Starting from the safezone to end game:
Example format: 7 teams with 3 people per team. ::Safezone::
Everyone who's playing gathers around for the briefing- and after they're counted off 1 to 7, and the common numbers gather up to form the 7 teams with 3 people per team.
From there all teams move out to the selected playing field. Each team takes its own position somewhere on the field, and where ever they decide to spawn at they'll place a beacon of some sort (i'm thinking soda bottles to serve as respawn beacons) to represent their respawn. When the game starts it's every team for itself with a limit of 3 respawns per player.
When a team is eliminated it waits by its’ respawn dead and then are considered capturable by any team that can capture it first.
How to capture a team? A team can take a dead teams respawn beacon back to its’ own, and the dead team is then reborn with 3 more spawns at the new location and are allied with the capturing team. ::End game::
The game is concluded either when 1 team has dominated the playing field by capturing all teams and killing the last, or when time runs out and whoever has obtained the most respawn beacons wins.
Problem: What if a team is a man down? Solution: That team gets 1 extra respawn.
Problem: This game is too complex for my little mind to comprehend! Solution: We could stick 1 person that knows how to play on your team, and you can learn from him.
Problem: Too many teams, will not work for miscellaneous reason #42a. Solution: We could have more people in each team to cut down on the # of teams, but there should be at LEAST 4 teams.
Note: Respawn beacons can only be taken by another team if the entire team is dead, also- if you as a player have died 3 times and your team captures another teams respawn beacon, you get 3 spawns. To keep things simple no player can ever have more than 3 respawns, they don’t accumulate.
Think I should paint the picture a little better- and close a loophole:
A dead team waiting around their respawn beacon... follows whoever picks it up. The dead team remains dead until at their new spawn.
IF the guy carrying a captured respawn beacon dies, the beacon is dropped and the dead team must wait around that dropped beacons new location.
Basically a dead team becomes a team of VIPS.
BEFORE STARTING THE GAME CONSIDER:
This game can be played with x number of players per team. The more players in a team though the less spawns they should get.
ex:
3 players per team get 3 spawns
5 players 2 spawns
7 players 1 spawn
and my first post was with the example of each team having 3 players per team.
I don't know Chris, I kinda think that it's a pretty simple game, and the respawns kinda make it more of a fun game. I mean, what happens if you get killed early on? You get to be bored for the rest of that game in the safe zone.
Just my thoughts.
Respawns are essential.
Wish I could have explained the layout clearer but that's the way I lay things out. I'm trying to find things we could use for respawn beacons just in case this games used in the future.
I'm liking this game idea but I think that a respawn can not only be taken but a team can destroy a respawn rather than take it. Say TEAM A takes out TEAM B and TEAM C comes along and tries to kill TEAM A and take the respawn beacon of TEAM B, either team can destroy the beacon by shooting it.
The purpose of destroying it is to keep the opposing team from getting more allies if they grab the beacon first. This idea works best if beacons are soda cans so you can tell if it's destroyed or not.
__________________
"A prisoner of war is a man who tries to kill you, fails, and then asks you not to shoot him."- Winston Churchill
Sub-scenario to this original game idea: ****Without team capture*****
(Painting it clearer, and with some of mardivocs inspiration behind it)
3 Teams (no more yet 2 can work as well)
Bigger the playing field the better, can be played on any field as long as it's a decent size.
Teams are equally spread apart to begin with from one another.
Each team gets (2) spawns at its respawn beacon.
Objective: to destroy the opposing teams respawn beacons either by force or gunshot.
Respawn beacons should probably be placed on the ground but not hidden so as to make it challenging for each team to be able to protect their beacon from enemy forces while at the same time tempting to try and overtake the enemy.
Suggested respawn beacon usage: 2 liter bottle of soda (undented), or soda can.
****With team capture*****
Each team should have a designated specialist that can capture a spawn beacon.
ALL specialists will have the same distinguishing colored towel/tape around their arm (3 teams, 3 specialists with scotch taped arms).
Specialists capture a beacon by camping on it. (beacon remains stationary)
Any player who would respawn from that beacon are now respawning as part of that specialists team. The specialist holding that beacon can direct his (new teammates) as to which direction to start attacking at (the 3rd team).
All in all- team captured or not, though out the course of the game every player only has a total of 2 possible respawns.
Including team capture in the scenario is just to try and make it more exciting-
Playing it without team capture for awhile would probably be the way to start out.
Players have enough trouble differentiating between two teams already. Seven? Dat's Crazeee!
I'm also afraid of one team getting knocked out early, or if the teams are too small, it's very likely that one team is made of really strong players, and crushes through the rest of them. That's the trouble with many-team games; if there's only one winner, there are a lot of losers.
__________________ Speak only if it improves upon the silence. -Mohandas Ghandi Quit fapping to your guns and get on the damn field!
We used to play a game similar to this at R-14 called last buddy team standing. Some teams will just sit around or hide untill all the other teams fought it out and were a few guys down then come in an mop up for a victory. If you were eliminated quickly it did suck having to wait around for a while.
All that being said the games were intense and it was easy to remember to shoot anyone but my buddy. The games actually quickly became a favorite because no matter how good you are while you're concentrating on taking out one team, another will come up from another angle and pretty soon you're surrounded.
We also played with with no respawns so they could be quick or really long depending on how sneaky everyone felt like being. We tried respawns once and it worked ok but the game ended up running for around 2 hours before we had a winner.
__________________
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Players have enough trouble differentiating between two teams already. Seven? Dat's Crazeee!
I'm also afraid of one team getting knocked out early, or if the teams are too small, it's very likely that one team is made of really strong players, and crushes through the rest of them. That's the trouble with many-team games; if there's only one winner, there are a lot of losers.
You memorize the two faces you start with. Shoot everyone else.
You memorize the two faces you start with. Shoot everyone else.
Seems pretty straightforward to me.
But it never works out that way.
Tlo-recon
It's a very cool idea but a bit to technical for a weekly game & would require a large area to play effectively. Also if you allow destroying of becons what happens if it gets hit by a random shot? And were going to make sure all the becons get cleaned up. Don't want to leave trash lying around the fields.
PL just installed these red & yellow poles on each building in the village. Last week we played capture the most to win & it was a lot of fun. We will definitely be playing that scenario again.
Originally Posted by Jeans
You memorize the two faces you start with. Shoot everyone else.
Seems pretty straightforward to me.
ADOT: But it never works out that way.
It's never been played nor is it ready to be judging by some of the good input we're getting.
ADOT, I've taken a moment and can completely agree that this scenario is too much for a weekly game and should be simplified.
Random bb dilemma would kind of blow this thing out of the water so to fix that:
We'll have to eliminate the team capture. If an opposing player touches it in any way, it is rendered destroyed.
(Alternate game mode that will probably be easier for weekly games!)
Assuming 3 teams:
A player is designated beacon carrier (just like we have bomb carriers). When that player dies the beacon is "dropped" and can no longer move. (disadvantage don't let it happen!) The beacon serves as its teams respawn. In this scenario the beacon itself is invincible.
This is the simplest form I can think of.
Your team must work together to dominate the opposing teams, stick together, communicate on regular basis if your beacon is moving somewhere. The person with the beacon should be the main communicator, yelling "Moving Right!"