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Post by The Duke on Aug 28, 2010 9:46:55 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. Great point. Walking back to the CP every time isn't going to happen. I love this idea and we should have tons of flags in area's that arn't played in as much but are still great for a fire fight example: Cheesburger, POW, Area 52, Maze City. Another thing about the small props make tons of them and hide them all. I remember my first RAW games at splat and having to always keep an eye out for props and thats been lost with my bloodlust for CP kills. Maybe CP kills should not stop the ability to receive new missions. All I said was pretty much already mentioned but these are the ones that hit me as great ideas.
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Post by joker on Aug 28, 2010 9:56:23 GMT -5
ThAt ExPlAinS EVerytHING
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Post by The Duke on Aug 28, 2010 17:21:57 GMT -5
Hows the sack joker?
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Post by joker on Aug 28, 2010 18:31:13 GMT -5
A WHOLLLLLEEEE LOT BETTEr ;D ;D ;D.... works everytime
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Post by kouza on Aug 29, 2010 20:38:43 GMT -5
1.(colbert) I know, when I played at the swamp (this is by no means a this field, or that field is better deal), they had slap sticks, it was a simple piece of wood sticking out of the ground, with a little round hole cut through it, and inside of it was a slap stick (one side red one side blue), every hour or so, the referees would walk the field, and check the slap stick, and it would contribute points to each side.
It created a few interesting battles focused on, abstract parts of the field because, of the objective of slapping them.
2. (Donkey)- Stationary turrets would have an exact opposite effect, it would create a stale mate effect. That being said due to insurance there is a Balls per second cap, that the stationary turret would have to be tuned to. So in that respect, if I got next to the turret with my ego, I would be just as effective.
3. (Oxy)- Sounds like a cool idea, walls should be behind the pylons, and have plenty of firing ports. (A hole cut big enough to stick a barrel through, and that has an opening above just big enough to get a good field of vision through. Another cool addition would be to within the two fortresses have a small, mask off place (Similar to the CP design just bigger), Barrel socks must be on to enter, and as to where the CP has one door, and net, this would have a double door, and net (Since more traffic will go in and out.), this will serve as an area for players to clean their mask (As opposed to the many people who still lift there mask to clean it), and on a hot day simply get out of their mask, and finally it would limit traffic in and out of the CP, so that the General can focus on their game, and not working around a player, who is using their CP as a place to catch their breath.
4. As to the General not being allowed to remove their armband, I feel that he should be able to pass the Armband to the XO, or the Radio Operator in the case, that they are going to be removing them selves from the field (NOT TO FIGHT). This would allow the general off the field for a breather if he needs it but, would insure that it is going to some one who will be assuming the leadership role, and accepting the mission cards, as they come in.
Ronn, thank you for hearing our feedback.
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Post by chowda on Aug 29, 2010 21:27:18 GMT -5
Yes Ronn............thanks for being receptive to our ideas.
We all appreciate it!
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Post by Ronn on Sept 1, 2010 5:57:11 GMT -5
I suggest a flag pole with raised colors is b/c we need an OBJ that is constant throughout the entire game that is simple. Great idea.
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Post by Ronn on Sept 1, 2010 5:58:47 GMT -5
General's armbands.
2 armbands issued to each side, 1 for general, 1 for xo. Neither may be removed.
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Post by Willow on Sept 17, 2010 7:44:31 GMT -5
This has been a good read. Here's some of my input, mostly commentary:
Two comments made stuck out in my mind firstly, mainly because I'm big on base defense. One poster mentioned the reason CP's have had such an issue lately is the general's lack of focus on defense, and another poster mentioned "who wants to be stuck playing defense" (or something to that effect).
I think those comments underscore one of the reasons a base seems to remain harassed throughout a day. I played the first 5 RAW games this year, and during each event one (or both) CP's had issues, sometimes all day--almost always a result of disorganized or completely missing, base-defense. And you could always tell which one of the CP's was lacking the organized defense.
