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

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  post #11  
Old 07-09-2005, 12:57 AM
drewcif's Avatar
Cannon Fodder
 
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Quote:
Originally Posted by Aerion
Actually, it was only 3-4 feet long and non-poisonous. However, I felt it prudent to close off the bunker to avoid a panicked player from hurting themselves or someone else since the end game was in progress and the likelyhood of the bunker being used was high.

you know my version of the story was so much better. It was a large snake in comparison to copperheads i have seen.


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  post #12  
Old 07-09-2005, 07:15 AM
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Archidioikętęs? - oh dear
 
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backwards..

Quote:
Originally Posted by Sniper54
I see. You cant use NVG's till 10 pm? I though it ment got to stop useing them at 10pm.

The rule is NVG OK till 10pm

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  post #13  
Old 09-23-2005, 09:22 AM
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Archidioikętęs? - oh dear
 
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**thumper’s Scenario Rules – Mission’s Version -- Lm:9.22.2005**

**THUMPER’S SCENARIO RULES – MISSION’S VERSION -- LM:9.22.2005**
Trash : We have trash bags in the trailer - Please police your own area.
Age: You have to be 10 or older to play.

Missions & Points: Our refs will be hand delivering sealed time stamped mission envelopes to the generals. There are no points awarded for blowing bases, or eliminating players or generals. Missions vary in value based on complexity and duration – so please read your mission cards carefully.

Missions Cards : Your general (or XO) will hand the mission card it to the mission leader. The mission leader hands it to the mission ref at the mission objective. If there is no ref on site, go find one and lead him back to your mission objective. Once there hand him your mission card. The mission ref will hold completed mission cards. There may be two cards required for one mission – so pay careful attention to the details.

Props: Props are worth points (usually 20). Props must stay on the field and may be taken by the enemy from your base unless they are inside the Generals HQ. Turn props you find into your general. Generals: you must keep the props on the field of play until 6:00pm Saturday, 12PM Sunday and Saturday night when the general stand down is called. You may then turn them into the game director for scoring.

Arm Bands: You will be issued arm band tape. Your arm band tape AND player cards must be in plain view at all times – and no pulling a sleeve down over your arm band. And you may not wear enemy tape under any circumstances.

Spies & Medics & Tanks & Laws: There are no spies or medics or tanks or law rockets.

Bases: Bases are worthless. Overrun bases may not be held – they must be immediately vacated by no less than 300 feet. You may take all props. Do not take helicopters, tape, mission cards, maps, radios or personal items. Do not enter the generals HQ. To blow the generals HQ, a satchel charge with demo card is required. Once blown, you still may not enter the HQ. No firing, smoke or grenades allowed in the generals HQ.
Generals: Run your army how you like – you don’t have to stay at your base.

IMPORTANT : MODES & FIELD SPEED & RATE OF FIRE Restrictions: 68 Caliber markers of all types and modes are allowed. Our field speeds are 280fps and 15bps MAX during the day – with a requested CAP of 10bps -- and 280fps and 6bps after dark. Land mines and grenades are fine. Any markers that can be adjusted without tools needs a velocity lock-down or "tourney-cap." *** In the interested of keeping TriggerTyme's scenario events FUN and SAFE for all ages and experience levels, we requests all players observe a 10bps maximum rate of fire. This a guideline we request. Any player caught ramping or shooting over 15bps will be deemed playing in an unsafe manner given the large number of young and novice players we have. Team Captains: Please police your teammates so we don’t have to. Overshooting ("Bonus Balling") is deemed a serious safety violation and will NOT be tolerated. Captains: please reinforce this message with your teammates. That said, TriggerTyme will hold the whole team responsible for its members on this issue. Triggertyme is committed to the positive growth of the sport, and we need your help.***

Prohibited Equipment: Heavy clothing which is designed to promote bounces; shields; unbreakable trip wires; air horns; cylumes; knives; ropes; whistles; hot-burning smoke; pyrotechnics; firearms; laser sights; crossbows; sling shots; BB guns. Any device designed to raise or lower the velocity of a paint marker (tools, adjustable barrels without locking caps) are prohibited on the field of play. NO predominantly yellow or orange shirts, jerseys allowed.

NVG & Qbeams : Your eyes must be fully protected. NVGs are allowed until 10pm – and are then prohibited. If we get any complaints at night about overshooting and NVGs being involved, we prohibit them. So it is up to you to use them responsibly. Q-beams are also fine – but may get shot at.

Ghillie Suits: For Ghillie suits bounces count if the wearer feels the hit.

Player Cards: You must keep your player card on you and VISIBLE at all times, and it will be required to chrono, receive your arm band tape, to enter your base, for your meals and air.

Hits: All hits count. Gun hits count. Quarter sized hit or quarter sized splatter means OUT. Once you are OUT: plug you gun and raise it high and holler I'm OUT and do it quick and move toward the nearest insertion point, but... keep you gun up and plugged - remember dead men don’t talk and this includes radios & don’t wander through the enemy positions. Any spec from a grenade or mine and you are out.

Surrender & Barrel Tags: Once under 20 feet all players should offer the surrender option. The receiving player can plug his marker in surrender OR turn and shoot. If you touch the barrel of your marker into an opponent and say “TAKE THE HIT” the receiving player is OUT.

Insertions: Once you are out, plug your marker and return to your insertion point. Each side has at least one insertion point & you must use your own insertion point. These change during the game, so listen carefully to the instructions at the safety briefing and check with your base ref and general if you are not sure. BY DEFAULT, plug your marker, hold it high and return to the compound to your insertion point. Once you have AT LEAST 5 ALLIED PLAYERS you may reinsert. YOU MUST go to your base before removing your barrel plugs - A ref will be there to help make goes clean and safe.

Player Communications Equipment: No restrictions except as limited by the FCC. Refs are on Channel 1. You may reach us there, but don’t use it for your team communications.

Dead Man's Walk: First - don’t use eliminated players as cover. If you are eliminated, your markers must be UP and plugged as you walk back to your insertion point. If your marker is down and plugged –or- up and unplugged you appear to be a live player. If you are out, plug it and hold your marker UP and walk off.

Out of Bounds: Don’t play out of bounds. Boundaries are marked with yellow rope. If you find yourself crossing rope, you are crossing a boundary. As a live player, you should not be crossing boundaries. If we catch you playing out of bounds, we may pull your player card – so don’t do it.

Cussing: We have young ears here. Cussing is considered unsportsmanlike.

Shooting in the Staging Area or Wandering around unplugged: Do not shoot paint in the staging area. Keep you gun plugged. Dry fire in the staging area all you want, but your gun must be plugged.

Wiping: We have a number of player/refs on the field today looking for wipers. If you see a player wiping a hit and returning to play please bring it to the nearest ref’s attention. At this point we will pull the team captain and the player in question off the field to talk this over. Remember - we are not using medics and we do not allow self medication!

Goggles: Keep your goggles on when on the field & at the chrono station. No exceptions.

See special rules for helicopters and spybirds.

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  post #14  
Old 09-23-2005, 04:26 PM
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REF REF is offline
The Guy with the beard
 
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Quote:
Originally Posted by Aerion
it was non-poisonous.
all snakes are.

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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