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

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Old 07-14-2005, 01:40 PM
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The Super 64 Ultimante FAQ/Sticky

Ok, alot of the stuff on this fourm is kinda scattered around, and for easy accesibility i decided to put it on in 1 HUGE post. Here we go!

First lets learn a little big about TriggerTyme and its history, why TT is putting on this FREE game and some general talk.

This is TriggerTyme's first ever Bring Your Own Paint (BYOP) and FREE ENTRY event - ever.

OK, so Billy did it first - and yes we are copying him, sort of - but with a small difference:

TriggerTyme was once Vanguard and before that Combat USA (1987) and over time the players who knew us then and moved on (with a hand full of exceptions) and the new crop of the players in the area have never heard of or played at TriggerTyme - furthermore, a ton of these new players play outlaw ball in their backyards and vacant lots. I'll bet you a quarter if those guys come to our scenario - they will come back. For this reason, we will be advertising this with a slant to the locals in the midlands of Columbia and to a few area fields. We are also askign the teams to bring few newbie to help us grow scenario ball.

For the established scenario teams who are coming - guys, THANKS!!! - and please bring a scenario newbie for each experienced scenario player you bring.
It helps grow the sport - and that is good for scenario ball.
(Any problems we have will be handled on a player by player basis.)

For the established scenario teams who have never played TriggerTyme : what great opportunity to check us out!!! - You will find us "very old school" and well geared for a medium sized scenario. Our 84 acre field can handle a ton more players than our parking can - please carpool and bring a newbie..

To anyone coming to hose some newbies: come back when you grow up. Newbie bashing will not be tollerated and I personally take offense on those that think this way. We have a 15bps cap, and we have not had any problems with newbie bashing - and this event is not the time to start.
(Attention team captains : please help me police this. If you see a team overshooting or bonus balling, bring it to my attention and Ill deal with it.)


Prices and Fees * and ** Denotes Items of Importance

Entry Fee: 0$

Event Air: $15 (HPA and/or CO2) -- Please bring your tanks to the event FULL to take the pressure off of our staff.

Paint*: BYOP (Bring your own) -- You can bring your own paint - but we will have a ton of good fresh paint on hand - I'm sure we will have two grades - one at $35/case and a premium brand at $45/case -- obviously it helps to us to buy ours.

Food: We will have concession on-hand, plus take your player card to Southern Pigs BBQ (7 minutes away) for $6.00 Buffet BBQ/Fried chicken and all the fixens. Southern Pig: http://www.blythewoodnet.net/ad_southern_pig_bbq.htm

Camping: $0 - We will need all of our parking for this one, so we ask you to camp in the woods around the parking lot.

Staging Areas**: $0 - Please stage up near the insertion points - and if you must stage at your cars, please do so in the woods around the parknig lot.

Parking: We are working on parking, but we to have permission to park at the battery plant.

Hotels: 114 Blythewood Road Blythewood SC 29016
-- (803) 691-1200
Ask for TriggerTyme Promotional Rate.
2 doubles beds or king bed: $48
single: 1 queen bed: $44
& they have a pool for summer games.

PLEASE SHOW THESE PLACES SOME RESPECT SO WE CAN KEEP THIS RELATIONSHIP OPEN....
Days Inn: http://www.blythewoodnet.net/ad-days-inn.htm

(More can be found here: http://www.triggertyme.com/hotels-restaurants.htm)

TIPS: Since this is a free event, we will be passing a tip bucket during closing ceremonies to pay the refs. If you think they did well, please tip generously.

Favors from TT Staff
Registration will open September 10th - but we are taking reservations now. It is BYOP and FREE ENTRY - we have a few favors we ask:

1) Each Player Bring a can of food for the Harvest Hope Food Bank

2) Bring friends who have never played scenario ball - we want to grow the sport in the area. (An ideal team mix in our mind is 50/50)

3) Carpool bigtime. This event will likely overflow our available parking, camping space etc. The more you guys carpool, the more players we can handle. And please dont camp or stage in the parking lot. Parking is going to be a problem! and we need your help. (note from SC, this is only for YOU, the quicker we can get people to the staging areas ect... the quicker we can begin)

Items of Importance
*BYOP Restrictions: For TriggerTyme's BYOP events, we will be observing a few restrictions on the paint allowed for to help minimize the impact to our woodball fields and structures.
Paint NOT Allowed: Red Shell and/or Red Fill - for safety reasons
Paint that we ask you NOT to bring: Any paint that you know to be staining and any paint that leaves a chaulky mess when it dries (ex. White Proball).