Some players don't mind or actually want to keep close to the CP and are great in that role, and sometimes a general gets only people who want to get out and do things. Nothing wrong with either of those, but it doesn't hurt to see if a general can setup a rotation rule amongst some of the "usual"/loyal teams who are there frequently, where several members stay near the CP for a half hour, then rotate out. It's up to the general to set the tone for his players.
Sure, you're going to get people who don't care about base defense (generals included) or people who just don't feel like standing around. I say again, it's still up to the general or their XO or field commander--someone has to set the tone for defense.
In the vast majority of games I've been involved with in the past year, with few exceptions did we get our CP killed, and only then it was after a continual barrage (the Alamo comes to mind), it was never for lack of defense. Whereas many of the kills our side garnered were due to lacking defense (or, not enough of it) on the opposing side.
During my trip to Adventure Beach Paintball in February, we spent the good part of a weekend duking it out across the entire field, and both bases for each side (there was a primary CP and a secondary) were under attack, but both sides had solid defense because there were good generals who kept it fresh and never "told" people they had to be defense, they'd simply ask. I always tell people who are tired or need a break to get some water, take a breather, and relax around the CP. Once they're ready to go I just ask they let us know before they leave. Simple system.
Ask any of the general's I've worked with this year, or some of the folks who tried over-running us (sometimes with success, but never without a huge pushback), base-defense can easily be done on EITHER field even with minimal support. You merely need the right people placed into the right positions. Similarly, it doesn't take 100 people to knock a CP out, but numbers definitely help. Corndog's troops and my defense net had it out several times throughout the Alamo game, and I don't think Corndog would deny that it took awhile to eat us away, and even when they were 10' from the CP we were still killing them (and being killed).
Why? Because Corndog and myself both had people doing their thing, and listening to their "chain of command", and listening to each-other.
I don't think either CP needs to be moved. Both fields have their own personality. I feel their differences equal out. The Tower CP has been on both sides and in the middle, it's been tried. I think where it's at now presents a better defense honestly.
If it's on the Cheeseburger hill corner of the field, it allows the general to more easily push troops out the backdoor and around the front of the field, and place more distance between he and a frontal assault. Seems logical, but the fact is, that opens up the Pit area and the back-woods to a slurry of enemy forces. You end up with the same problems you have now. With it being in the center, it's "too open".
Where it's at now, I feel it's a great balance between being defended and allowing troops to move out.
The Spools CP is fine where it's at I feel. I've been on that field more this year and can attest that it's as easy to defend and provide offense as the other field, you just need to switch your thinking around a bit. Honestly if I could provide any suggestion it would be to turn it sideways a bit so the door faces the "out of bounds" more so, because right now it's aimed sortof forward and sometimes receives shots.
BTW Ron/Donn/etc, the Spools CP, the last time I was there (Alamo) had some damage to the "door" netting, large gaps you could put your hand through. I've mentioned it before. Also, the tree branch which is hanging low and presents a safety hazard, is still hanging low behind the CP.
On the turret idea, I've been wanting to see some stationary 'turret' points at SplatBrothers since the field is large enough for it, but the field shouldn't be providing the guns or anything. What do you end up with? A tower. And there's several of those spread around the field already, and they already get used. They rack up lots of kills and are great at defending that stationary position, as the original poster mentioned--until someone comes along and blows them up. So.. we already have the stationary turrets.
Unless the field were to make them and load them up with fancy guns and harden them against a LAW strike or something (like maybe 3 hits takes it out), but at that point as someone else said, you end up with a stalemate and another bottleneck.
As some others have said, no matter what, you'll always have the CP as a focal point of some sort. Until the day comes where killing it takes points away from your side, people will always try to kill it--if nothing else as a poke in the side to the opposing general. And it's always wise to setup men around the opposing CP, if for nothing else to provide intel on troop movements.
It comes down to making the most of your resources. At all of the non SplatBrothers games I've played (other fields, other states sometimes), they all employ the standard GSRP without the "modifications" SB's has. And I'll be honest, gameplay (with regard to field control and CP control), is much smoother and is more often a give/take throughout the entire event, both 8hr and multi-day events, with very few (maybe 1 or 2?) instances where one side controlled the entire event much of the day. It comes down to the general and the people doing their best.
