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#Post#: 6201--------------------------------------------------
Omego’s Wounded Rule
By: OMEGO Date: August 28, 2012, 3:43 pm
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Fellow Airsofters,
My intention is to increasing the fun-factor of our favorite
pastime. For over a year, I’ve been pondering how to improve
our respawn rules. Here is the result:
HTML http://youtu.be/2pTb83QL-lg
Your constructive criticism and modification ideas are welcomed
and encouraged. Thank you for your time.
Respectfully,
Omego
#Post#: 6202--------------------------------------------------
Re: Omego’s Wounded Rule
By: JUDGE Date: August 28, 2012, 5:48 pm
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Well said OMEGO. I do to like this 100 pace rule to come into
play soon
#Post#: 6203--------------------------------------------------
Re: Omego’s Wounded Rule
By: Carignan1022 Date: August 28, 2012, 7:23 pm
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I watched the whole thing. I do like the concept very much. I
would love to try it out next time. The biggest issue I have
right now is the distance. I feel it is to short for players.
100 paces like you said is around 225ft. Well in all that is not
far at all and can be reached by guns easily. A safe distance
with out being able to get hit is about 300 ft. So maybe a pace
of 150 or 200 would be much better. It also give more time for
the game to turn and move. Having someone out for 10 minutes is
what i found to work well. But any shorter lets he game come to
lots of stall mates due to players coming back into the same
fight.
The next thing i don't like is yelling respawn when a team mate
takes off the rag. I think having a team mate just take off the
rag is far, it also keeps that player and you under stealth so
others wont be looking for you at first. With a longer walk
distance it should come out to be roughly the same.
#Post#: 6204--------------------------------------------------
Re: Omego’s Wounded Rule
By: I_dawg Date: August 28, 2012, 8:36 pm
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i prefer SA wounded rule but i feel this is much better then
harris wounded rule along with most other wounded rules
nationwide
#Post#: 6205--------------------------------------------------
Re: Omego’s Wounded Rule
By: OMEGO Date: August 28, 2012, 8:55 pm
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These are some very valid points. Thank you for watching it
through and putting some productive thought into it.
[quote author=Gunny link=topic=942.msg6203#msg6203
date=1346199813]
The biggest issue I have right now is the distance. I feel it is
to short for players. 100 paces like you said is around 225ft.
Well in all that is not far at all and can be reached by guns
easily. A safe distance with out being able to get hit is about
300 ft. So maybe a pace of 150 or 200 would be much
better.[/quote]
I’m eager to field-test this rule set during actual gameplay and
may have an opportunity to do so this weekend at Harris Field
and MSAF if the skirmish organizers allow. I’ll have a
stopwatch and laser range finder ready to measure in-game
respawn times and pacing distances. I agree that we may find
that 100 paces is not enough.
With regard to distance, my hope is that an enemy force will be
at least 100 feet away from me when I am initially hit. Then, I
will walk 100 paces back away from where I was originally hit
which is the same as 225’ from where I was hit and 325’ from the
enemy. If I can find a live friend that far back who is willing
to respawn me at that location, then he and I will be well
outside of enemy BB range. However, we’ll probably find that
the positions of our enemies and friendlies won’t be so linear
during actual game play. Also, there is the time factor,
whereby, the enemy could overtake our frontline during the time
that I am walking my 100 paces away from the front. In these
situations, the enemy is likely to be a lot closer than 300’
from where I hope to be respawned. Therefore, the friend and I
will need to walk farther away for it to be safe.
Another factor that affects this is natural cover. If we can
find some tall natural cover such as a large bush, then we can
safely perform the respawn even if it is pretty darn close to
the enemy as long as the natural cover is thick enough.
My rule set prohibits respawning within human-made structures
because I don’t want a faction to be able to defend two bases
simultaneously that are roughly within 100 paces of each other
by simply sending the dead players from one base to the other
endlessly where they can be healed as soon as the get to the
other base by the live friendly players who are inside. They
could keep getting hit and go back and forth forever—not good!
[quote author=Gunny link=topic=942.msg6203#msg6203
date=1346199813]
Having someone out for 10 minutes is what i found to work well.
