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Post by Rabit TFS on Apr 21, 2013 21:41:22 GMT -5
So I randomly thought of this when I was sitting at work doing nothing. Everyone knows how a scavenger hunt works, you have a list of items, teams search for those items, and after a set time whoever has the most items wins. So how would a scavenger hunt go if you actually had to engage the enemy in combat while searching for the items. But theres more! Each item wouldnt just be a simple grab and go item. Items would include things like defusing a bomb and extracting it, or locating and escorting a VIP, or searching civilians for certain intel items to retreive. Milsim scavenger hunt. Opinions?
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Post by Rabit TFS on Apr 22, 2013 7:56:03 GMT -5
Let me know what you guys think. If you like it I'll make it happen.
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Post by Foggy (CR4) on Apr 22, 2013 8:03:33 GMT -5
Isn't that how most objective based ops usually work? Each side has a "List" of objectives, during score index, admins tally which team has control what objectives, and what tasks have been accomplished, then points are award. By the end of the day, team with most points wins.
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Post by Rabit TFS on Apr 22, 2013 8:08:07 GMT -5
In a way. With this you could potentially have more than 2 teams kind of like risk. Objectives would also be done in any order teams please as they would have the full list from the start. With most milsim ops objectives are more time period based.
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thing1
Full Member
I'm going ape
Posts: 166
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Post by thing1 on Apr 22, 2013 8:09:18 GMT -5
I like this, sounds intresting
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Headshot
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Blackhawk Airsoft - Speed, Power, Victory
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Post by Headshot on Apr 22, 2013 9:07:50 GMT -5
ONe team would look for the item. THe other would already know where it is and deny access? Set up ambushes, etc.
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Post by Foggy (CR4) on Apr 22, 2013 9:47:53 GMT -5
The multiple team, objective task concept has me interested, looking forward to reading the write up. Brainstorm on gentlemen.
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Post by Rabit TFS on Apr 22, 2013 10:35:58 GMT -5
There will be 4 teams. Each team wil have their own respawn point. Each team will have the same list of items. Items will range from random items that just have to be found, to bombs that must be defused before they can be moved, and even players from other teams. There will be one "safe zone" where combat will be prohibited. This safe zone will have an admin with a check list for each team where items can be marked of as they are brought to the safe zone. Each tram will have a team captain that will deyermine the teams name. Each team will also have different loadout requirements. At the end of the day the team with the most items wins.
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Post by missinglink on Apr 22, 2013 12:19:21 GMT -5
Can we take the objects from the other team while they are carrying them back to the safe zone? I think it ought to be a set time and whoever has the most items at the end of that time wins...no safe zone. The team has to figure out how to keep their items secure.
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thing1
Full Member
I'm going ape
Posts: 166
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Post by thing1 on Apr 22, 2013 12:21:26 GMT -5
There should be hints on what an where instead a actual list
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Post by Rabit TFS on Apr 22, 2013 12:41:13 GMT -5
If a team is moving to a safe zone with an item and they are shot they must drop the item where they were shot. Items will be checked in at a safe zone. It just helps with organization and keeps the chaos down. Issues would arise if you had to defend the items you found. And certain objectives HAVE to be checked in.
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Post by Rabit TFS on Apr 22, 2013 12:42:20 GMT -5
The point of a scavenger hunt is to search for the item. It ruins the fun if everyone knows where every item is.
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Post by Foggy (CR4) on Apr 22, 2013 20:08:24 GMT -5
Each team will also have different loadout requirements. Elaborate on this please.
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Joker
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Y SO SRS?
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Post by Joker on Apr 22, 2013 22:47:32 GMT -5
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Post by Rabit TFS on Apr 22, 2013 23:09:18 GMT -5
Each team will also have different loadout requirements. Elaborate on this please. Just like any uniform requirements. Different camos.
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Post by Rabit TFS on Apr 23, 2013 12:15:39 GMT -5
Decided to add in another special team.
