get set for the next game.
There's always another game to play in my mind, or in my little book of games ... so we just carry on and play, and have fun.
I guess my long winded response just means...
No matter how things play out, we are going to make a big day of play. I will find a way or things that give every player some satisfaction. I'm pretty good at getting to know folks as they show up, and watch them as they play to find out their style and I ask everyone what they do like in airsoft.
I am not opposed to even taking those few that just don't seem to get it, and switch roles a bit with them. I kinda spot them out, and tell em... "alright, time for something different... you guys are going to plan what the next game objective is. I'll give ya 10 minutes to pick a game", and then I'll work with them to round out the rough edges for another 5... then it's set up and game on.
It's amazing at how a person(s) evolves when you put the ball into their hands, and now they aren't thinking as a mere player with a gun, but how to make a game thats fun for them and everyone else.
It works.. ~most~ the time. ( some folks are just lost causes... but thats for a entirely different thread, lol ).
Plus, I got back up too. Our team is small, only 6 players strong, but Cody ( our actual Team Leader) and the rest of D-9... we work like a clock together when it comes to unification. It isn't as if I have to do it all alone, I got Cody who can step in and take over if I'm having trouble as well. I might be the game admin for most our stuff, but it's his field... lol.
Alright I just re-read all this... and figured out I need some coffee...
oh, and Yes Rev... if I post anything, you may use it. In fact I'm honored that the idea at it's base was something you would like to use.
But, the idea was inspired in my head, while I was reading that airsoft magazine by W.A.R.T. and that big scenario event published in it. ( Of which the biggest flaw I seen in that set up, was using the "scientist", and "hiding" bombs on certain players. Other than that, well written, and very interesting!)
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i was thinking since new dawn will be long that the perk would be like calling air strike on a grid location within4 squares around you! etc or the booby trap would read * call medic you and your team expose to antrax have nice day* etc
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Dragon,
I have no doubt in what you can do. Your posts on here and So Go forums pretty much show you have your stuff together. It has actually been nice ready your thoughts since I know they have been thought out with some experience. And I know your game idea was just that and you were putting it out there for us to talk about.
You actually said something else that is exactly true. Those guys that run around and just shoot, if you give them a so called job that is making them think a bit and then help walk them through it then they start to improve their play. I get to do that all the time with some of our smaller party's when I see a team just not doing anything right and dieing all the time. And then I play a game or 2 with them showing them what to look for, listen for and how to respond to. And then I can usually step out in the middle of the 2nd or 3rd game and they kick butt. And they are totally stoked about the way they played.
And then there are those guys that no matter what you say they will just run around shooting. But we continue to try. lol Even those guys sooner or later get tired of that and want the game to get more interesting.
Renegade you are right, this game would work good for you with your additions. And I am sure you have more to it than you even mentioned. But I am sure you are in control also and don't need me saying much. lol
Well before I write a book I better stop.
Jon
so go Airsoft
Supercell
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Actually supercell...
This is my first Admin rodeo with only 4 years of airsoft play time.....although i have multiple years in other combat training types.
I could use more admins in april...
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Well that experience helps out for sure.
Well keep us posted on your admin needs and we'll see if you can help out some. I am hoping to make it out to your event. I'm sure the other guys are thinking about it too. Now there seems to be a bunch of new fields coming up in area we will be having to travel around a bit. We need to still get out to one of Joplins games. West Plains guys got a field to play in and so do our Ark. guys.
It makes my world of Airsoft smile just that much more. And what makes it great is that everybody is giving it their all for everybody and not just their own core group of players..
Jon
so go Airsoft
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Let me Share something with you guys.
This Morning at 0630 my other half i love very much acused me on having an affiar. NO i am not.
The only affair i am having is AIRSOFT. I put my heart into it as i do her. That should tell you all how much i am puting into this Operation! let alone Training Day in February.
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That's to bad. I hope she believed you. This Airsoft thing takes up every minute of my day. The good thing is my wife totally supports it and even works at our store when she isn't doing her other job. Plus we are getting ready to have our 23rd wedding anniversary tomorrow.
I was going to say something joking about taking your Airsoft gun out to dinner or something else and quickly realized that it really isn't a funny matter. I hope all is well with her now and hopefully she believes you. Good luck and let us know if you need anything from us for your event.
Jon
So go Airsoft
Supercell Dev. inc.
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Jon,
I didn't intend for my book to sound defensive if it did, I was just trying to explain.
Here's the skivy of why I try to come up with other things....
Well, Force on force is fun, and simple.. it allows for alot hiding, running, shooting, positioning...ect. But there's really no real objective other than take out as much enemy as you can. I use force on force, to kinda get everyone going usually... usually the first and last game of the day will be a force on force. It's just a simple fun way to shoot, makes everyone get in the mood to play, or winds up a long day of play, and doesn't require much brain power to do when tired, lol.
Capture the flag games... these are kinda fun, but honestly it's done to death! Some newer players probably don't understand what I mean when I say that, but from many years of paintball... I still hear the grumbles and see the eye rolls when a CTF game is announced. " Oh, another CTF?" <<< So I try to modify CTF type of games with more interesting and challenging props. ( The case game here is just a super-glorified CTF when ya think about it.) Different ways to complete those objectives.
VIP games .. I like these, but it takes a good amount of briefing, and everyone on the same page to do these properly. First you need a participant or a few, that actually want to be the VIPs, and are fine with playing the role. Since most people want to shoot alot, and play with their friends, team ..ect... it's harder to find those individuals that will put effort into those roles.
If there is any "information passing" , or role-playing in these types of scenarios... it gets a tad bit harder to keep any OPFORS from just killing the VIPS, or them being killed by friendly fire/neglect..ect.
( Like at my first time at Sogo's, we did the VIP walk through.... I had no idea the guy I just crept up on was the VIP , I was actually trying to safety kill the guy on the other side of him, turning around... but Jon was right there and thought I meant the VIP. Boy was I surprised when he INDEXed the game and the dude turned around and was holding the case! If I had known that was the VIP... I would have used different tactics and called some back up in. As it was, I didn't see him before, our intell was off big time on who the VIP was, so I thought it was just another small cluster of OPFORs down close to the back door. )
When it comes to playing extra roles... those types of games usually involve alot of recon, and defense... and generally airsoft players... even experienced ones don't think like that. Most have a "offensive" mindset right from the start. I find any scenario using "extras" very hard to coordinate , and operate smoothly. Most the time, VIPs and extras get shot or eliminated before anything really can transpire the way the game is supposto go.
It can be done, but you gotta get everyone on the same page, with a clear understanding of the end goal on both sides.
( You can substitute any role for VIP in that description... scientist, downed pilots, prisoners..ect. Basically any role, thats not one force, taking on opposing forces. )
Espionage types of games, take alot of set up and props... and it's probably where I have a weak link in game planning there. Oh, they would be fun, if you had the resources and time to pull off... but generally, you don't get those luxuries.
But, if all you did was force on force all the time, or the same CTF games everywhere you played airsoft, I think most everyone would get bored with airsoft. So, I just try to spice stuff up.
When everyone first starts out... they want to shoot, and shoot OPFORs.. alot! Everyone wants action. I call it the "video game syndrome". It's fun , but it's a cheap thrill easily forgotten.
