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War Time

crom-dubh

WHATEVER...
Sep 9, 2001
847
0
0
watford
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So how do you win this war? I mean do you get eliminated when shot? Or just carry on?

Get one of those industrial plant sprayers ( ya know the one with the back mounted tank) fill it up with some paint/water mix. Instant "flame thrower"
 

Ty247c

New Member
Nov 7, 2002
12
0
0
Michigan
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We were thinkin that if you get shot you get taken back to the opposing teams "jail/prison camp" until the team finds a way to rescue you. Really not sure yet though. I guess when the sun first rises that next morining whoever has the most players not in jail wins. I dunno give me some input on how we can run this so there is an object to the whole thing. Ideas are welcome.
 

crom-dubh

WHATEVER...
Sep 9, 2001
847
0
0
watford
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Well if you want to have a better way how about everytime someone is shot they can only carry on when another teammate has put a field dressing over where the paintball hits.
I would also suggest only playing for an hour or two at a time.
at most. This way you can top up on paint and gas, fix any markers, grab some food and drink and clean your goggles. Sort of do little mini games based around the weekend (the campaign)
Also after the hour time limit all field dressings come off and players start fresh.
 

ChairChimp

It's a chimp and a chair!
Nov 5, 2002
309
13
28
Sheffield
The idea of several smaller games

is a nice one, but if you want to play the marathon game (it does have a certain effect on tactics) then make sure you have set regen times. If you have to be rescued by your team then make sure it isn't impossible to get near the base/regen point.

The field dressing is a good idea, or a sit out time of 10 mins or so, this would allow each player time to fix guns, gas up etc. The rolling game would then need team tactics then to hold key game points.

I suggest having several pre-selected positions that have point values attached, ie home bases for both teams, strategic bunkers overlooking a choke point, the choke point, a trench network, etc etc. Ok you don't have to have all these, but if you occupy them at the turn of every hour, your team gains their point value. This encourages mini-scenarios to get the points as every new hour approaches. Combining it with the usual point per take down and you are getting a game idea together.

As always with these type of things you are relying on everyone to be honest, so it does need to be explained beforehand that wiping etc, just makes the game really tedious, imagine a several hour long game where you couldn't tag anyone out.......SNORE.


Anyway ideas for now..