Poll

What game types apeal to you the most?

VIP
2 (12.5%)
CTF(capture the flag)
0 (0%)
Force on Force with objectives
3 (18.8%)
Force on Force without objectives
2 (12.5%)
King of the Hill
0 (0%)
Bomb Scenerio's
3 (18.8%)
Capture and hold points
3 (18.8%)
Hostage Rescue
1 (6.3%)
Zombie
2 (12.5%)

Total Members Voted: 13

Voting closed: April 18, 2012, 06:51:43 PM

Author Topic: New ideas for Match Play?  (Read 77334 times)

Renagade

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Re: New ideas for Match Play?
« Reply #75 on: November 24, 2010, 12:43:49 PM »
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.

Dragon

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Re: New ideas for Match Play?
« Reply #76 on: November 24, 2010, 01:21:13 PM »
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.

Renagade

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Re: New ideas for Match Play?
« Reply #77 on: November 24, 2010, 01:28:09 PM »
I think last years OK Invasion was like that. not sure. it was stacked on the opfor side

Renagade

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Re: New ideas for Match Play?
« Reply #78 on: November 24, 2010, 01:47:20 PM »
New Idear here.
How about ....nevermind to crazy...

Dragon

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Re: New ideas for Match Play?
« Reply #79 on: November 24, 2010, 02:02:03 PM »
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.

Renagade

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Re: New ideas for Match Play?
« Reply #80 on: November 24, 2010, 02:07:34 PM »
I was thinking we go dress p in full airsoft gear knock on Slap's door and raid their facilities.

Renagade

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Re: New ideas for Match Play?
« Reply #81 on: November 24, 2010, 02:23:35 PM »
Or invade thier Field in the middle of the night the Surpise attack at dawn?

Reverandff7

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Re: New ideas for Match Play?
« Reply #82 on: November 24, 2010, 02:34:52 PM »
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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xXHonkyXx

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Re: New ideas for Match Play?
« Reply #83 on: December 07, 2010, 12:38:45 PM »
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?

Princess

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Re: New ideas for Match Play?
« Reply #84 on: December 08, 2010, 11:04:21 PM »
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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Princess

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Re: New ideas for Match Play?
« Reply #85 on: December 08, 2010, 11:16:23 PM »
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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Dragon

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Re: New ideas for Match Play?
« Reply #86 on: December 16, 2010, 07:24:54 PM »
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.
« Last Edit: December 16, 2010, 07:34:07 PM by Dragon »

Princess

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Re: New ideas for Match Play?
« Reply #87 on: December 17, 2010, 06:19:13 PM »
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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Dragon

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Re: New ideas for Match Play?
« Reply #88 on: December 27, 2010, 09:38:55 PM »
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?

Supercell

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Re: New ideas for Match Play?
« Reply #89 on: December 27, 2010, 09:43:48 PM »
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
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