It's when you get to the point where you are not only trying to shoot OPFORs, but also complete harder more challenging objectives... thats what last for years in your mind. You remember the feeling of accomplishment and defeat. In your mind, you think back.. " I should have done this, or our team should have did this"... overcoming obstacles to reach a higher objective ,making through a challenge is where you hone skills and become a better airsoft player.
Anyone that has been to a big Event, probably could relate to that.
Though, you gotta be careful and not make challenges impossible or too hard.... the over-all objective is to have fun, not frustrate everyone who plays... sometimes thats a very difficult thing to juggle.
and probably the HARDEST thing to do, is getting people to work as a team, and coordinate together.
Even those willing to do it... sometimes have a difficulty getting it done.
Two real life aspects I can apply to that is Football and Military Training...
In both aspects, you spend a great majority of the time... adjusting to working with, trusting, and relying on other individuals. The goal of the coaches and Drill Srg.s are trying to make you a better player, and soldier yes, but also removing your individuality to a degree and force cooperation, trust, and team-work into folks that probably would never connect outside those environments.
In airsoft... there's no "forcing" it... it's up to each individual to figure that out on their own, and start making it happen. To work as a team in airsoft, with other players you don't know well, have much in common with... is very very difficult.
Thats why I try to get to know everyone that hits our field almost immediately. By the time the day is over... the guys showing up aren't just another player, ... they are friends and a part of our airsoft "family" from then on out.
Granted... I had not done this so much at Sogos... generally sticking to my comfort zone, and with my team mates in between games pretty much. Mostly, I was just put out of my element a bit, and I didn't want to seem intrusive. I'm one of the infidels at Sogo, lol, where as on my home turf, I can rightly extend hospitality. ( Though, I've met a few individuals that breached that gap at Sogo's, and would love to see them more in all the airsoft places I'm at! )
My thing is... if someone is more than just a body to shoot at on the field... , then it's easier to transition everyone, myself included, into teamwork and cooperative roles. Make someone feel welcome, and appreciated, more comfortable ... it goes a long way into getting everyone into a more "accepting" role of a team player in airsoft.
So, any extra game I try to make... usually involves alot of oppurtunity for teamwork, and over-coming slightly difficult challenges. I say opportunity, because as we discussed before... there are always kinks in the best laid plans, and in reality, it's up to each individual in the game to go the right direction and make the best of it. Just because the oppurtunity is there, doesn't mean it will get used the way you intended.
Then it's.. you learn from it, let it roll off ya like water from a duck's back... and move on. Analyze it later to figure out what could be done differently... but during an event day, just move on to the next phase, and hope it goes better.
If nothing is working...then stop everything, and discuss with everyone how to make it better for everyone. Then apply it.
At the end of the day... I want everyone happy, and even though sore, tired, and ready to go get some grub... I want everyone to have a long lasting good feeling of fun and accomplishment.
Which is my ultimate goal in any scenario , game, or event day.
It's really not the objective, or how it plays out that matters really... , it's the over-all fun level that emerges out of it.
If someone new arrives, and plays all day.. and leaves with the idea in their head, they will be back as soon as we host something else... then I done my job, and to me there's no better feeling than that.
On everything else, i'm glad Jon had the insight to look at my post, and see loop-holes that could happen.
I will be the last person to say I'm perfect. Even if it seems like I got it all together by reading my post... , man I'll tell ya... I'm far from the best! I try, thats all I can say. Though I'm not Frosty or Claymore, I'm probably not even in the same bracket as those guys. I'm not as bold as Renegade as to try and plan a full scale MilSim Event, complete with restrictions lol.
All I can do is try, .. try to make it interesting and fun.
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I am not reading all of that LOL
I know i understood what you meant.
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Let me Share something with you guys.
This Morning at 0630 my other half i love very much acused me on having an affiar. NO i am not.
The only affair i am having is AIRSOFT. I put my heart into it as i do her. That should tell you all how much i am puting into this Operation! let alone Training Day in February.
Sorry to hear that man!
she's probably just feeling neglected is all.. take a few days off, and go remind her that you are in love with her, and she has nothing to worry about. Airsoft world will still be going, and don't loose one great thing over another... take a break, and tend to the real needs first. I promise your event and airsoft will still be here when the dust settles!
Trust me.. if you loose someone over a misunderstanding, and putting all your effort into airsoft is causing the mis-understanding... you'll wind up resenting what you do love ( airsoft) after a while.
It's best to nip it in the bud before it gets worse.
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I am not reading all of that LOL
I know i understood what you meant.
lol, no worries... I can write novels... at times.
okies though , back on topic... :)
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Dragon,
I didn't take it anyway bad or defensive. And if I made it sound like you did then.... My bad. lol
I love this discussion. I am sure it gets all of us pumped a bit for doing good games and know how each other thinks.
My wife just got home and wants to eat so I better do that before I write anything else.
Be back later.
Jon
so Go Airsoft
Supercell
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hey jon, think you may wanna come play when we next have something around here? as it is we're just having small groups out there to get the swing of things. hope you've got some boots if ya come though. :D Adam and Joe i'm sure would contest that too!
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I'd like to get out to everybody's place. Sometime I will. Totally depends on what is going on at So Go.
Oh and I do have boots.
Jon
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okay. sounds good to me. we may have something sometime soon. i'll pm you with more details. personally my Proto is pretty high on my to do list.
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Here's the basics of one, that is untested... and I hadn't hammered out all the details of yet.
figured I'd open it up for some discussion...
The Basics:
Two Opposing Forces...
One force represents some sort of governmental military... the UN, US, or something of that nature. The "peace keepers" of a violent region you'd say. We'll call em, Force 1.
The other force, represents some sort of civil war/guerrilla faction intent on taking over their area, or controlling it's people types. They will be Force 2.
The Set Up:
Outdoors play- ( i dunno if indoor play would work well for this.) , and the area needs a long path, or road with lots of cover/areas on both sides at the very least in sporadic points along the way.
Force 1 has learned that Force 2 occupies a certain route used for convoys, and have been attacking and ambushing both civilian and military convoys. Intelligence confirms that Force 2 has been using Improvised Explosive Devices ( IEDs) along this route, to help them take convoys out, and to slow any opposition trying to stop them.
Force 1's Commanding Officer, has been ordered to take his men into this dangerous stretch of road, and clear out any IEDs ,and potential threats, before the next convoy comes through.
Force 2, know that Force 1 is on it's way, having paid spies integrated with locals that Force 1 are helping. They have time to prepare ambushes along the way, trying to stop Force 1 from ruining their control of the causeway.
--- Now from here, I was thinking... some props to use as IEDs, small boxes, pieces of pipe...ect. Allow Force 2 to leave out early , "plant the IEDs along the path" and have a bit of time to plan and set up along the way for ambushes. ( especially if any have sniping rifles at all, would be great!) Force 2 should have smaller number counts than Force 1 if it can be done.
--- Then I was thinking of giving what little Intel there is to the Commander ( leader) of Force 1 , and allowing them to devise a plan or strategy of movement, who does what ect. They have to travel the causeway more or less, because they must physically remove the IEDs.
--- Once the Green Light is given , Force 1 has 20-30 minutes ( time varies on the distance of said causeway play area.) to get the job done. After that time limit, the convoy will be rolling through, regardless... and if the objective isn't completed, more lost equipment and casualties are certain.