Havoc Squad: Havoc squad will be a 5th team made of 8 admins/players. Members will take shifts throughout the day. 2 will be at the safe zone checking in scavenged items, 2 will be field admins, and 4 will be players. Every hour Havoc members will rotate positions. Havoc squad is not trying to capture items or win the game. Their purpose is just to cause chaos. Havoc squad can move items to new hiding spots, help out other teams, or just run around and kill players and prevent them from capturing items.
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Post by missinglink on Apr 23, 2013 12:28:57 GMT -5
If you want to cause chaos, make them defend what they found. However, the game will be fun either way.
As for a list or giving locations, scavenger hunts don't tell you WHERE to find the itmes, they simply say "Find as many of these items as you can."
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Post by Rabit TFS on Apr 23, 2013 13:18:00 GMT -5
Dude like I said defending these items would cause problems. I can think of dozens of issues that would arise with that. And like I said certain items REQUIRE you to check them in.
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Post by Rabit TFS on Apr 23, 2013 13:32:52 GMT -5
Im not saying it wouldnt potentially add more of a challenge but when hosting an event you have to think of all the pros and cons and I can just think of to much negativity that could come from that. I cant tell you how many events Ive been to where hosters add in something to the game thinking itll be fun and it just ends up overcomplicating things. Its not a bad idea I just cant do it with the possibility of it failing.
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Post by missinglink on Apr 23, 2013 21:22:46 GMT -5
I have hosted more than a few events with groups of people with more attitude than I ever see at Temple. 1700 paintballers and all props stayed live for 23 hours of a 24 hour game. There were no issues over the props. Other problems, yes, but not the props. That being said, run the game the way you want. I am only offering some ideas not saying there is a right or wrong way. www.phulesgold.com/about.html
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Post by Rabit TFS on Apr 23, 2013 21:31:39 GMT -5
More attitude? What do you mean by that?
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Post by missinglink on Apr 23, 2013 21:34:23 GMT -5
Airsoft players seem to have a mellow attitude about the game. They don't get spun up about things the same way that paintballers do. Paintballers (and I have been playing since the 80s) seem to let their bad attitudes override common sense and it takes the fun away. On the worst day I have been at Temple, there has been nothing like what I have seen on paintball fields.
Not trying to start any issues, just offering up a personal opinion based on what I have seen done in similar events. Looking forward to Stateside, and this if you set it up.
-Link
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Post by Rabit TFS on Apr 23, 2013 21:41:52 GMT -5
Some of the issues that arise: 1) Sometimes, not all the time, for games like this teams will collect items and then focus way to much on defense and all the teams just stand around trading shots with each other and not getting them done. 2) Some items absolutelt have to be checked in or players could just lie about it, such as capturing and escorting HVIs. I said that multiple times. 3) Some items can be found more than once which would require them to be checked in and replaced. 4) Some props are small. I hate to say it but we all know there are cheaters out there that would just hide it in their backpack so no one could take it and then collect the points at the end. 5) Along those lines people could just hide items in their vehicle and collect the points at the end.
And these are only a few problems. Like I said its not a bad idea. If I were to do this with a large group of just my friends then I honestly probably would play the way you proposed, but with more players, and the possibility of bad players I just cant do it. I wouldnt risk everyones enjoyment for the possibility of a slightly higher caliber of difficulty that adds risk.
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Post by SnakeAssault on Apr 23, 2013 21:58:33 GMT -5
Honestly, if you have big numbers, I don't think it will matter which way. Either you have enemies respawning right over the items, or they get checked in. Either way has always been pretty easy to defend, at least from what I've seen.
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Post by Rabit TFS on Apr 23, 2013 22:13:17 GMT -5
My issue isnt with the items being defended. I think its a cool idea. My issue is with possible cheaters. Thats why I will require items to be checked in. I think it will just run better that way.
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