**Staging Areas: ok - bad news - this aint waynes world, and Im not going to rope the parking lot off - I will instead ask you guys to please bring some rope, and send some one on friday to get you a spot to camp and park. and please keep it as small as possible. There is space up in the compound for one eazy up per team to "remote stage" if you prefer. we will be spending our energy in this area. There are a few tables, but an 8'x3' folding table here might be nice under an eazy up.

Staging in the Compound: to help make your visit to TriggerTyme more enjoyable, we have provided staging in our compound area - where your team may reserve a spot. When you stage here, you will save a 600' round trip walk back to the parking lot - saving your legs and feet for playing. Each space is around 17' x 17' square, and we are working on providing a table for each space. Right now we have around 7 tables located at 4, 9, 1, 30, 29, 28 and one more. please bring a table just in case all tables are taken. We also recommend bringing an easy-up to throw over your table, and perhaps a team banner to hang from your table to help provide a bit of privacy. The pic below is of space 4.

Other recommendations for your team space: wheeled totes for secure storage, protection from the elements and seating, camp stools, water cooler, paper towels, snacks, tools. Do not leave spare markers, wallets or valuables laying around. TriggerTyme is not responsible for lost or stolen items. You may wish to leave every thing you "might" need in your car, and just haul the bare essentials to the remote staging area (water/paint/snacks/tools/chair/towel/paper towel)

RULES: Your markers must be plugged or bagged in this area. You must wear your goggles in the Chrono area, and be sure to plug you gun BEFORE you leave the CHRONO area.

If your army inserts to the Bunker Hill base (Ranger) please use 21-30 - If you army inserts to the Village/South base (MOG), please use 1-10.

These can be seen here: http://www.triggertyme.com/staging-a...servations.htm


General Rules for Super 64

**THUMPER’S SCENARIO RULES – MISSION’S VERSION -- LM:6.3.2005**
(subject to change - but changes will be minor)

Safety Briefing : Welcome & Thank you for being here.

This is TriggerTyme Paintball and we have a few new rules based on lessons learned – so please listen up.

Trash : You will hear this again. We have trash bags in the trailer and our camping sites are free. Many fields charge for camping because of the trash generated. Please police your own trash and encourage others to do likewise – and we will keep camping free. OK? – OK.

Age: You have to be 10 or older to play.

Missions & Points: Our refs will be hand delivering mission envelopes to the generals, and we will be posting a copy and the results in real time on the bulletin board. All points are denoted on the mission cards. 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.

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. There may be a third team on the field with a third color clearly marked.

Spies : (this item is underconstruction - )

Bases: Bases are worthless. Over run bases may not be held – they must be immediately vacated by no less than 300 feet. You may take everything in a base except personal items and field radios. Blown bases may be immediately reoccupied by fresh troops.

Generals: Run your army how you like – you don’t have to stay at your base.

MODES & FIELD SPEED & RATE OF FIRE Restrictions: 68 Caliber markers of all types and modes are allowed including full autos. We do not have the roads yet for tanks, so no tanks or law rockets. Our field speeds are 280fps and 15bps during the day and 280fps and 6bps after dark. Land mines and grenades are fine. If you have any questions see Thumper. Any markers that can be adjusted without tools need a velocity lock-down or "tourney-cap."

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.
Night Vision Goggles : 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.

Medics : we are not using medics – they create problems – but we do have a cool rule we are borrowing from Brain at Paintball Charleston called the 5 man insertion rule:

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.

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 the compound. Each side has an insertion point & you must use your own 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. This should keep the game hopping.

Player Communications Equipment: No restrictions except as limited by the FCC.

Missions Cards : Missions may include special weapons including demo cards.
A copy of the mission cards will be posted on the bulletin board as they are issued. Your general (or XO) will be handed the mission card. He will hand it to the mission leader. The mission leader hands it to the ref at the mission objective. If there is no ref on site, go find one. The ref will call in the mission results to the compound. We will record the mission results in real time on the bulletin board. And we will not monkey with the score to make it “amazingly close” at the end. You earn what you earn. I’m sure our veteran players will appreciate this.