Now, what I hadn't really hashed out... is any types of respawn, or if medic rules would be better.. ect.
If one side got thier butts kicked quickly, I'd like to provide a way for them to regroup, re-plan, and carry on... or if both sides had too many casualties to advance the scenario...
Also, this scenario will only be as strong on both sides, provided both sides plan equally well, have contingent back up plans if things go wrong, ect... If poorly planned on either side, one will have a huge disadvantage over the other early on.
What can I do to make this scenario work smoothly? I'm kinda drawing a blank in my mind.
I can't quite figure out the way for the sides to "win", except if time runs out the Force 2 wins, and if the Force 1 group, retrieves and removes the IEDs they win.
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Well it is pretty straight forward in what each side is having to do. I would say medic rules are always cool in these types of play with it being known if you are right in the heart of the fight and you know your team can't get to you then of course respawn. But respawning will be dictated by your numbers, and like you said, the size or length of your trail or road.
Each side can do so much in the planning stages of this before the game really even starts so that it isn't just a faction all setup on their IED's and the UN troops all heading down the path waiting to be shot at. I am sure that is what you know already also.
I can't see this being a short game though unless sudden death and then still I don't see it going quickly with any kind of numbers of players.
Of course the number of IED's and what the UN guys have to get moved from A to B will also determine this.
I liked the plan that the convoy moves out no matter what at a certain time. This forces better planning on both parts just for the to happen and them not be knocked down in numbers or in position. But then I start thinking if I had a convoy and knew the roads haven't been cleared why wouldn't I wait. And then again I can't wait. I have my comrades on the other side that needs supplies and can't wait. I have to push through no matter what. lol Ok, maybe I am thinking to deep. lol
This is basically an easy thing to setup on the surface depending on your numbers. Write up a plan for each breakdown of number. Something simple to look at quickly after everybody shows up.
But I am still thinking on this. I am like you, still trying to figure it all out.
Jon
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well, I guess now that you reminded me.. the IEDs themselves... what to do with them that actually makes it a challenge for both sides to complete their objectives.
The UN guys need to remove them so the convoy doesn't get blown up...
The OPFORs need the IEDs in place, so they can loot what ever doesn't get blown up and sell it on the black market or use it.
I mean we know IEDs are easy to make, but they don't exactly grow on trees, so the Force 2 couldn't have an infinite supply of them. I'm not sure how many to use.
and, so the UN guys... have the first IED... now what?
If shot they drop it?
Do they take them to a designated spot,... or person acting as a ordinance expert on the team?
I think it should take some effort other than running down the way, picking em up or kicking it out of the way is all.
On the convoy.. yeah, it rolls on regardless of the out-come. Casualties should be low, even going through a gauntlet of rifle fire, as long as they aren't stopped by IEDs or boxed in and keep taking sustained rifle fire from the rebels. There are hungry villagers that need the food water, med supplies , and soldiers that need MREs, water and munitions up the road.
It's imperative the convoy gets through! ;)
can't drop ship it all in... that would require cooperation and the airforce actually working! ( hahaha!) , plus, drop shipments are more prone to be stolen by watchful rebels.
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Ok.. I think number of IEDs should be dependent on number of players divided...
less than 10 people a "side"
Use 3-5 IED props.
if 10-20 a side
Use 6- 9 IED props.
more than 20 a Side ( I could only dream of those numbers on our field at this point)
10- 15 IED props.
I do know it'll need to be stated that the Force 2 guys, can't "pile" up the IEDS in one spot, and camp with their entire force right there.
So the Force 2 guys.. gotta strategically place the IEDS, so it's tough for the FORCE 1 guys to get to them , but not a free for-all , impossible thing to do.
I'm thinking about, having only a few of the FORCE 1 guys , be able to handle the IEDs. Simulating, they are the "explosive experts"... and the rest of the Force 1 guys, be there to guard, support, assault...ect.
The IEDs must be taken back down the "road" a ways... to the Force 1 respawn area where one of the big cases we have is used to place them in.
If a person is shot carrying the IED... it falls on the spot, until another designated ordinance guy can retrieve it.
Medic rules... Force 1 has a medic rule in play... if shot, they are wounded and have to stay in the spot they were hit... sit or lay down maybe? Use a death rag to ward off OPFOR shooting them repeatedly? They then wait for a medic to be able to get to them, once medic touches them, they can return again.
If it's impossible for a medic to get to them, or if the player wishes... they can head to the respawn, and then return again? Might have more than one medic player depending on number of Force 1 guys?
Force 2 guys... have no medics... so the must travel to their respawn ( up the road somewhere) after being hit, where as they can return? ( this I think would simulate it always seems like the hills and woods have un-friendlies coming out of the holes and wood-works.. lol )
If a "commander" of either side is hit ( can't be healed by a medic for Force 1 ) and has to respawn... then he/she cannot return, give orders... ect, until at least one more soldier on their side returns to the respawn and leaves back out? This would simulate the confusion of battle and no leadership for a bit maybe?
well... of course, now all this isn't very simple anymore... and complicated. maybe I shoudl just scrap the idea , and go on.
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Jesus ya'll need to shorten your books LOL but then again i need to get alife besides that i need more coffee
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I agree on the book shorter thing... but i read it all... almost fell asleep(thats what i do when i read) but i got thru it. It all sounds really good i mean really love the creativness you have brought to this topic Dra. When i started this topic i wasnt expecting alot of responses and it was dead for about 1 month i would say ... now its back to life. I mean i still consider myself to be a nofice and never really got into paintball. Dont get me wrong i loving a fire fight just as much as the next person... but i like haveing a part in something bigger. I had a few idea's on the VIP games but after reading what you said they seem hard to plan unless you did just extractions for the VIP and the objective is points with the most points wins type deal. Get awarded points for time aswell.
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Sorry about the books, lol.
I actually get up and down from the comp when typing , come back to the topic, so it doesn't seem as long to me, until I send em or re-read em.
On dead topics... pfffft... you should see Arkansas Airsoft Forum..., there maybe a post or two there every few months. It's not very active at all.
One reason D-9 ( us here) split off from AAF and formed NWA Airsoft , was because we believe in active participation. Here's a snippet from our welcome page I wrote describing that aspect:
What aren't though are chair-softers. No, not at all! Even though practically speaking, much "down-time" for us is spent behind comp screens, administrating, planning, fixing, working toward our group, team, and field ... we actually are active and will be active all year long!
We don't just do one or two OPs a year, and be done with it.. oh no, D-9 tries to make things happen in the airsoft world, instead of waiting for it to happen!
On VIP... well, I'm not going to write a book this time.
I'm simply gonna state, it's not as easy as a game to set up as Force on Force, or a basic CTF game.
You have to get everyone on the same page. By that I mean, a clear understanding of what the VIP role is in the game, and what the teams both with and not with the VIP are supposto do.
Now a good way for VIP to be a slightly better success....
is to let the VIP have a small group of body guards, secret service... PMCs... something both offensive and defensive. Instead of just 2 teams and a VIP, basically there are three.
VIP's Transport was Shot down, most survived. VIP has vital top secret satellite images that Force1 needs to locate Force2's command head quarters.
Force 2 , shot them down, and have deployed a sizable force to make sure there aren't any survivors.
Force1 got the " Black-hawk Going Down" mayday... and a broken radio message indicating survivors of the crash. They deploy a rescue team.
