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Cartoon Wars Pre scenario discussion on of Cartoon Wars held at TriggerTyme Paintball - Columbia, SC on March 12 & 13th 2005

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  #11  
Old 01-30-2005, 08:33 AM
thumper's Avatar
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cool beans..

Quote:
Originally Posted by protocol
Everyone I've check with so far can't make it but I'll see if I can round a few up.
cool!

You have any buddies down there that play old school? - sneeky peaky?

(hey Grendel - G2 - AC)
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  #12  
Old 01-31-2005, 10:50 PM
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No Medics! 5 man insertion will discourage cheating and creat squad like teams of 5 that can report back for orders.
Small missions can be carried on all night if weather and Refs permit.
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  #13  
Old 02-23-2005, 11:26 AM
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i think we should play till the refs call it it also depends on how many people are playing also no for medics and no for demo also thumper james said he will probably make it so it will be me for sure and maybe james
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  #14  
Old 02-23-2005, 11:44 AM
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cool beans tom

Quote:
Originally Posted by DaShiznik
i think we should play till the refs call it it also depends on how many people are playing also no for medics and no for demo also thumper james said he will probably make it so it will be me for sure and maybe james
GREAT! -- also Cartoon Wars will run till the refs call it - with a guideline "we will keep playing sat night as long as at least 20 players per side are on the field."

no medics
maybe demo some minimal demo.
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  #15  
Old 02-27-2005, 06:17 PM
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Quote:
Originally Posted by OvErShOt
Yeah and no demo or anything? whats a scenerio like that i dont like that... your making BOTH of your scenerios like that.. demo and other stuff is fun you cant take those out change it please.....
From what I've seen, demo becomes a crutch. Games come down to sneaking up to a location and nuking it then moving in your men and repairing it. If Thumper does include demolitions, I hope they are very rare. Perhaps a demo is awarded for completing a difficult mission.
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Michael Curtis
Ref of the Old Code
NAPRA #256


And on the pedestal these words appear:

"My name is Ozymandias, king of kings:
Look on my works, ye mighty, and despair!"
Nothing beside remains: round the decay
Of that colossal wreck, boundless and bare,
The lone and level sands stretch far away
.



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  #16  
Old 02-27-2005, 06:22 PM
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Quote:
Originally Posted by thumper
I have seen a lot of self medication when it comes to medics. If we allow medics we will need around 8 player/refs to help keep tabs on the self medicators, pull their player cards, eject them from the game, etc. All of this can make people very angry. Medics in my opinion encourage cheating. All of the guys I know who have played for 10yrs plus tend to lean away from medics as I do. They worked pretty well at Free Final, but have never worked well at TriggerTyme or Waynes World. PBC did away with them I think.

Medics are a relatively new idea that has some bad side effects - is anyone is in favor of medics speak up. If anyone is in favor of no medics speak up. I did include one of PBCs killer rules for the 5 man minimum insertion rules to help compinsate.
I agree with you. The five man insertion rule should compensate for medics.


Quote:
Originally Posted by thumper
Tanks and Laws: We dont have the roads for tanks, so no need for anti-tanks weapons. I would like to incorporate a few roads and change this, but for now no tanks.

That only leave demo cards. I could see working them into a few missions, but not used as a regular prop. Thoughts? Down at waynes world one of Waynes local teams actually was printing their own cards for special purposes. Jackie caught them, but it did effect the game and put a black eye on eth whole "special cards" idea.

I can see demo as part of some missions, but otherwide excluded.
I agree with you concerning LAW rockets and demolition charges. Ruins the game. Players simply move to a location, nuke it then move in and repair it. Makes it nearly impossible to defend a postion.

LAW rockets or Satchel Charges should be very rare if included at all. Perhaps make them a reward for a mission. They should be so rare that they are saved for a special mission. If any team gets more than two or three demos per scenario then that's too much.
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Michael Curtis
Ref of the Old Code
NAPRA #256


And on the pedestal these words appear:

"My name is Ozymandias, king of kings:
Look on my works, ye mighty, and despair!"
Nothing beside remains: round the decay
Of that colossal wreck, boundless and bare,
The lone and level sands stretch far away
.



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  #17  
Old 02-27-2005, 06:26 PM
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Quote:
Originally Posted by thumper
GREAT! -- also Cartoon Wars will run till the refs call it - with a guideline "we will keep playing sat night as long as at least 20 players per side are on the field."

no medics
maybe demo some minimal demo.
The problem with all night play from what I've seen is that usually only one team can keep a decent number of players going all night. If you go with Ref Call, you must make sure the teams remain somewhat even while night play is going on.

Personally, I prefer stand down at a predetermined time. That way, when people know there is a definate stand down time, they will keep going until stand down. Keeps the teams more even.
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Michael Curtis
Ref of the Old Code
NAPRA #256


And on the pedestal these words appear:

"My name is Ozymandias, king of kings:
Look on my works, ye mighty, and despair!"
Nothing beside remains: round the decay
Of that colossal wreck, boundless and bare,
The lone and level sands stretch far away
.



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  #18  
Old 02-27-2005, 07:17 PM
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Well the thing that we usually have is a team wich is a balancer so.. at night theres 50 reds and 20 blues the balancer of 20-25 will go in and take blues side.
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  #19  
Old 02-27-2005, 09:36 PM
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night time is not fun. going with no medics and 5 man. i like the idea. keep the game as competitive as possible.
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  #20  
Old 02-27-2005, 09:46 PM
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night time is really pointless but it does give the other base a chance to rack up some points..
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