You must return to your insertion point when eliminated and then go to your base before going live.

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.

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!

Points & Props: Missions are worth points (usually 100), and props are worth points (usually 20). There are no points for eliminations, blowing bases or taking out a general – unless its part of the mission. Props must stay on the field and may be taken by the enemy from your base.

Boundaries: 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.

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

Helicopter Insertions
Yes we will have helicopters.. and functional! use this thread to ask about operations..


leaving base -- note fast rope and plugged markers


as long as you hold on to the rope you are flying.

The mighty Grendel made us a few helicopters for Super 61 & 64 including the and we tested them at Super 61. I think we have 3 or 4.

As I understand the choppers - they are a constrction of PVC pipe around 6 feet long with 6 sections of rope. each chopper holds a pilot and 6 passengers.

to "ride" you hold rope - guns plugged and guns up. and the chopper can not be fired upon.

flying: the players walk, holding the rope. the mission leader can direct the pilot where to go, etc. flight time may be limited.

to get off you "fast rope down" by sliding your hand down a section of rope stepping away from the pipe counting "one one thousand - two one thousand three one thousand" on your way down the rope. At the ropes end, you let go and immediately pull plugs, and you are on the ground, able to fire and be fired upon.

players may get off all at once, or drop off as needed. The chopper does not have to stop to get off. only players on the ground may be fired upon.

to get back on: the pilot must physically sit on the ground, and the passengers grab hold of the pipe and plug their barrels - when the pilot stands up, they are airborn again and may not be fired upon.

we will demonstrate at the safety briefing.

Many missions use chopper insertions, extractions, and recon. I think Grendel may be flying a few missions himself to help things go clean as MANY teams have never seen a chopper mission in scenario ball.

They are a lot of fun, but down right scarey.

Mogs aint got no choppers..

ps: enemy players can NOT walk following the choppers.

choppers may land on roof tops

choppers may or may not be restricted..

(Grendel and I will tune this soon and workout a definitive operational guide)

The Map


The Sides
************LIST REVISED 7.10.2005*********
OK - so lets start to pick sides -- Ill take a stab at it, and you guys chime in here - not who you want, but what side you want to go on. The Rangers are to be Generaled by Skeeter/Brain out of the Bunker Hill Base and the Mogs are to be Generaled by Taco (Nuclear Nuts) out of the Village -- spyderman - if you want to general or XO - or swap off with Taco - check with him. Im easy.

******************RANGERS***************** 227
Paintball Charleston - 84
Silent Assassins (Shaw AFB - 10)
Task Force Recon (Charleston - 4)
SC Roadkill - 20
Black Hearts - 35
Splinter Cell - 15
Team SC Wehrmacht - 10
Tennessee Outlaws - 10
Kentucky Pirates (10)
Bogan's Heros - 10
Space Mice - 10
Tunnel Rats (7)



******************MOGS *******************(217)
Nuclear Nutz - 10
Team Carolina Pain (15)
Ball Crushers (10)
Mayberry Mafia (5)
Slackers Motivated - 30
SC Psycho - 10
Romeo Charlie - 20
Line of Fire Field Team - 20
Team Zero Hour (15)
Nightmare 5150 - 12
The Two Johns - 4
CS - 10
RED 5 - 10
Team Overshot - 4
Team Ballbusters - 6
Team Disasterpiece (5)
Blackstorm (15)
Team Slota (6)
Madd Ballers (10)
------------------------------------------------------------










Ok, i believe thats all of it. Thumper if i missed anything or anything needs to be corrected, please LMK and would sombody please sticky this thing!
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  #2  
Old 07-22-2005, 10:08 AM
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Chrono typo???

Up in the main post, it says 280/15 day, and 280/6 night? Do you mean 250/6 for night play?

Brain, Brad and I will double enforce the no-wiping requirement. Fun=Free=Fun, NEVER a reason to wipe. Just flat kick out players caught cheating?
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Old 07-22-2005, 10:57 AM
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Im leaving the rules as written for now.

Quote:
Originally Posted by Skeeter
Up in the main post, it says 280/15 day, and 280/6 night? Do you mean 250/6 for night play?

