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Worst Case Scenario TriggerTyme Paintball - April 1st 2006

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  #21  
Old 03-22-2006, 06:45 AM
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here is the why 6 argument..

I got handed this event late (14 days before the event), and the scenario world has a mountain of other events going on right now and recently - and instead of postponing the event until we could properly promote the event, or timing it for a good window, the field owner descided to hold the date firm.
I got tasked with making it happen...

Ok, no one was talking about worst case - meaning no one was intersted. (weak publicity) The only players I heard talking about it were the regulars at TT and quite a few regulars wanting to play their first scenario, or were wanting to get back into it.

So I cut the duration from 10 hours back to 7 hours, and looked at the staffing abilities of the field, wrote a easy to deliver game, and catered the rules to the newer players. This event is a cross between a scenario and "just a big rec day" - basicaly structuring what I know I can deliver with the hand I was dealt.

Yall get 200 players excited about it, and Ill up the 6bps to 12bps - Ill event throw in a few challenging side missions & alien landing craft - but for now Im catering to the regulars and newer players... focused on delivering a straightforward safe fun game. (and very reasonably priced)..

Future event with adequate time to plan, prepare and staff will be structuctured for the intermediate scenario team, with more challenging missions, special weapons, righer rates of fire (12bps)

Special note to the newer players - or to Chappy in particular as a vet return to the sport - these guys are right for the most part. Scenario ballers love their RTs and eGrips and 10bps to 15bps is fairly normal these days. I doesent make much difference once the game starts. Mechnical cockers and pumps hold their own very very well in the woods.

ps: I played in 40+ scenario games before there was such a a thing as RT, eGrip, electronic markers - and I have to say - they were plentry of fun. I know most of the members on the two teams I play with (Section 8 and SC Roadkill) play with pumps during scenarios. And w/o the PA or AT - need i say more?
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  #22  
Old 03-22-2006, 05:19 PM
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What?

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Originally Posted by mini-me
GO ALIENS!!!!
Why did you just say "Bless you my little friend"?
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  #23  
Old 03-22-2006, 05:35 PM
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i can understand having 6bps to keep down overshooting, but we really dont have a big problem with that at all.


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  #24  
Old 03-22-2006, 06:20 PM
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i understand that 6 bps is the normal "rec" day, but this is a scenario game. the reason i go to scenario games is to get away from the feel of the hum-drum rec ball days. i aplaud you for your willingness to help out triggertyme and what you strive to make TT into. i also understand that this game was put on you at the last minute but how does that rationalize 6bps?

Note Bastogne, this game was put on by Ben Torneselli in june of 2005. while only approximatly 60 people showed for this event, it still went down without a hitch. we had 2 german teams and one allied team playing full field with bps capped at 15. yes bastogne was a small game, yes many new players played that game, but under no circumstance did 15 bps hinder the play of the game.

you stated that in the 40+ scenarios you played in before RT's and E-grips, that you had plenty of fun. while it is great to think back to the old days, when you had to decide between buying an autococker or making your next house payment, they are just that - "Old Days". This is equivalent to limiting nascar to 4 cylinder engines and "s" rated (140 mph) street tires. yes making those changes to nascar would give anyone with a drivers lisence and a ford festiva a chance at lapping jeff gordan and dale jr.

Admit to the times and make it so the kid who saves 100 bucks, and picks up an e-spyder at walmart can use it to its fullest. if normal scenarios are regulated 15bps, why drop it by more than half?

i know that 10 bps is more than reasonable for a new player.
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  #25  
Old 03-22-2006, 06:35 PM
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Hey guys its no big deal, what ever the ball cap is. Just don't over shoot people, and don't hammer down. It's imposible to count every shot for every second, just use your judgment, and have a sportsmanlike attitude is what i say.
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  #26  
Old 03-22-2006, 06:37 PM
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Quote:
Originally Posted by Dracula53
Hey guys its no big deal, what ever the ball cap is. Just don't over shoot people, and don't hammer down. It's imposible to count every shot for every second, just use your judgment, and have a sportsmanlike attitude is what i say.
yeah,
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  #27  
Old 03-22-2006, 06:40 PM
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the time that i did reff at TT here was my personal policy:

-ask a player with a marker that can reach up into the teens to be aware of who they're playing with, that it only takes 1 hit to get sombody out and that our cap is around 6. BUT, i know thats not realistic if sombody has (say a matrix) so i try to measure it about 10, if it becomes a problem then you pull them aside and let them know that they need to put a lock on the gun.

I think we should ASK for a 6BPS cap, but a 10-11 "field rules" cap (ie-you go over 10-11 and we'll pull you or take other measures to make sure you cant go over that 10 cap)
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  #28  
Old 03-22-2006, 07:33 PM
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Quote:
Originally Posted by scpaintballer01
the time that i did reff at TT here was my personal policy:

-ask a player with a marker that can reach up into the teens to be aware of who they're playing with, that it only takes 1 hit to get sombody out and that our cap is around 6. BUT, i know thats not realistic if sombody has (say a matrix) so i try to measure it about 10, if it becomes a problem then you pull them aside and let them know that they need to put a lock on the gun.

I think we should ASK for a 6BPS cap, but a 10-11 "field rules" cap (ie-you go over 10-11 and we'll pull you or take other measures to make sure you cant go over that 10 cap)

Agreed
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  #29  
Old 03-22-2006, 07:44 PM
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Quote:
Originally Posted by scpaintballer01
the time that i did reff at TT here was my personal policy:

-ask a player with a marker that can reach up into the teens to be aware of who they're playing with, that it only takes 1 hit to get sombody out and that our cap is around 6. BUT, i know thats not realistic if sombody has (say a matrix) so i try to measure it about 10, if it becomes a problem then you pull them aside and let them know that they need to put a lock on the gun.

I think we should ASK for a 6BPS cap, but a 10-11 "field rules" cap (ie-you go over 10-11 and we'll pull you or take other measures to make sure you cant go over that 10 cap)

that is very reasonable, and i do keep that in mind when i am playing, and i think that most of the players at triggertyme do as well. that is why i have no problem seeing 10 BPS be no problem what so ever.

Drew
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  #30  
Old 03-22-2006, 11:55 PM
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i not trying to say lock it down to 6 i'm sure i can get my cocker to go faster then that when i fix the paint rolling out the barrel problem, just dont want what happened a few weeks ago where so kid with a dm6 tore me up with 20+ bps at about 10 feet his only statement was that was as slow as he could shoot. Not sure what kind of locks you can put on a e marker to slow it down as i have never owned one just want to make sure we dont have some people who will do 20+ and say its cause thats as slow as you can go.
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