VIP has to make it through Hostile Territory, plans in hand , to Force1's base camp.
The details... you can fill in, like what happens if anyone and/or the VIP is shot, ect.
It's fairly cut and dry though. 3 teams, one ( the larger of the three groups) is gunning for anyone not of their faction. Force1 knows how nasty that Force2 is and will be trying to get through to the Plans or survivors. The VIP and his men, try to make their way to F1 base camp.
I've done this one before, where I played on the VIP team. It's difficult, but very fun!
Ok so I wrote a mini novel... lol!
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LOL @ Dragon....
I may read alil bit , but I still refuse to read those books LOL
I would really hate to sit and listen to one of your speaches you must be long winded! lol
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nah, not really.
I type more details than I speak I think .
I dunno, I just don't like leaving out important details, I guess. ;D
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Lol neither do i but i keep it short and simple.
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I find when reading, there isn't the same form of communication as spoken words.
I've had so many post and such be mis-interpreted in other places, I've just learned to be detailed, so no confusion.
Anyways... any other ideas for a scenario?
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Does any one Remamber Mogudishu/ or however its spelled??
A 5 man team has to get from one side of the place to the other While being Engaged by out Numbering forces to complete their Mission.
Thier mission was to Secure and protect the village.
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I think you spelled it right actually.
Yeah, the movie was a bit different than real life events... close, but very "hollywooded."
More or less the entire central part of the city was occupied by a powerful faction.
I wasn't there, but two of my Sergeants were Mountaineers that went in to retrieve the guys that went in to retrieve the downed crew. I would listen for hours on watch to his stories of the place. Once we were rappelling down a 200' cliff in South America, and the things he said he seen, almost made me mess up and fall. ( we were chatting about it on the way down.)
I'm glad I wasn't there in the chaos of it all.
That would be a great set-up for an all day event though.
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I think last years OK Invasion was like that. not sure. it was stacked on the opfor side
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New Idear here.
How about ....nevermind to crazy...
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I'm always up for new ideas....
anything to add some spice into play, so people don't get bored with same ol, same ol.
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I was thinking we go dress p in full airsoft gear knock on Slap's door and raid their facilities.
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Or invade thier Field in the middle of the night the Surpise attack at dawn?
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Well i like that idea i might use it next time were down in SoGo cause i have been wanting to do the VIP thing but more like a timed points thing.
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What about a scavenger hunt style game where each squad is given a list with hints toward objectives to secure that are placed around the area of play. To secure the object the squad will have to bring it to the breifing room/area. Although the catch is as the squads are searching and recovering of the items the teams can have shootouts with one another over an object. Example: If an object is in contol by team 1 then team 2 strikes, if the holder of the item is shot then he/she has to lay the item down where shot and continue on to respawn/or medic style (depends on field regulations.) Another member of the team can then pick up the item and proceed with the mission at hand or flee to attemp another item on the list. Anybody like this idea?
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Thought of this one last battle i played in Rolla. planning on setting one up next time as a test run.
For Attack and Defense type play, Timed if you feel the need to be rushed..
Set up a random assortment of objective lets say three (I shall call them X,Y,Z) A is the attacker spawn in a battle field set up like so...
Y
A Z
X
A must take by flag plant or bomb plant X,Y, and Z Problem is to attack Z (Defender spawn or point near there) both X and Y must be taken. Once taken the defenders lose those points forever. Once at the final Point Defenders fight to keep a case from being stolen or such. If the case is picked up (cannot be dragged) the attacker must take it back to spawn. If shot he will simply set it down were he died and spawn as normal. Defenders cannot move the case back to their base.
This could also be play like a capture the flag game wear both teams have a Case and must capture the other teams. but in order to grab the case the team must hold both X and Y.
Its confusing capture the flag. i like both ideas.
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Another game type i just created i call "Bomb Cart"
(Any relation to an other game type, in use or not, is purely coincidental)
Timed, Attack - Defend
One team lets say "A" has a cart (wagon or the like) with a bomb on it. this cart has a designated path it must travel (road or such) that happens to end right next to Another team lets say "Z" base. A must move this cart down said path where Z tries to stop them. Once Cart reaches Z base, Boom game over A whens. But if Z manages to stop A before time runs out, No Boom Z wins.
Simple.
Cart could have a shield so that the pusher is sort of protected. The Pusher must stay in contact with the cart for it to move. Cart stops were the pusher dies. Pusher cannot use weapons. Z cannot push the cart back (unless the cart is on a hill and the cart rolls back). A spawns where it starts Z spawns back a ways from their base.
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Thought of this one last battle i played in Rolla. planning on setting one up next time as a test run.
For Attack and Defense type play, Timed if you feel the need to be rushed..
Set up a random assortment of objective lets say three (I shall call them X,Y,Z) A is the attacker spawn in a battle field set up like so...
Y
A Z
X
A must take by flag plant or bomb plant X,Y, and Z Problem is to attack Z (Defender spawn or point near there) both X and Y must be taken. Once taken the defenders lose those points forever. Once at the final Point Defenders fight to keep a case from being stolen or such. If the case is picked up (cannot be dragged) the attacker must take it back to spawn. If shot he will simply set it down were he died and spawn as normal. Defenders cannot move the case back to their base.
This could also be play like a capture the flag game wear both teams have a Case and must capture the other teams. but in order to grab the case the team must hold both X and Y.
Its confusing capture the flag. i like both ideas.
Mark, can ya clarify how this is ran?
I was scanning around our Middle field, and think this set up if I understand it right would be wonderful for Saturday for one of the games.
The way I am reading it is:
Team A , needs to Attack and plant "bomb/flag" in Team Z's zone. However, Points X and Y need to be taken/planted/secured before anything can be planted in Team Z zone?
The Middle Field is very large, is slightly sloped for most of it. ( Once up there... it's low grade slope, getting up to it is a work out though.)
It starts off, like a scrub/brush field with a very sparse scattering of trees. Opens up into pretty much over-grown/scrub field thats roundish in shape. Tree lines border both sides of it in this area... which drop off too steep to play into the tree lines. ( The creek cliff is on one of those sides. to give ya an idea of the location.) At the end of the open area... ( I say open, if one stays low in the tall growth and behind small trees/shrubs, it's conceal heaven.) ... the woods start. Slightly a bit of a slope here as well, but thick wooded area... has some well worn paths in it. The woods go up to a road way that connects the back feilds together.
I would say it's about 35-40 acres of area just this one field.
Point A , could be at the first tree group area in the scrub/brush field. Easily.
Point Z could be just past the road in the wood/trees.
Y and X any interesting places along the sides ....
I think we're going to have enough players to pull off something like this... so lets at least try it out.
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I would have to explain it in person but that upper field with modification (some cover) would work.
Team A , needs to Attack and plant "bomb/flag" in Team Z's zone. However, Points X and Y need to be taken/planted/secured before anything can be planted in Team Z zone?
Yes. it requires more team work on both ends. two points must be taken before the last one can be assaulted. what you have to do at those points is completely up to you. but point Z can be that case defense thing we tried to play before. Yeah we could try to get it set up.
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Ok, I need some creative advice here...
What I'm looking for is to rather limit one force , with-out requiring low or mid caps ...
How do I limit ammo for an entire force? or rather, what would be the best way?
