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| Scenario/Big Game Information and discussion related to the big game! |
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#41
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The first game would be fun Ross. Sounds alot like how the Dea vs Cartel MOUT game is gonna be though aside from the props thing.
The second one would be fun but it would be very chaotic keeping track of the conversions. Plus what happens when everyone gets shot and converted? |
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#42
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not enough paint to convert everyone, only a fracton of the other team get the special paint.
the western one would have to be done at BearClaw. law men get the roman fort, and good guys get the "beach" base. and we can finaly use that western town (or the new one) for a good 20 paces and turn with some pistols.
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Ross "Don't be afraid of the machines scenario players build... only fear what we would do if we didn't have paintball." ![]() List of NEEDED Things for a Scenario Game 1) Mask 2) Gun 3) Money 4) Goldbond 5) Man Wipes (wet/baby wipes, but with a manly sounding name... we need em to!) 6) Pepto-Bismol |
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#43
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REF. You have short term memory lost, Think back about 2 years ago, Risk it all we had 3 team on us the whole game. The General took Dinner break and did not show back up till 9am Sunday.
True it was a good game ,but not being able to get out of your base was the pits. Why not a game about The French Foreign legion and the Bedouin, we could use you and Rembrant as Beast of burden, to carry water,food & Ammo. And let PB Junkie be the BEAST Herder. That sounds like a game to me. CASTRO
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#44
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but this time, neither side will attack us, unless they have no fear of- the other team raining down on them, tanks, loosing props/prop points, and no help when they need it (for points/hire, or out of the kindess of our heart).
OOH! OH! new twist, no one knows what side is the bad guys! teams belong to some nickname gang, so no indication on whos bad. the law men must decide who to believe, and who to help. as missions unfold, it should be somewhat obvious by the end of the game, but both side will have done some shady deeds.
__________________
Ross "Don't be afraid of the machines scenario players build... only fear what we would do if we didn't have paintball." ![]() List of NEEDED Things for a Scenario Game 1) Mask 2) Gun 3) Money 4) Goldbond 5) Man Wipes (wet/baby wipes, but with a manly sounding name... we need em to!) 6) Pepto-Bismol |
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#45
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lol that could be some fun. shady deals are the best!!!
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my setup is better than yours......i hope..... http://s118.photobucket.com/albums/o114/spyderman84/ ![]()
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#46
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Themes
Themes don't really interest me that much unless they add some element to the game. Is a Vietnam paintball game really different then a WW2 paintball game?
I started a discussion on warpig awhile back about moving away from missions handed out every 30 minutes to open-ended objectives that were more like characters face in books/movies. The players would have to figure out how to complete one objective that would lead to another objective to eventually complete their ultimate objective. To give the shooters something a little more simple, control points and "mechanicals" could be added to generate points. Mechanical - an ongoing task that is done over and over again. Like a cartel/DEA game could have cocaine smuggling. No mission cards. When the cartel finds bags in the farm warehouse they have to move them to the docks and the DEA has to capture the bags. |
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#47
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mechanicals are a great addition to the game since it forces you to constantly looking for say, the bags. it makes you use your brain to think, how will this help our overall objective and once you encounter a mechanical you may have to find a way to complete it under duress. but i think missions should still be a vital part of the game. if mechanicals and missions are both implemented in tandem and well done, then the games become much more in depth and fun. thats my 2 cents.
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my setup is better than yours......i hope..... http://s118.photobucket.com/albums/o114/spyderman84/ ![]()
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#48
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I didn't mean for Mechanicals and open-ended objectives to be interpreted as the same thing.
Objectives are mental exercises like "To complete your ultimate objective of blowing up parliament you need to acquire C4 (lots)" then the team has to talk to NPCs (maybe complete sub-task for them) to figure out the where, when, and how of acquiring the C4. Mechanicals would be explained out at the start of the game and would be fairly simple when you see <A> you have to do <B>. Automatic. Mechanical. Of course, as players get use to the idea, future games could have more involved and multiple ongoing mechanicals. At a Alien vs Predator game at Old River Paintball they had a neat one. Mines around the field produced a material that was worthless to both Aliens and Space Marines, but if the Space Marines moved the material to the factory it produced a substance valuable to both teams. To get points the Space Marines would have to get the material to the space port for off-worlding. |
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#49
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oh ok. but i still think missions add a fun dynamic to the game. mechanicals are a great way to keep the game constantly going with something always there for you to do. but missions are a different type of dynamic. they have their own world of fun, complexity, and mental exercises such as the night op at elamein for the woman. find a woman, listen to her message and do that while someone brings the woman back to base. one mission ends up being two and the complexity compounds. you must change your team's makeup to get the woman back safely, yet still accomplish the full mission.
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my setup is better than yours......i hope..... http://s118.photobucket.com/albums/o114/spyderman84/ ![]()
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#50
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Same thing
I think we are talking in the same vein.
I was thinking mechanicals would be mainly for the shooters who would spend the whole weekend attacking the other base otherwise. It gives them a closer connection to the scenario game and a way to earn points. Mechanicals would also replace the filler missions (defend this, patrol that, recon there) that really drown out the cooler missions. The thing I like about the objective idea is that players can see how each task relates to the others. Quite frankly, you could drop mission cards from three different games on the floor and put them back randomly and nobody would notice because the missions are mostly self-contained events. |
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