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Post by Donkey on Aug 27, 2010 12:59:02 GMT -5
Oh my god. That Double turret was amazing. And you're right. That's perfect. Still should have to have the heavy gunner tape though, otherwise people would fight over them. Make one gunner per turret, and in order to use the gun you have t have the tape. The general can change the tape holder as well.
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Post by wallace on Aug 27, 2010 13:34:26 GMT -5
I like your turret idea except there should be no rules to it. You should just be able to use it as much as you like and splatbrothers can rake in the cash from the cases of paint that will be shot thru it. Watch this vid, if you had 1 of these dual A5's mounted (removable mount) on the towers or someplace prominant it'd pay for itself in 2 games www.youtube.com/watch?v=bGz3CciZK3o&feature=player_embeddedGives rental players a chance to shoot full auto and go through some pods! I've played 17 or 18 scenario games at splatbrothers and all we do is go after CP kills. We don't get to the park untill after the morning briefing (no matter how hard we try) so we don't know whats up with the props and what not. I'd like to see something very simple to gain points that both teams are going for at the same moment to create lots of fighting. Maybe 2-4 flagpoles located wherever you want to draw the fighting. If you raise your teams color for 15 min chunks or 20 min chunks whatever, you get a certain amount of points. That does not have to be the only way to score points, there can still be props and other missions but its a way to give a constant and easy OBJ anyone can go for at anytime. I like the CP killing b/c thats the deepest you can go in enemy territory, capturing their flag pole if its located in a fort would give the same feel since I know it would be heavily guarded. I've just been on missions where its like hold this fort for 15 min and no fighting is going on there b/c the other team doesn't have an OBJ for that fort at the same moment so I get bored on that mission and just head to the enemy CP. You could do away with the flags and just create a 2nd base for each team. The CP is where the general is and where you tag in(worth nothing) but then each team has a forward observation post/base where all the props are and if you kill that base you get points and props. Locate these 2 bases away from the CP's where you want the fighting to be ie Blue's at Hamburger and Red's at the barrel maze or something. Pretty much in effect the samething as what a few other ppl have mentioned we just call it different names. I'd also like to see a big map(talkin a few feet) of the field attached to the side of the CP's so the general can make up plans and show ppl where to go as they tag in. I like the turret idea, but i don't think it will happen unless it was donated to the field. the double trouple runs alittle over a grand. so i'm not sure about that unless we the PLAYERS step up to that. As to the flag stations sounds like the SPPL format. which i think would be awesome. it would be similar to VOTD with the beacons at the Splat House, POW, Barn, Maze and CBhill. I'm with Oxy on the defense. if someone wants to play D thats fine but most players want to run and shoot not sit back and watch. Donkey the reason why there is no bunkers around the CP on towers field because it would be easier for a CP kill. yes it makes it hard to defend but it does my harder to attack unlike the spools field which has bunkers. each side of the field has it advantage and we must learn how to play it if you want to use it properly.
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Post by Ronn on Aug 27, 2010 13:41:47 GMT -5
Ideas: 1. Props to be worth points have to be in a designated Supply Depota (AWAY FROM THE CP) Maybe Hamburger Hill, and New Castle? This will focus battle away from the CP, and allow players to explore more areas of the field that have not been used as much lately. (I don`t remember the last big P.O.W battle) Maybe, have both teams start with a "ICON". If you steal the opposing teams Icon from them you will gain points for lowering the opposing teams morale. The Icon is basically a prop of some sort, in addition to the other three or so a game. 2. Remove the CP kill/ No mission benefit. The focus used to be on missions unfortunately, now it is just as beneficial to kill the opposing teams CP to end their missions. So many teams come out and put blinders on the CP because, its to beneficial to kill now. This rule also often creates the issues on tower fields, where the Blue team often gets spawn trapped, and has little or no escape. 3. Designated Generals are not allowed to go into the spawn triangle. Both teams always have a player hiding in the triangle with the General ABT now. 4. Make more cover between the Red CP, and Red Spawn in, along the line of the Red pylons (So blue players cannot fill them), this will help equate the large distance between the Blue CP , and any Bunkers, and the fact it has a natural barrier between the CP and Spawn wall, and the fact that the Red CP, has a bunker within 10-15 feet of the CP, and one, one person bunker between the CP, and Spawn wall. Please feel free to give any constructive input, or come up with your own ideas! this is how Ronn and Donn know that things need to be changed. 1] Construction began on supply depot areas some time ago, will be used at 1st Manassas. 2] Since the institution of the 15 min dead/ 15 min can't kill system and the instant re-spawning at triangles, CP kills have dropped DRAMATICALLY. 3] Generals have to be allowed in their re-insertion areas. Not being able to remove the armband is a nice addition. 4] Each CP has strengths and weaknesses, with the attack/defend ratio of each being pretty equal over the dozens of games.