Semi-auto only?
Distribute a finite number of rounds to the side? ( maybe later have a supply line finally reach them?)
make them find an ammo dump?
In the set up, there will be three forces it looks like.
a force in dire straights , had crashed behind enemy lines.
a Force that goes into the hot zone to rescue/secure the crash site ... and if they can rescue the small force of survivors.
and a large force that already occupied the region...
The first two forces should have some limits... besides lower numbers. I'm trying to figure out how to do it fair, and interesting at the same time.
any thoughts?
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Maybe limit the ammo and have them distribute it throughout the team. (Makes them talk about what they are doing instead of lone wolf's)
And then you can hide some so they have to find it as well. If you need that much of a slow down or disability.
Jon
So Go Airsoft
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Since I know you have those nice boxes, you could try this:
Give everyone a set number of Mid or low caps (or a speed loader full of bbs to a high cap) and have them put the rest into the bins. They would have to find or fight their way to the bins in order to resupply. Enforcing semi-auto might not be necessary. if they have half of a brain, they won't fire on full auto any way.
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I say you let them have all their mags but only say 3 loaded Mids, 5 lows, or a half filled High. then have an ammo depot with BBs that they have to fill from. the lost unit is limited until rescued so semi only.
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I think a certain number a BBs for each person, and they can use any mags they want.
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I really like that idea... hey guys do you mind if i take some of these on saturday for nova day?
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I don't mind :) , I can't speak for anyone else though.
We did run the 4 respawn point, ( a, x, y, and Z game) thing a couple triggerdays back... It went really well.
I had one team defending the points, the other had some strips they had to tie onto the point before it could be "claimed" , once they did that, they could use it as a respawn point from there. Last point was in the defenders base area ( Defenders could hide it near their own base area. ) ...
Two things I did wrong...
I didn't set the first two spawn points far enough up the Ao, and far enough apart...
and allowed the defenders to respawn off the hidden flag point. ( Which led to near impossible odds of the attackers getting near, cause the defenders respawned right there. )
It was a fun game regardless though.
Next time, I'll include different rules for respawning on the sides, and keep the points farther away in interesting locations.
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Ok so what does everyone think of a Survival game... cause then next NOVA party we are going to try it i have some ideas but want to see others thoughts.
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details?
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Well basicly find a place that can be accessed from all sides except from the back. Make it hard to defend and have a ref with a timer to see how long they last. You know like say you have 15 people for a game ... you make 3 people teams and have one team at a time go to the check point while everyone esle trys to eliminate them. The defenders have 1 life each and the opresseres have infinite... the defending team with the best time wins.
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Just wondering has anyone had anymore ideas. I know that jon has some stuff in line for tourny's and such... didnt know if anyone else had ideas?
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Juggernaut, twenty-five percent of the players have their rifles or what ever and the other seventy-five percent have pistols and try to get the Juggernauts out. If you kill a juggernaut than you get a rifle and now you're a juggernaut, it won't be hard to depict who is juggernaut because they have a rifle and regular players have pistols. It takes three shots to get the juggernaut out, who ever takes the third shot on the juggernaut becomes the new juggernaut. Even if your buddy right next to you hits the juggernaut twice and you hit him the last he's not the juggernaut, you are. Let me know if you like this idea, we've used this game style before with about thirty players in CQB and let me tell you, it was really fun!
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I got a headache.....
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Ok so if you thought that was confusing here is a summary: to play juggernaut take a handful of guys juggernauts and give them rifles, everybody else is trying to get the juggernauts out with pistols. Once a juggernaut gets hit three times he's out, whoever took the third shot is the new juggernaut. Did that help any?
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Brother this isnt MW3 but i do like that gametype not going to kid. Its alot of fun.
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Corp Wars : Shells of Death
Intell :
As it is well know, the ARES Corporation is a leading manufacturer of high grade arms and ammunition, owning global markets and warehouses all over.
One of the most secretive and reclusive branches in the industry, it is rumored ARES has secret facilities scattered about the world, and even darker rumors that ARES does nefarious testing on unwilling participants of their prototype weaponry.
Aztechnology, yet another leading corporation , that has minor branches of ammunition manufacturing, through the use of implanted spies, has gathered some disturbing news of their competitor. Aztechnology, itself primarily deals with automated, and robotic means of delivering munitions to intended targets, but the information they gathered on ARES latest experiments, means Ares would replace Aztechnology's market niche.
Of course, Corporate negotiations were tried, and met with-out success. Ares refused any negotiations, or partnerships, or even a merger. Ares doubled their security efforts, and went on "lock down" of their most prized facilities.
As such, it seems to the powers that be in Aztechnology , that the only way to stay in competition, or stand on any level to attain the top secret ammo, was to even the playing field.
Corporate espionage was the only answer.
So, in the underground channels, Aztechnology put the word out in certain circles, looking for private contractors to do the impossible:
Infiltrate ARES Corporation's top secret facility, located somewhere near Area 51, Roswell NM, and retrieve either the data used to design and manufacture the ammo, or samples of the ammo itself.
basic set up
two factions involved.... Ares Corp Security Force, and the PMCs hired by Aztechnology.
PMC have managed to locate the facility, and now must figure out how to shut down their security systems, and gather the intell or the munition samples, and get back out with it.
Ares Security forces, highly trained, highly equipped , and in mass numbers , patrol and guard the facility against any threats.
PMC Hired Muscle
Players on the PMCs, should be normally outfitted, as they are expecting trouble and high resistance. Any load-out will suffice.
ARES Security
Top of the Line, well outfitted... Corp Security usually has heavy armor, they wear helmets, and have the firepower and gear to theoretically eliminate any and all perceived threats.
Basic play synopsis
Once at the "facility" , the PMCs find a way in. Though, once in, the way closes on itself, and is SHUT.
Now the mission is compounded in complexity. The PMCs now not only need to gain their intended package, but also find another means of getting out with said package.
Now the PMCs must also find the "control room" , and have the exits unlocked in order to escape.
On top of this, the PMCs need to "erase" any evidence they were there at all. Anything that could implicate Aztechnology in any way.
So they must also find teh Master Security Room, and remove the video feeds that captured them internally.
Otherwise, the PMCs don't get paid, and Aztechnology denies any and all association with the attempt.
Security Forces of Ares, attempt to capture the PMCs ,or eliminate them if this proves too difficult.
added in details
supplant the desired respawn/medic rules as seen fitting.
Suggestion would be for the PMCs to have to physically extract their wounded, back to a safe room ( respawn) , and the Security forces simply respawn back in another safe room located elsewhere.
( Just a small example... )
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I like that... but finding a facility would kinda suck lol. But it sounds really cool for sure.
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Sogos facility would suffice nicely :)
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Brother this isnt MW3 but i do like that gametype not going to kid. Its alot of fun.
A lot of these game styles are featured in Call of Duty, that doesn't mean you can't use them in airsoft. Most of the game styles used in FPS's typically work well with airsoft or paintball and stuff like that.
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Juggernaut, twenty-five percent of the players have their rifles or what ever and the other seventy-five percent have pistols and try to get the Juggernauts out. If you kill a juggernaut than you get a rifle and now you're a juggernaut, it won't be hard to depict who is juggernaut because they have a rifle and regular players have pistols. It takes three shots to get the juggernaut out, who ever takes the third shot on the juggernaut becomes the new juggernaut. Even if your buddy right next to you hits the juggernaut twice and you hit him the last he's not the juggernaut, you are. Let me know if you like this idea, we've used this game style before with about thirty players in CQB and let me tell you, it was really fun!