Brain, Brad and I will double enforce the no-wiping requirement. Fun=Free=Fun, NEVER a reason to wipe. Just flat kick out players caught cheating?
I know its what Ben and Wayne do 250fps at night, but rechronoing for night play is usually a hastle for the players. Im more concerned about someone unable to control a close up RT blast. The bases will have chronos and if we need to have an adjustment, we can do it on the fly. We havent had any problems related to hot guns in the past three games including night play. (ps: flatline A5s do sound loud and do go far shooting down hill)

Wiping: with the 5 man minimum insertion rule, (and/or insertions as base), I havent seen or heard any complaints about wiping in the last 3 event. Furthermore, this event to date has been fairly invitational and so I feel comfortable about the teams coming. Most are return teams from Super 61 / Bastogne / Cartoon Wars.

Will wipers be kicked out? Ill deal with issues one at a time and on a case by case basis. I know most of these teams, and I ask the captains to encourage their players to play for fun, and with honor and integrity.

Skeeter: If you would, please proof the list of attendees coming w/ PBC and leave any problem children at home. please..
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Old 07-23-2005, 09:54 PM
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Proofing ahead of time

The 280/280 fps is fine, and will let us play straight through without a dinner break (I always hate those...) No dinner break, right?

We have a sign up list at the store, and are inviting only those "worthy" to put their names down. We have some speedballers that plan on comming up, and we will have to have an "integrity check" before we go on the field. I plan on gathering my players (any of the Rangers) before game time to discuss honesty and such.

Any news on the spies? Would hate to get assinated by some dude who puts a plastic spider in my sleeping bag. Always found spy craft to be more entertaining when collecting/bartering/stealing/negotiating props and artifacts.
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Old 07-24-2005, 07:43 AM
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dinner..

In the traditions of old, we will stand down at 6pm and pick up at 8:00pm to give everyone a chance to rest, fellowship and chow down. Ive cut a deal w/ southern pigs BBQ in Blythewood (7 minutes away) for $6 flat rate for all you can eat BBQ/Fried Chicken/ Fixens and maybe even drinks. The field will also have some consessions on site, but it probably capps out at hot dogs and candy bars.

The 2 hour breast is also a pretty good safety factor to help force everyone to rehydrate and replace a few callories and electrolytes.

Ill create a new thread for spys..


Quote:
Originally Posted by Skeeter
The 280/280 fps is fine, and will let us play straight through without a dinner break (I always hate those...) No dinner break, right?

We have a sign up list at the store, and are inviting only those "worthy" to put their names down. We have some speedballers that plan on comming up, and we will have to have an "integrity check" before we go on the field. I plan on gathering my players (any of the Rangers) before game time to discuss honesty and such.

Any news on the spies? Would hate to get assinated by some dude who puts a plastic spider in my sleeping bag. Always found spy craft to be more entertaining when collecting/bartering/stealing/negotiating props and artifacts.
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Old 07-25-2005, 08:27 PM
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I always like to get my calories...

from a 2 hour breast. You always know how to get me to go along with your plans.


Quote:
Originally Posted by thumper

The 2 hour breast is also a pretty good safety factor to help force everyone to rehydrate and replace a few callories and electrolytes.

Ill create a new thread for spys..
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Old 07-25-2005, 09:00 PM
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Quote:
Originally Posted by Skeeter
from a 2 hour breast. You always know how to get me to go along with your plans.

LOL!!!!!!! :biggrin: Yeah me to..
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Old 07-25-2005, 09:15 PM
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Tons of people

Wow, how many people are comeing to this in all? that is allot of teams signed up to go to this
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Old 07-25-2005, 09:22 PM
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we will have to wait and see when we get there but the last i heard there was about 438??
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Old 07-26-2005, 08:19 AM
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last count..

Quote:
Originally Posted by [sm] drewcif
we will have to wait and see when we get there but the last i heard there was about 438??
last count 480 ish. Ive got room for maybe 2 more teams and registration opens Sept 10th. There may be a few more slots opened after I process all the waivers and junk.

To everyone: dont plan on walking on the day of. This thing is maxed out, and you must be registered via mail with a team --- and teams with slots reserved have priority.
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