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Post by phangos on Apr 15, 2012 19:04:36 GMT -5
What do you guys think about posting potential game modes or styles, such as Black Hawk Down, Capture the Flag, Vampire Teams...etc. etc.?
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Post by peeweekid on Apr 16, 2012 17:29:00 GMT -5
We play Juggernaut here in Fargo. Along with regular Deathmatch with medics and sometimes capture the flag. Also we have island attack depending on where we play. The place we used to go had a sweet island of woods with meadow all around it, it was perfect.
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Post by phangos on Apr 17, 2012 1:18:44 GMT -5
I'm just saying an area to post current ideas as well as currently established game modes could be beneficial.
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Post by woogie on Apr 17, 2012 8:15:54 GMT -5
We typically do a few different game types in these games.
Though we are always willing to try new things as well. It is always good to try something a few times to see if everyone likes the game style.
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Post by Rekkon on Apr 17, 2012 8:52:06 GMT -5
The Thief River Falls group is partial to an "assault" or "onslaught" game type, though we have never really named it. Basically a smaller group pre-places to defend, and the rest of the players attack them. Defenders have limited (or just one) lives; attackers have infinite respawns, so it is a matter of when, not if, the defenders will fall. Their performance is determined by how long they hold on and/or how many attackers they kill.
We primarily use this mode on one of our fields gets pretty thick during the summer. Whenever we do "team deathmatch" with limited lives, it just encourages everyone to bunker down, resulting in a long slow game. Infinite lives gives the attackers freedom push aggressively.
For somewhat larger groups I have had fun with "breakthrough." One team, ideally slightly larger or with some other mild advantage is tasked with getting as many members as possible through enemy lines to a particular point. Before the game starts, the attackers pre-place two or three players at this "breakthrough" point. These players cannot be killed, but they cannot leave either. They represent a larger force and are there to create a buffer around the point so the defenders cannot sit directly on top of it. When the attackers get a new player to the point, they mark it somehow (I use tokens in a bucket) and go back (dead) to their starting respawn. They can also swap with one of the unkillable players to give everyone the chance to attack.
The defenders pre-place between the attacker's respawn point and their breakthrough point. They respawn somewhere suitably far off this line. The best thing the attackers can then do is force a breach and devote people to keeping it open while a steady stream of players moves to and from the breakthrough. Both sides have unlimited respawns; the game runs for a set period of time.
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Post by woogie on Apr 17, 2012 10:34:11 GMT -5
That last one sounds interesting Rekkon... may have to try that some time.
Though me personally, I really enjoy some kind of objective that has to be taken or what not. Not the endless fire fights where people hunker down and provide nothing for their team.
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Post by phangos on Apr 17, 2012 14:12:24 GMT -5
I like that last one as well...it's interesting.
One game mode I stole off a video online that I'd like to attempt is Vampire. Basically the game starts as a FFA, but when a person is killed, they stand there with their hand up. ANY player who touches that killed player absorbs him into their team. The balance of the game has potential to flip instantly! I suppose the game would end when all players are on the same team, with the victor being the one who didn't swap teams. I guess that leaves something to be desired... Also, may be fun to apply vampire to other styles, such as CTF or Blackhawk Down.
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Post by Rekkon on Apr 17, 2012 14:59:12 GMT -5
Well if you want to try it come to Rice Paddy. It should be especially interesting given the size of the motocross field. The VC will have a relatively wide front to protect while the Americans can concentrate their forces for a breakthrough. We tried a team-based version of "Vampire" up here, but the problem always became knowing whose team someone was on. It was also a game mode that had the potential to go on forever. Personally I hate free-for-all. I play airsoft for the teamwork. I agree with you there Woogie. On our thicker field we play non-standard skirmishes so that people have to get up and move. A staple is a single center objective. Both teams have unlimited respawns; victor is the side that holds it the longest. Occassionally we play "pure" zombie games. We have also done a zombie mode where two teams face each other, but dead people become a third team with unlimited respawns. Eventually everyone is on the third team.
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Post by M.O.S.T. on Apr 17, 2012 17:03:31 GMT -5
One that I really like is color change which is similar to the one that phangos suggested. Your start with 2 evenly sized teams and everyone is carrying a white rag. One team ties the rags around the barrel of their guns to represent they are on the "white" team. When someone is shot, they either untie their rag or tie it on and switch teams. This continues until its just one big team or time is called.
For a longer game, back when I was playing with the 702nd guys on the farm, they did something called territories. It starts with preferably 3 teams, and each team has 2-3 people that have poles which have pieces of cloth that represent each teams color on them on a ring on the bottom of the flag. Each of these people goes and puts a flag down at a location away from other flags which then becomes a spawn location for your team. Your team color is placed on a ring at the top of the pole. You can take enemy flags by removing their color from the top, putting it on the bottom, and putting yours on the top. This also becomes a spawn location which if hit, you count to 20 and spawn back in. A time limit almost always is in effect and the team with the most flags at the end wins. Would take some small effort to put the flags together but they're really pretty simple and it made a fun game that had a lot of focus on sneaking around.
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