I think this would be to easy for the people with thep pistols unless the "rifels" are SAWs
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Juggernaut, twenty-five percent of the players have their rifles or what ever and the other seventy-five percent have pistols and try to get the Juggernauts out. If you kill a juggernaut than you get a rifle and now you're a juggernaut, it won't be hard to depict who is juggernaut because they have a rifle and regular players have pistols. It takes three shots to get the juggernaut out, who ever takes the third shot on the juggernaut becomes the new juggernaut. Even if your buddy right next to you hits the juggernaut twice and you hit him the last he's not the juggernaut, you are. Let me know if you like this idea, we've used this game style before with about thirty players in CQB and let me tell you, it was really fun!
I think this would be to easy for the people with thep pistols unless the "rifels" are SAWs
Well unless you had an automatic pistol, the juggernauts would have the full auto capabilities as would they have a much farther range and way better accuracy.
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It seems to me it would be difficult, if not impossible, to determine who fired the third shot that eliminated a juggernaut. I've never played though, so it may be easier than it would seem.
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well ... to be honest it would be up to the jugernaught i think... on who he saw you know
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Unless people were being un-kind and arguing about who had the third shot it's really not a big deal and I've never had a problem with that because usually if I were shooting at a juggernaut someone's not going to take the third shot from me. So basically, it depends if you're playing like little kids or adults.
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Juggernaut, twenty-five percent of the players have their rifles or what ever and the other seventy-five percent have pistols and try to get the Juggernauts out. If you kill a juggernaut than you get a rifle and now you're a juggernaut, it won't be hard to depict who is juggernaut because they have a rifle and regular players have pistols. It takes three shots to get the juggernaut out, who ever takes the third shot on the juggernaut becomes the new juggernaut. Even if your buddy right next to you hits the juggernaut twice and you hit him the last he's not the juggernaut, you are. Let me know if you like this idea, we've used this game style before with about thirty players in CQB and let me tell you, it was really fun!
I think this would be to easy for the people with thep pistols unless the "rifels" are SAWs
Well unless you had an automatic pistol, the juggernauts would have the full auto capabilities as would they have a much farther range and way better accuracy.
"quantaty has a quality of its own" it would be to easy to flank the juggernauts and kill them.
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hrmm.. maybe a compromise? Take some 8' pie pans, and strap em, or duct tape em to the chest and back... when hit, they make a unmistakable sound, there's no hiding it... lol, and it gives relatively small target areas, for such a juggernaut to be taken in one or two hits...
I tested the pan idea, from that Virus zombie PDF I posted in the other link.
Other than figuring out a way to fix em on ya, they worked very well.
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hrmm.. maybe a compromise? Take some 8' pie pans, and strap em, or duct tape em to the chest and back... when hit, they make a unmistakable sound, there's no hiding it... lol, and it gives relatively small target areas, for such a juggernaut to be taken in one or two hits...
I tested the pan idea, from that Virus zombie PDF I posted in the other link.
Other than figuring out a way to fix em on ya, they worked very well.
That's only if the juggernauts are sticking together (I'm not sure why they would) and you're playing in CQB. For you, if a juggernaut shoots you, you're out first hit and they've got full auto awesomeness and much range and accuracy. Although, if you were to back one or two juggernauts into a corner get them out and run like a deer being chased by a hunter on a four-wheeler. When you see some non-juggernauts, one word, unload.
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I dunno, I don't think I would like that much myself.
Sounds alot like when the Silaom guys did a Terminator type play day , and that didn't work out so well.
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I guess it's one of those, "You won't know until you try it", kind of things. I honestly havn't played it much but the times I did it was super fun and worked well.
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Another idea:
3 teams in Play - Defending Team, Assualt Team, Capture/Recon Team
Defending Team - The defending team is defending an Objective(Or 2). For instance like someone is suppose to defend a town that
produces WMD's or a bomb or POW's etc. At all costs they can not lose that objective for the duration of the game.
Assualt Team - This team has to destroy/eliminate the objective. Like blow up the town/structure, kill the POW for insurance
purpose's like they have info that can hurt the faction i mean actual have the POW's have a card or something but they have to
try to escape or something. Destroy the bomb like disable it or somthing like that.
Capture/Recon Team - Objective would be to Free the POW, Capture and study the bomb, Convince the town's people to stop what
they are doing as in producing the WMD's with minum casualities.
Have all objective's have a purpose and make sure that the leader's of each faction have a RP(Role playing) aspect. I mean like
have them have a card that no one else knows about that has what they are suppose to say or something.
The point being that you have 3 factions... each have an objective lethal and non leathal...this way you actual have to think
about what you have to do instead of shoot first ask questions later type thing. I dont know about you guys but the whole
Force on Force objectives get a little old sometimes thats all. So this way there is a little twist. I mean think about it
Say your the assualt team in this game... Instead of killing everyone you could simple try to use PR to convince them to release
your target and excute them later, or you could convince them to release the hostages for other reasons.
I have been trying to get some territory so i can put this game on but i havent had the chance yet. It would be kinda cool to
do at SoGo cause of the 2 buildings... so yea there is alot of aplications for this.
What you guys think? This is just one of many ops in my play book.
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Sounds cool, I think I've played that before.
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Just thought i would throw something out there from my book.
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Not bad at all :) kinda of a cool idea actually!
One idea i tried in Cali back in Nov of 2010 was there were 4 teams (Silver, Red, Blue and Orange).
Each team had a flag (worth 10 pts)
scattered around the field were 42 smaller white flags (worth 5pts)
the goal of the game was to capture as many flags as possible.
The team at the end of the day with the most flags wins.
However, if you lost your team flag to another team, your teams points drops to 0. EG you lose your flag your lose your points.
(Example: Red team captured all the team flags and like 30 white flags so all the other teams teamed up and assaulted their base and took the team flags back and stole Reds flag and all the whites)
Long story short it creates a very exciting game! Each team fighting for more flags while protecting their own stash. And if you collect too many team flags then you are Enemy Number 1 and everyone is out to get you!
It was a lot of fun and all 50 people who showed up for it said they had a blast!
Just one idea i wanted to share.
-Blackjack
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I like this kind of play for a couple of reasons...
1) Its different from the ordinary Force on Force
2) Team tactics are awesome
3) CTF is a huge thing with me being an old school UT fan
Idea's like these make me smile very much... i love seeing them unfold though. Recently a couple of members of NOVA played out at Fenix's place and we played a Sniper VIP game. The way it worked was we had a 2 man squad on one side of the map 1 sniper 1 being a spoter.... and everyone else was on the other team and we had 1 VIP. Our objective was to get the VIP to the top of the hill without getting him killed. Well it worked out really well actually i didnt think it would because i thought it was going to be easy to take the VIP to the top of the hill. What happened was Sniper and Scout took out everyone and left the VIP for last. So my point is it was just tons of fun trying to get our target up a hill.
There are alot of other games i would like to try out that i have in my play book and i might bring the playbook to springfield this weekend to show JoeJoe. I really can not wait to see what SA has in store for us this weekend
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that VIP game sounds really fun
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That VIP game sound LIGIT!