But any shorter lets he game come to lots of stall mates due to
players coming back into the same fight.
[/quote]
I’m not the best airsofter, and I usually get hit a lot more
often than the people around me. So, naturally, I prefer to be
dead for not much more than five minutes at a time, but this is
just a personal preference. Also, I like to be able to get back
into the same battle at least once before it’s over because I’m
often the first to have been eliminated when the battle had just
gotten started.
[quote author=Gunny link=topic=942.msg6203#msg6203
date=1346199813]
The next thing i don't like is yelling respawn when a team mate
takes off the rag. I think having a team mate just take off the
rag is far, it also keeps that player and you under stealth so
others wont be looking for you at firs. [/quote]
Yes, your point about stealth is very, very good. Originally, I
threw in the “Respawning!” requirement as a way of creating more
accountability and reducing the likelihood of cheating by making
it clearer to everyone in the area that a respawn was taking
place so that the person involved would think twice before
trying to get respawned before having walked the full 100 paces.
However, there will already be accountability because the
friend who is performing the respawn is a witness. And, chances
are that there will be no enemies available in the area to
monitor for cheating or to listen for respawn calls. So, my
yelling requirement is really not necessary. Thank you for
bringing this up. :)
#Post#: 6206--------------------------------------------------
Re: Omego’s Wounded Rule
By: Titan Date: August 28, 2012, 9:36 pm
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The next thing i don't like is yelling respawn when a team mate
takes off the rag. I think having a team mate just take off the
rag is far, it also keeps that player and you under stealth so
others wont be looking for you at first. With a longer walk
distance it should come out to be roughly the same.
[/quote] Thats why in the video he said walk away from any sort
of combat so when you do yell respwaning you wont be heard as
much as if you where in combat or beside an enemy base because
you cant respawn beside a man made structure
[quote author=OMEGO link=topic=942.msg6201#msg6201
date=1346186584]
Fellow Airsofters,
My intention is to increasing the fun-factor of our favorite
pastime. For over a year, I’ve been pondering how to improve
our respawn rules. Here is the result: I think its a great idea
i like it just it think some people might abuse the 100 pase
rule to and also responing beside a man made structure but other
then that i like it Nice work and Nice video
#Post#: 6209--------------------------------------------------
Re: Omego’s Wounded Rule
By: OMEGO Date: August 29, 2012, 4:01 pm
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[quote author=Titan link=topic=942.msg6206#msg6206
date=1346207761]
some people might abuse the 100 pase rule to and also responing
beside a man made structure but other then that i like it Nice
work and Nice video
[/quote]
Thank you, Titan.
Yes, dishonorable players can always find ways to cheat. My
hope is that they will be less inclined to do so because it will
be obvious to everyone who can see them if they try to cheat by
not walking the full 100 paces or if they try to go into a base
to get respawned. I don't think dead players should be allowed
to respawn while inside bases especially if those bases are
under attack by an enemy who is working hard to pick off their
opponents who are protected by the base's cover. My rule set is
designed to give the attacking team a chance to eventually take
the base so that the game progresses.
#Post#: 6210--------------------------------------------------
Re: Omego’s Wounded Rule
By: Titan Date: August 29, 2012, 4:20 pm
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[quote author=OMEGO link=topic=942.msg6209#msg6209
date=1346274105]
[quote author=Titan link=topic=942.msg6206#msg6206
date=1346207761]
some people might abuse the 100 pase rule to and also responing
beside a man made structure but other then that i like it Nice
work and Nice video
[/quote]
Thank you, Titan.
Yes, dishonorable players can always find ways to cheat. My
hope is that they will be less inclined to do so because it will
be obvious to everyone who can see them if they try to cheat by
not walking the full 100 paces or if they try to go into a base
to get respawned. I don't think dead players should be allowed
to respawn while inside bases especially if those bases are
under attack by an enemy who is working hard to pick off their
opponents who are protected by the base's cover. My rule set is
designed to give the attacking team a chance to eventually take
the base so that the game progresses.
[/quote] yeah this respowning rule also make sure that they
don't respown in a base that is being attacked that is why i
like the idea
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