This isn't to knock some of the reasons the SBGSRP has come to birth, most of which are due to safety and we all appreciate that. However, you can never provide enough modifications or rules to curb the "nature of the beast". Anyone on the "receiving end" of A&B should know that, 30 seconds after bird banger, they will be knocking at your door. And you should pray that the door is the only thing they get to knock on haha.
The way the missions are done now I think are superb.
As far as the 'prop box' goes, having it so far away from the CP can be a bad thing. You'd have to have a ref assigned to watch it at all times to make sure props aren't being hidden, and no shenannegins are taking place. I like the idea of moving them off of the CP, maybe within eyesight of a CP, that wouldn't be a bad idea.
While we're talking about it, the rule of 'Don't use a CP as a bunker'.. is hard to enforce, because it provides leeway to the base ref to decide how best to interpret "using it as a bunker". It also, I feel, was the reason we needed "respawn bunkers" (triangles). You end up pushing the base defense behind something.. if not the CP, then a spool, or in the case of the Tower field, a trench or a bush.
I realize it was for the safety of the CP (I believe?), but the Tower CP door faces the rear. Have the Spool CP door face the "road-side" completely to do the same, or move it closer to the road and move the spool presently in front of it, to be in front of it there also. Then, allow people to use the CP as a bunker again.
My reasoning is, you can only fit a certain number of people behind it anyhow, and it wasn't doing much harm being a bunker. During a base firefight the CP gets hit with loud annoying shots constantly anyhow, so it won't lessen it for the folks inside.
I mean I look at it like this. If I'm behind or near the CP, I've got 10 or 20 ropes coming at me. And if I'm in the triangle area, I have the same number of ropes coming toward me. There's no difference. Nobody is going in/out of the CP during a firefight anyhow. And if that is a concern, how about this:
Get rid of the CP bunker rule and institute a rule that everyone inside has to go mask-on during a firefight. Added safety, and they can still do their thing.
Also how about this, add a simple plywood wall, 3' or 4' wide, 6' or 7' tall to each side of the CP on the door side. This extends safety near the door and provides a spot for people to tag-in, get taped-up, or defend.. without blocking the door. You could even put some netted windows on them.
Anyhow, I ranted enough. Good input all.
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Post by kouza on Sept 19, 2010 22:43:28 GMT -5
I would like it to be known that Me, and Mikeypoopoo`s Cp got killed twice all game, and Mikeypoopoo, died twice.
Question:
1. Why was hot insert removed? (Solution was ok, pull the opposing force off your field so that the losing team has room to breath, I know the reason could have been easily justified with a hospital zone)
2. Why was the pulling the opposing force off your field so that you had room to breath rule removed? (Solution was ok, Referee would say ok when its unsafe I will pull people back)
3. When was that removed? There were players taking cover behind the blue pylons, and hosing down into the Blue triangle, for the last 30 minutes of the game.
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Post by Willow on Sept 20, 2010 6:40:33 GMT -5
Kouza,
I remember the last game I was at, The Alamo, when we were under heavy attack several times of the day (3 I think), on the 3rd time they got our CP but were still allowed to be there throwing ropes at us while we were in the 'safe zone', so it had to have been before that.
I sortof don't get the point of the 'safe zone' if you're still getting shot at. It's not really a safe zone at that point, it's more of a "you can stand there and shoot constantly while being shot and when you get hit you tag a wall" zone.
For Manassas this past weekend, I got one of the two kills, but then I left immediately. I didn't see the point in 'grinding faces' once the base was killed and told my guys to back down. There were other forces who kept the press on, however, I think.
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Post by rexican on Sept 20, 2010 16:17:01 GMT -5
What about for hot respawns we just have like a flag or indicator and have a player just run to were ever plant the indicator have a ref call the cp and say that it's the new respawn for say mabey 15- 20 minutes.
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Post by mikeypoopoo on Sept 20, 2010 21:00:58 GMT -5
bring back radio missions and slow the game down ,,,
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