Back in Cali we tried another varient of that but it was two equal sized teams and the first team (VIP defending team) had to escort the VIP along a set route without losing him.
However I, the host, was stupid and made the rule that neither side could kill the VIP. The defenders had to defend the VIP and the attackers had to capture him.
Because of this the VIP's team got pinned by the attackers and the VIP just walked off and made it to the "LZ". haha it was a very lame game haha
One of the biggest problems with my game is that it requires a lot of setup. other than that it is TON of fun! (if everyone follows the rules haha)
We had a couple guys get their hands on different colored tape from each team, walk right into each base grab the flag and hid it along with about 20 white flags.
At the end of the day they had all 4 team flags and 20 white flags.
At first i was mad and then realized how funny it was haha.
Anyways it would be fun to try again but another game idea is one from the old Battlefield games. Conquest. several spawn points and you have to capture them and hold them. And you can spawn there if you die. Basically just play a Battlefield game and turn it into airsoft haha.
-Blackjack
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the VIP walking off sucks but i like VIP games
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Yeah they add a whole new dimension to the game haha
-Blackjack
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I like that people are voting makes me happy. This means i have to dust off a couple of bomb games from my books.
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Ok....so here's my idea for a game.
Bounty Hunter
In this game you have a target, this target has a group of defenders (size depending on how many are playing) and they "dug in" in a corner of the playing field/warehouse. The rest of the players are bounty hunters and all have the same goal to retrieve some sort of proof of their kill of the target (this could be a piece of cloth, paper, or object).
This is where the fun begins because the bounty hunters can either choose to work together or kill each other, in the end only one person can turn in the "proof of kill" and win the game. There are no respawns for the target and his/her body guards but the bounty hunters get 1 respawn each (to prevent a mass shootout at the beginning and having one person stroll off with the win). This game has the excitement of capture the flag, the action of force on force, and the strategy of making pacts with other player only to have them broken at any given time.
So what do you think?
David "Fenix" Edwards
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Interesting. I will ponder that game for awhile and see. It might just be one of those games you have to play to see how it all plays out. I can see that it would have to a game where the people do some thinking and not just spraying. Or those who use their heads exploit those who just want to shoot and not do much thinking. Hmmmm.
Jon
So Go Airsoft
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This might have been mentioned already but whatever,.
We played a force on force variant at a D9 game with 3 teams.
Players are divided into 3 teams and re spawns are spread evenly across the field or area.
Then its basic force on force with unlimited re-spawns, the catch is you re-spawn as the member of the team that hit you (after you hit a player you just yell your team at them or something).
It leads to some crazy game play.
When we palyed this it seemed the game was dieing down with Team Two having all but 1 player. However, SoNorUs is a sneaky devil safety killed 2 of us before his last stand (I believe Lopez also had one of these moments as well). When they came to get us we just kept trading kills for 20 more minutes.
It Leads to some strange team work plays. If two guys flank around and then get hit you might not realize they are now on the other team.
That game was very memorable and a ton of fun.
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I like both the Bounty hunter and your game play Delt... i think that both would be a ton of fun.
Haveing to deal with a team that is kinda protected in a base and killing there leader is really hard... i have played a few game types like this. They are alot of fun and jon is right on the account of exploiting "Shoot first ask questions later" type people... the thinkers usually wind up winning those types of games. We had a game similar to this in our Tech class it was kinda cool. Makeing packs with people and wondering when they are going to pay you back especially if one of them is watching your every move.
Now the team game that Delt is talking about now that is a horse of a different color... the game play sounds intense to say the least i mean... you never know when someone is going to turn! The question i have is when the people are shot do they go back to a spawn area? or is it just turned on site?
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They go there new team's spawn point and then spawn as a member of that team.
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Ok here's another one
The Hunted
(Lets just say we have 20 people playing for set ups sake at this point)
5 people are the "survivors" who's job it is to retrieve the cure (this can be a bio labeled container of some type) from one side of the play area and then ex-fil to a specified point on the opposite side of the playing field. (This can be timed in order to up the ante and the feeling of panic) (If you truly want to inject some serious panic into the game then have 3 of the players put their guns at the cure site and leave the remaining two with an ammo limit such as 1 mag or semi only)
14 people are the "infected". They are un-armed, and their entire job is to try to kill or infect the 5 "survivors". When shot they can either be A: frozen in place for 30 seconds, or B: go back to respawn as normal. If the "survivors" are able to retrieve the cure then one player can be designated on their team to be able to permanently remove "infected" from the game via a melee or safety kill.
1 person is designated as a "hunter". This person is essentially a juggernaut and is hell bent on destroying any and every moving thing on the map. This player is also un-armed, however they have the ability to convert "infected" to "hunters". In order to kill a "survivor" they have to capture and bring them back to a designated spot (like a respawn) and upon doing so they are out of the game. In order to prevent this player from being overpowered "survivors" can attack and stun the "hunter" while he/she is capturing a "survivor" and thus be able to get their team member back. Also this player should either have a glow stick, flashlight, or bell on their person and active at all time so that others have a great sense of impending doom. The original "hunter" can never be removed from play however any "infected" they convert are still killable via the cure.
This game is best played in a dark setting, preferably one with minimal light (I envision alot of red lights). Because the infected are mindless killers they aren't smart enough to camp the cure site or the ex-fil site, rather they should be at least attempting to roam and be "zombie-esk".
Again, I love comments and suggestions
David "Fenix" Edwards
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With a few exceptions that almost sounded like Jon's Zombie game last year. I know you didnt go to that but non the less it was amazing. I like this idea but how are you going to tell teams apart? And the whole unarmed thing... they should have something or it isnt really airsoft ... well untill you get the weapons. Then on that note... people are going to be going to the weapons instead of the cure just to shoot people. I like the idea alot as far as concept... this should stay a Zombie game not anything more or less. This has Zombie written all over it but i do like where your heads at it would be a fun zombie game though.
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With a few exceptions that almost sounded like Jon's Zombie game last year. I know you didnt go to that but non the less it was amazing. I like this idea but how are you going to tell teams apart? And the whole unarmed thing... they should have something or it isnt really airsoft ... well untill you get the weapons. Then on that note... people are going to be going to the weapons instead of the cure just to shoot people. I like the idea alot as far as concept... this should stay a Zombie game not anything more or less. This has Zombie written all over it but i do like where your heads at it would be a fun zombie game though.
-The guns are with the cure, it gives it a feeling of an armory. As far as telling teams apart simple, survivors have neon pink armbands and guns (guns are a pretty clear indicator of human), the infected operate in the dark, they have no guns and no markings, and the hunter has a glow stick or flash light with some colored material on it always on (once they infect someone they can just turn their flashlight or crack a glowstick).
-Think about it, there are overwhelmingly more infected than survivors, if you have them operating in the pitch black the players with guns will be so paranoid that they will probably shooting at random shadows.