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Post by Ronn on Aug 27, 2010 13:43:52 GMT -5
For the prop stuff. Can we just have the usual 2-4 big props and say mabey 4 smaller not as important props. Instituting and constructing multiple smaller props has also already begun.
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Post by Ronn on Aug 27, 2010 13:44:49 GMT -5
I think the Triangles should emulate a "fort" of some kind. Something that could be easily manned and readily evacuated for taking ground quick. Similar to the Triangle walls, just more of them. Great idea!
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Post by Ronn on Aug 27, 2010 13:47:14 GMT -5
Maybe 2-4 flagpoles located wherever you want to draw the fighting. If you raise your teams color for 15 min chunks or 20 min chunks whatever, you get a certain amount of points. These missions currently take the form of Capture & Hold missions, worth big points and issued to both teams at the same time. I'd also like to see a big map(talkin a few feet) of the field attached to the side of the CP's so the general can make up plans and show ppl where to go as they tag in. Good idea.
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Post by Oxyfyde on Aug 27, 2010 15:14:08 GMT -5
Some more ideas... Maybe try the multiple flag stations in conjunction with the regular missions. I wouldn't want the flag stations to be worth a lot of points just something to preoccupy the attackers before they go for the C.P. That would give the players 4 options: Running Missions, C.P. kills, just shooting people, and capturing flag stations. I think it will add another dimension to the game, i.e. as you're shooting the other team on your way to the Mission Location, your squad can secure 1-2 flag stations then complete the mission and go for a C.P. kill while shooting more players, 'cause the game is no fun if you can't shoot someone. Idea #2, If one team is stuck in their Triangle for say... 30mins... designate a player "The Terminator" who will be indestructible for say... 30 seconds. I know I would volunteer to be "The Terminator" every time!
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Post by mntlhazrd on Aug 27, 2010 15:53:41 GMT -5
Hmm, turret idea....no. I see many faults with that idea. To help explain some faults reference Maginot line. Oxyfyde, with your terminator idea youre just looking for another means to play PaulBall
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Post by Ronn on Aug 27, 2010 15:53:42 GMT -5
1) Current Capture & Hold Missions do this. 2) NO WAY. This is HUGELY unsafe and will result in injury. (Even though Oxy is indestructible in real life )
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Post by Oxyfyde on Aug 27, 2010 16:12:11 GMT -5
Oxyfyde, with your terminator idea youre just looking for another means to play PaulBall I know!!! Wouldn't it be great!!! Ok, fine....... What about a BIG shield!?!?!?!?!?! j/k
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Post by Oxyfyde on Aug 27, 2010 16:15:13 GMT -5
I wouldn't call my self "indestructible", I believe an analogy similar to "Bumbles Bounce" would be more accurate, lol.
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Post by Donkey on Aug 27, 2010 18:50:07 GMT -5
Mental, sure there are alot of faults with it, but it could be fine tuned over time to make is a great possibility. And as it's already been siad, they would pay for themselvs after while.
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Post by mntlhazrd on Aug 27, 2010 21:24:56 GMT -5
Donkey, first and foremost there is no full-auto at Splatbrothers. Period. I am already getting a headache from all the complaints of overshooting im certain i will hear as a result. I do not see this as a solid solution to prevent CPs from being overrun and if you referenced the Maginot Line you may have figured out why. It is a stationary turret with a limited field of fire and limited range which means there is a way to bypass them. The question you really need to ask about this is how will a stationary turret be more effective then a player on the move with a well tuned marker who could throw out an equal amount of paint?
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Post by colbertkl2 on Aug 27, 2010 22:08:28 GMT -5
I only suggest a flag pole with raised colors is b/c we need an OBJ that is constant throughout the entire game that is simple. The reason we go after CP kills is b/c every scenario game, all game long the CP is an OBJ you can go after. Whether or not you're on a mission or have word from the general the CP kill is an OBJ you can work towards. I'm at my team's CP for 3 or 4 min. tops per game, I walk up tag it and head into the shade and look for someone to shoot. If I'm out in the field somewhere I'm not going to walk back to the CP to get a mission, I'm way to lazy. If there was something constant the entire game I knew I could attack I would do that. Thats why we end up going for the CP all the time. Thats just my honest input.
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Post by rexican on Aug 27, 2010 22:51:27 GMT -5
Mr Ronn do u think we could have a few missions during a game to kill a certain person like if someone would like to be say mabey an impotant person during the setting the game takes place and have a few missions for one team to defend that person and other team hunt that person down and vice versa but like while other missions are going on like a long side mission
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