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Fire Teams Rule Adjustments

Posted: Mon Aug 01, 2011 1:12 pm
by Quango
Hey folks,

Just an attempt to shore up the weaknesses inherent in the Fireteam mode, the biggest drawback of which is the rampant camping and defensive playstyle. If the win condition cannot be tied to kills (easiest way yet with some difficulties) then some other change should be considered.

So...

My modification is as follows.

Install small numbered signs with a unique card puncher throughout yard
-My initial thought would be one of those hog tattoo punchers with the numbered needles (cannot be exploited or mistaken)
-Alternatively, a pre printed card with a normal hole puncher could be used, hole puncher stays attached to station, honor system in place for the right card punch on the card. (prone to issues with honor system and mistaken card punching)

Every three minutes each team needs to get to a new station to punch their card, three minutes signaled by air horn.

To win, last two teams standing/eliminated compare punch cards and winner is determined by number of stations visited.

I've tried to pare this down as much as possible, any suggestions are welcome...

[EDIT: Tie is broken by final kill]

Fire Teams Rule Adjustments

Posted: Mon Aug 01, 2011 3:20 pm
by [PX] Nebuchadnezzar
Maybe we can adapt the rules from Assassins.
viewtopic.php?f=88&t=4288

If you eliminate someone, they have to give you their card. You get 1 point per card, and a bonus of 1 for each team member left at the end of the game.

This helps eliminate camping as the person eliminated must announce their elimination, and the person who did it must get to them to retrieve the card.

I think if they have to stay where they were eliminated, rather than go to the person who shot them, this adds an extra level of anti-camping to the mode as they have to claim their card.

So if you are eliminated, you stand where you are with your card held above your head. You can move in a small radius to assist in giving out your card and avoid getting hit again. ex: The person who shot you is 10ft away in the kiln next to you. You go in and give them your card, then walk off the field.

You must stay out until your card is retrieved, or the team who eliminated you is also eliminated, but they must confirm this in person.

What does everyone think?

Re: Fire Teams Rule Adjustments

Posted: Mon Aug 01, 2011 4:00 pm
by Quango
The main thing is to cut down on camping and get people taking risks.

I like the cards, but I think that it should be the responsibility of the person tagged to give the card to the person they got hit by. They're walking with their gun up, shouldn't get bonus balled any more than any other time, shouldn't be able to take a kill away from someone who got it fair and square.

You gave me an idea for a crazy variant that's something altogether different (and I'm not at the point of suggesting it as a standalone mode) where you collect all the cards from the person you tag. The reason I don't think its there is because of the camping issue, would encourage people to wait before coming out to get the pinatas... :)

Re: Fire Teams Rule Adjustments

Posted: Mon Aug 01, 2011 7:02 pm
by [PX]Kal Bob
I don't personally like the card idea, double that up with having to go get the cards that you kill.
Personally, I will camp the middle ground and kill people going to get there cards. I will then collect the cards when everyone is dead, since they can't move until I decided to come get my card.

I guess the reason I feel this way is that I don't see a problem with the camping. I think waiting until most of the people are dead is a good strategy. Then striking from the shadows is a good way to avoid stray fire.
I think the best thing to do for this mode and all of them really, is simply to impose a time limit. When the clock is up the match is over.
This will most likely lead to a show start and a frantic finish, but there will be a definite finish and we can move on to the next match.

If some people find it fun to hide under some bushes for the whole match, more power to them. Although, I recommend the staging area, there are normally chips there lol.

Just my peanut gallery comments anyway.
Whats everyone else's take on this? so far we have three opinions...


I Do think there is promise for both the card punch and the card pickup ideas for other mods though.
I will post them in separate threads and you can see what you think.


*Edit: Opps, i think I got the rule post for this and Multi-Team Deathmatch confused, my apologies.

Re: Fire Teams Rule Adjustments

Posted: Mon Aug 01, 2011 7:40 pm
by [PX] Nebuchadnezzar
[PX]Kal Bob wrote:*Edit: Opps, i think I got the rule post for this and Multi-Team Deathmatch confused, my apologies.


This is Multi-Team Deathmatch

Re: Fire Teams Rule Adjustments

Posted: Mon Aug 01, 2011 7:42 pm
by [PX]Kal Bob
maybe we should merge all three of threads together?

Re: Fire Teams Rule Adjustments

Posted: Mon Aug 01, 2011 9:04 pm
by [PX] Nebuchadnezzar
I think they are all fine. The introduction, the actual game mode post, and this one to discuss changes.

Re: Fire Teams Rule Adjustments

Posted: Wed Aug 03, 2011 9:08 pm
by eight_ender
Here's an idea: Since the marshall is usually armed with the pistol we could add a rule that after two minutes the marshall can shoot anyone they see camping unless they get up and start hustling. Shooting back at the marshall is an instant out. Basically after two minutes the marshall becomes Judge Dredd.

Re: Fire Teams Rule Adjustments

Posted: Thu Aug 04, 2011 7:33 pm
by THE JEW (RaVeN)
Just buy big @$$ heavy duty garbage bags and make an airball field.

Re: Fire Teams Rule Adjustments

Posted: Thu Aug 04, 2011 9:42 pm
by [PX]Kal Bob

Code: Select all

Here's an idea: Since the marshall is usually armed with the pistol we could add a rule that after two minutes the marshall can shoot anyone they see camping unless they get up and start hustling. Shooting back at the marshall is an instant out. Basically after two minutes the marshall becomes Judge Dredd.


I actually really like this idea lol.

Re: Fire Teams Rule Adjustments

Posted: Fri Aug 05, 2011 5:34 am
by THE JEW (RaVeN)
When shot by the marshall, are they out? Or just in pain?

Re: Fire Teams Rule Adjustments

Posted: Fri Aug 05, 2011 6:15 am
by [PX]Kal Bob
out, so when you see him/her coming, you know it is time to move.
They can only kill you if you are hiding

Re: Fire Teams Rule Adjustments

Posted: Fri Aug 05, 2011 7:50 am
by [PX] Nebuchadnezzar
Or they could just be called out by the marshall. I don't see any need for unnecessary pain.

Re: Fire Teams Rule Adjustments

Posted: Fri Aug 05, 2011 8:14 am
by [PX]Kal Bob
Incentive not to do it.
Despite what the trend is these days, pain is a good teacher.

Plus it will instill fear and get the blood pumping!

Re: Fire Teams Rule Adjustments

Posted: Sat Aug 06, 2011 1:10 am
by [PX]IronFist
[PX]Kal Bob wrote:

Code: Select all

Here's an idea: Since the marshall is usually armed with the pistol we could add a rule that after two minutes the marshall can shoot anyone they see camping unless they get up and start hustling. Shooting back at the marshall is an instant out. Basically after two minutes the marshall becomes Judge Dredd.


I actually really like this idea lol.


I like how this is code, lol

Bob's been programming a little too much.