-One thing you could do is just eliminate the hunter from the equation (this is really here to motivate the infected to stay mobile as they wouldn't want to become a hunter)
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(One of the guys at my wife's work had this idea)
Modified CTF (capture the flag for the slow kids.... :P)
Im going to try to illustrate this as best I can for clarity's sake
So each team has 3 flags, and the teams flag capture points are on the opposite wall from their spawn:
[spawn(red)] [Red Capture point]
[Red and Blue flags in middle]
[Blue Capture point] [spawn(blue)]
Each team's objective is to capture all the opposing teams flags and keep their own, however you can only capture one of the opposite teams flags at a time, even if you bring your entire team into the flag area you can only return one at a time. This is a simple capture the flag but here's the twist.... You can choose to recapture your own flags from the other teams capture point, same rules apply to capturing these flags too.
If a player is shot with a flag in their hand then they just drop it where they where shot, this way no one team can just camp.
This type of game keeps the game moving because you are constantly deciding between offensively capturing the opposing teams flags or defensively capturing your own flags back.
Questions/comments/additions?
David "Fenix" Edwards
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i like that idea! it could be done in the new building at so go...
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@ J man 3:
I was thinking that we could actually use both buildings if there were enough players, and use a simple wooden box in the middle of the outside for the flags. Thoughts?
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yeah i can see that it would be very difficult though the outside is very open :/ and respone 2 would have the advantage with the bunkers
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I LOVE IT! I think this is a great idea for play i do i love CTF and being able to get your flags back puts more strat into how you want to win. I like the idea of having both buildings and flags in the outside area... but whoever has building 1 will have the advantage no ifs ands or butts... i mean you think about it. Just going off last months layout of both buildings... i would say that building 1 has the advantage. There would have to be alot of strat on getting your flags BACK then getting the new ones.
I mean im being serious... i useally have something to say about every idea thats posted just to tweak it a little... but i can honestly say i dont think i would change a thing. Now dont quote me on that but the base of how you have it down very good i like it alot.
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hmmmmmm . . .
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Joe... your hmmming again... what you thinking?
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Way of fixing the building one advantage?:
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[red capture point] [blue capture point]
CQB1
--------- -------------------------------------------------------------------- -------------
OUTSIDE
{FLAG BOX}
------- ------------------------------------------------------------------- --------------
CQB 2
[Blue Spawn] [Red spawn]
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There, both teams are given the same advantages/disadvantages
David "Fenix" Edwards
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Here's a bomb variant.
both teams start in cqb 2, somewhere in the outside/cqb1 there is a case hidden with a radio. Once a team reaches that radio they will key the mic and ask for the location of a key (or the phrase that will prompt an admin to release the key to them) that will unopen a lock on a box in the middle of the outside zone, within it there are two bombs. Their goal is to plant these two bombs at points that are only to be given once the two bombs are free'd from their box.
Features of the game:
Constant struggle to locate the radio case in the beginning, could see more tactical movement as opposed to the constant spray and pray.
Once the key is located there will be a main focal point for fire exchange in the center, teams can choose to rush or try to pin down their opponents for a more clear access.
The radio is left at the box in the center once opened, this allows the other team to be able to retrieve the location of the bomb plants should they retrieve the bombs.
Both bombs must be planted by the same team in order for victory.
This one is a work in progress in my head, I can see the strategists and close knit teams having a clear advantage over lone wolf gunners. The constant give and take of items on the field would give direction to what is otherwise just a bb slinging contest (which are fun, but some of us like to have a goal or set of objectives)
Thoughts/comments/suggestions?
David "Fenix" Edwards
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Joe... your hmmming again... what you thinking?
Nuthin' . . .
*Jedi hand wave*
These are not the game ideas you are looking for.
*more Jedi hand wave*
Move along.
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Well david that is a great idea... its kind of a play off of Jon's version of the game. He hides the first key that opens a box with a second key... then they move to the bomb site.
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Ok i offically done it i believe that i have come up with a game that works for field and cqb perfectly... and its a little crazy but here it goes. Im sure it has been made before but im going to see what i can do to put a twist on it.
Assassin in the Crowd:
Objective- Is to see if you can find the assassin before they get you. Each team is given an assassin buy a secret ballet so kind of like names in a hat deal. Your teams have as many response as the game length is going to be if your killed by the opposite team. If you killed by an assassin then you are out and wait till next game. Assasin's have 1 respawn... so basicly 2 lives. So your team while being underfire by the the opposite team still has to worry about the assasin killing there guys.
There are 2 ways of wining this game for each team. 1) Team finds the assassin in there midst and kills him
2) Everyone on one team has been assassinated
Basicly your looking at someone has infiltrated your team and you dont know who it is... hell they dont even know it yet. If you ever seen the show dollhouse you would know what i ment by a sleeper agent. Now here come some more detailes
Roles- (Assasin) Can only "Assassinate" useing Saftey Kills no other way. They can not shoot there target instead of saying "Saftey" or something simlar like most people do for saftey kills. You will use a special word that way you would not be mistaken for an opposite teams memeber. I would use something "Backstab" or "Stealth Kill" or "Joed" (lol you have just be joed)
(Victom) If you have been assassinated you will go to spawn in sit wait... you can not tell anyone you have been assassinated or who it was from. If you just got shot and respawning thats fine or if you saw one of your teamates get assassinated tell them.
(NonVictoms) These are the people that are still alive and not dead for the kilings. What you need to do is if you see someone get assassinated then tell another person. You have to kill the assassin but i wouldnt try to do it alone.
Number of Teams - doesnt matter the number of the teams aslong as there is one assasin is in each team. If there are more then 2 teams for this particular game then who ever kills all his team/assassin first wins.
Im sure there is alot to say about this game ... so please comment as much as possible. I just thought of this while i was at work so i thought i would put it down on paper.
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I would like to see some people come up with some VIP varients... i havent seen much of those. I understand that there cut and dry but still
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We have done VIP games at SoGo before, and it would be fun to do more of them. They tend to be rather quick considering the short distance that needs to be covered though.
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I love VIP games mainly because the defense of a moving objective is hard... and makes you think about whats coming around every cornor... kinda makes you a little paranoid
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Ok, here's my shot at a VIP variant:
In this scenario I'm going to say there are 20 people (since that's a easily obtainable number). Team 1, otherwise known as the death squad, has the majority of the players, lets say 15. Team 2, otherwise known as the Templar (because I like that word) have 4 members, and the last slot is reserved for the VIP. In this scenario the Templar have to retrieve the VIP from an undisclosed spawn point (decided by an admin after the game starts) and start to take that person from point to point retrieving relics or items of some sort.
Rules:
The death squad have no re-spawns, that's right I said 0 re-spawns.
The Templar cannot re-spawn, instead they have to have the VIP use one of the relics he/she retrieves to grant life to the downed Templar.
The VIP can only carry a pistol or shotgun
How to win:
Death squad: Eliminate the VIP (who cares how many Templar's you kill when they can be brought back?)
Templar: Gather all relics or kill all the head hunters.
I know its pretty basic but the planning that the death squad has to use to prevent their numbers from being thinned out due to no re-spawns helps prevent the "run and gun" mentality of some players. Also this game will go fast and that will facilitate getting players back into rotation faster.
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That sounds like fun
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I was thinking of something today while i was reading some of our game types. I think we should do an event at some point maybe like 1 time every 2 months or something like that where we try out some of the plans that we have come up with. If there are issues that need to be fixed to make more fun we should write that down in the AAR and make the title "Game Type" and explain the outcome. I figure if we do a different one every time we can actually see what works and what doesnt. I just figured we might aswell try to see how our idea's work in the field.