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Gametypes


shibisueka

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A simple question - what gametypes do you play?

Here's my list for private games:

 

 

Sniper fallback – A team of snipers and spotters (semi only) face off against a larger, attacking, force (Automatic is okay). The attacking force must follow a path, more or less in the open. Snipers do not have to follow the path. Once hit, any team falls back in their direction for a set amount of time (ex. 1 minute, depending on length). The attacking team must place an object at the other end of the path, and if the carrier is hit, the object stays where it is dropped.

Attack and Defend – Simple enough, one team attacks, whilst the other defends.

Stealth – One small team versus a guard force. The Guard force guards a series of objectives. The small team must complete one of the objectives. Due to being outnumbered, outgunned, stealth is required.

Ghosts – A small unit of well armed, well trained men versus a large force. The large force is limited to semi only, but respawns at the farthest point from them. The Ghost team has medic rules. The Ghosts are given an objective, or a series that must be completed. The large force is required to have at least 1-2 men guarding each objective.

Sniper Teams – Divide up into teams of 2 – sniper and spotter. Either complete objectives, or defeat all other teams.

Objective – 2 equal forces battle it out over an objective (or a few). Any objective can do.

Skirmish – 2 equal forces battle it out. Last team standing wins.

Assassination – A guard team follows the VIP around, from point A to point B. If they reach point B safely, they win. The assassins have to kill the VIP to win.

Stationary Assassin – The VIP is stationary, with a stationary/patrolling guard force. The assasins have to kill the VIP. Optional is a safe extraction.

Story – A series of objectives are given to one team. Each team also has envelopes, to be opened on an objective's completion/failure. They add new story elements, and can provide/remove more objectives.

Campaign – A series of prepared missions, dependent on the previous mission's success. Can follow a storyline. Can combine any of the previous gametypes.

 

 

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You missed a few... ;)

 

Survival- A small, well armed team holds off for a set amount of time (or as long as possible) against a larger team with infinite respawns. They can start anywhere and have medic rules, however the larger team has a set respawn point.

 

IED- A terrorist team has two IED type devices, planted in fixed positions in the ground somewhere. One a ways behind the other. The terrorists have to defend the IEDs from the SWAT team for half an hour (or more if you like) while the objective of the SWAT team is to disarm the IEDs by picking them up or kicking them. Both teams have infinite respawns, the SWAT team with a fixed point and the terrorists slightly behind the front most IED. Once the IED first IED is disarmed, the spawn point moves to slightly behind the second IED.

 

Ambush-Similar to Assassination, a larger team has to get from point A to point B. There is no VIP, however, so the smaller ambush team has to kill the majority of the larger team before they get there.

 

 

 

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You missed a few... ;)

 

Survival- A small, well armed team holds off for a set amount of time (or as long as possible) against a larger team with infinite respawns. They can start anywhere and have medic rules, however the larger team has a set respawn point.

 

IED- A terrorist team has two IED type devices, planted in fixed positions in the ground somewhere. One a ways behind the other. The terrorists have to defend the IEDs from the SWAT team for half an hour (or more if you like) while the objective of the SWAT team is to disarm the IEDs by picking them up or kicking them. Both teams have infinite respawns, the SWAT team with a fixed point and the terrorists slightly behind the front most IED. Once the IED first IED is disarmed, the spawn point moves to slightly behind the second IED.

 

Ambush-Similar to Assassination, a larger team has to get from point A to point B. There is no VIP, however, so the smaller ambush team has to kill the majority of the larger team before they get there.

 

You still have that? I lost it! Bugger.

 

Rescue- 2 teams face off, and want to capture a VIP held hostage. The VIP can't be shot until taken by the rescuing team. The rescuing team must then make it back to an extraction point, and stay there for 1 minute to win.

 

EDIT: Wait, kick it?

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Medical Rescue: as above, but with multiple targets, who are wounded and need to be *carried* to an extraction point.

 

Bomberman: Team A has one or more players that are equiped with 'bomb' back-packs, which they need to take to a certain point and detonate to win. Team B needs to kill the bombers before they get there. Optional whether Team B know what the target is or not.

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  • 1 month later...

Games we play at my local site are.

 

Flag capture: Steal the other teams flag while defending your own.

 

Double Flag Capture: Each team has two flags at different locations. (Mainly one inside and one outside.)

 

MSR: One team starts off in the bunker and has to drag a trolley with a barrel on it. They have to pull it along a set route to a set point of extraction. The other team has to secure the trolley and then blow up the barrel. (That means we get to play with electro dets.)

 

Pilot down: One team has to defend a pilot (mainly a manikin) and escort him to a set location for extract. The other team have to capture the pilot and execute him.

 

Other games that we play but not as much.

