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Super 64 Big game discussion on Super 64 - The Battle Continues - Oct 15 - 16, 2005

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  #11  
Old 10-10-2005, 12:31 AM
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Quote:
Originally Posted by thumper
just go tag their own MASH unit, then hot insert right at the MASH unit. (this is real similar to the "tree of life" we use during recball at TriggerTyme)
Tag & go your right back in is the way I read it.
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  #12  
Old 10-10-2005, 12:34 AM
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tag the to your base...then in
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  #13  
Old 10-10-2005, 12:38 AM
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sorry i read wrong.....u be right...did i say that?
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  #14  
Old 10-10-2005, 12:41 AM
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Quote:
Originally Posted by sarge
sorry i read wrong.....u be right...did i say that?
LOL
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  #15  
Old 10-10-2005, 01:39 AM
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They wouldnt even be super crazy dominating because it wouldnt be too hard to over run it if it was near an enemy base, then they would have to go to their base. If it is occupied It cannot be captured unless force is used correct?
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  #16  
Old 10-10-2005, 08:01 AM
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the MASH zones

http://www.triggertyme.com/2005-10-1...-mashunits.jpg

here is a map im working on. The blue and red zones show authorized mash unit deployable areas (red=mog // blue = ranger)

oh and I just read that the Geneva Convention strictly stipulates you can not blow, move, alter or take an enemy mash unit - but you may occupy one to neutralizing it.

The rangers have the benefit of being able to install and move theirs via chopper.

Im still brain storming, and I love your ideas. Lets hear them..
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  #17  
Old 10-10-2005, 04:37 PM
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Excellent idea

It's a great way of allowing a general to flexibly "reinforce" a hot spot on the battlefield. Particularly, a hotspot that is far from home base like many of the LZs (especially for rangers). This, I think, is of greater benefit to the rangers, but that's consistent with the "inferior numbers, technical superiority, greater mobility" theme.

I do however have one STERN recommendation about the inactive range. It won't do at all to have players tagging in on the MASH while enemies hold cover 15 feet from it and blast everyone reinserting from close range. 10 feet is obviously too short a distance, but making it too large makes the MASH unit too easily neutralized. I would suggest imposing some additional rules...

1) Any enemy within 10' disables the MASH unit.
2) Within 10' of the MASH unit is a no-fire zone. No player in this circle by fire in or out, nor may this zone be fired through.
3) Players must vacate the no-fire zone within 30 seconds of re-insertion.
4) Players may not re-enter the no-fire zone unless they have been eliminated OR they are assigned to move the MASH unit to another location.
5) The MASH unit may not be closer than 100 feet to a friendly base, nor more than 200 feet from it.
6) Once the MASH unit has been placed at a base, it cannot be moved to another location within the same sphere of influence until it has first been active in another SoI.
7) A MASH unit can only run if a referee is within 50'.
8) Enemy players may not birddog a MASH unit while it is in motion.
9) A MASH unit does not function while in motion ("hey! Take it easy around those turns!! I'm stitching an aorta here!!"

Summary:
Strengths: This system obviously offers greater safety than the simple 10' rule, but it is MUCH more complicated. It also offers total protection to any enemy who "take" the MASH unit. The idea is that once the enemy overruns the mash unit, it must be moved. You cannot simply kill the enemy units and then get the MASH up and running. It must be relocated to another base before it can be make active again. This also prevents players from being shot out as soon as they tag-in, yet still prevents them from lollygogging in the safe area. It also keeps them from moving back into the safe zone to avoid a hairy situation. It also keeps people from doing what I expect they would otherwise do: Use the MASH unit as a bunker, take cover behind, and just stay in contact with it to remain permanently alive (unless some can sneak/charge to within 10'.

Weaknessses:
-Complicated rules may be ignored or misinterpreted.
-A ref MUST be onhand in this high action zone.
-Is tagging allowed in the no-fire zone? How are mutual tags resolved?
-How do you measure and display 10'? Should a ref make a chalk outline? Run a string? Mark nearby trees?
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  #18  
Old 10-10-2005, 05:59 PM
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This would be awsome for a Final Battle seeing as how its usually attack the **** outta the other base. Seeing as it is usually go all the way there, have fun, but catch a lucky shot, then ALL THE WAY BACK ACROSS THE FIELD TO TAG UP!. Having these barrels about mid point, but at each ends of the 50 would be fun.
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  #19  
Old 10-10-2005, 10:59 PM
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how bout this

how bout each MASH has either a time card (like the heli) or a max number of heals per "outing". like the MASH can be used once every two hours for 30 minutes or once every 2 hours with a max number of say 50 heals and then must retire for another 2 hours

btw if the helicopters can transport mash units it will be sucky for the mogs i mean real bad lol
so i suggest that if a helicopter carries a mash unit it cannot carry any active players
this way the rangers will be forced to either live without it for the first couple of minutes
or
they will have to use both of the precious time cards to keep both birds in the air (i think there were 2 blackhawks right?)
just a thought
and i like the rules put up by GreatZen
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  #20  
Old 10-10-2005, 11:25 PM
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working copy..

Thanks all for the input and ideas. This MASH thing is a test, and we may not
get it just right this game, but I think we have a good starting point.

http://www.triggertyme.com/2005-10-1...operations.pdf
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