 

Gold Rush: The manikin is hidden inside the bunker somewhere with a key to a safe. Both teams have to locate Jeffery (the manikin) and take him to the safe. Once the safe is unlocked they have to carry the gold bars (wooden blocks painted gold) back to there base. Only problem being you can only carry one at a time. At the end of the game its the team with the most gold bars in there base.

 

Skud: A rouge skud missile has been found and both teams are trying to launch it in to each others country. Problem is the detonator is lost in the bunker. Both teams have to locate the detonator and then get it back to the skud missile which is sat in the middle of an open field. They then have to launch it (Chucking a blank firing grenade down the tube.).

 

As and when I think of other games we play ill let you know. Gold rush is good to play when you have sort of 20 vs 20 or more.

 

 

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I've recently tried making scenarios. The last one I did was okay, but you learn from each one, eh?

 

Insurgency

2 teams – Coalition and insurgents

Both sides use the realistic medic rules.

There is a town in the field, holding caches and the insurgent HQ.

If a cache is found, Coalition forces have to bring C4 from their base, 1 minute to plant.

Each destroyed arms cache can no longer be used, and adds 5 minutes to the respawn of the insurgents.

 

Coalition

Rationed ammo every 30 minutes (or something like that) of 120 rounds. Ammo is received at the base, from commander.

The Coalition commander organizes missions.

Coalition forces are outnumbered.

Coalition forces can only return fire.

Coalition reinforcements come on every half hour (12:00, 12:30, 1:00, etc)

Coalition objectives: Search and Destroy, peacekeeping.

 

Insurgents

Use money from jobs and robberies to buy guns.

Guns come from caches (which are hidden), bought with money.

Ammo also comes from caches, and is bought with money.

Upon death, insurgents go to spots in "town," and act as civilians. Living insurgents can pay money to “recruit” the civies into the insurgency.

Insurgents want to keep the location of their HQ and caches hidden, so the Coalition can't find them.

 

Note, it's not REAL money. Probably just monopoly money.

 

I was thinking about adding a nuke in there, but I dont' know how yet.

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I've recently tried making scenarios. The last one I did was okay, but you learn from each one, eh?

 

Insurgency

2 teams – Coalition and insurgents

Both sides use the realistic medic rules.

There is a town in the field, holding caches and the insurgent HQ.

If a cache is found, Coalition forces have to bring C4 from their base, 1 minute to plant.

Each destroyed arms cache can no longer be used, and adds 5 minutes to the respawn of the insurgents.

 

Coalition

Rationed ammo every 30 minutes (or something like that) of 120 rounds. Ammo is received at the base, from commander.

The Coalition commander organizes missions.

Coalition forces are outnumbered.

Coalition forces can only return fire.

Coalition reinforcements come on every half hour (12:00, 12:30, 1:00, etc)

Coalition objectives: Search and Destroy, peacekeeping.

 

Insurgents

Use money from jobs and robberies to buy guns.

Guns come from caches (which are hidden), bought with money.

Ammo also comes from caches, and is bought with money.

Upon death, insurgents go to spots in "town," and act as civilians. Living insurgents can pay money to "recruit" the civies into the insurgency.

Insurgents want to keep the location of their HQ and caches hidden, so the Coalition can't find them.

 

Note, it's not REAL money. Probably just monopoly money.

 

I was thinking about adding a nuke in there, but I dont' know how yet.

 

Im likeing your idea's there. You could add the nuke in as a save up silly ammount of money and also you need to control this place and protect this VIP until the deal is done. So basically your playing attack and defend and VIP protection game.

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  • 2 weeks later...

Predator!

 

1 or 2 people go out on the field and hide. They are the Predator(s). Everyone else is teamed together.

- When hit, the Predator can respawn once. If hit again, he is out.

- When hit, after 10 seconds (to run) the non Predator player BECOMES a Predator. If hit again (as a Predator), they are out.

 

Goal(s):

 

- Predators convert all other players to Predators

- Other players kill all Predators

 

Great for paintball too!

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Zombie:

A bit like Predator, but one person is the "Zombie" and must be armed with a single action shooter. Then, have as many "Survivors" as you want, all armed with AEGs, Gas, whatever. But, they MUST ALL have a single action gun on their person.

The zombie goes around killing people with their single action, those whom hit by the zombie, become a zombie, and must switch from their survivor weapon, to their single action.

Survivors have 1 life, and when hit change teams. Zombies have unlimited regen.

Winner is the last Survivor standing for more than 5 minutes.

 

The single action guns for the zombie is meant to give them a handicap, such as in the films, they walk slow etc.

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We have our own zombie rules:

Zombie

-Any FPS is fine, although surrenders are removed. You can no longer shoot under your MED.

-MED is +5-10 feet, depends on the FPS (added on top of the previous MED)

-That means NO SHOOTING!

-Survivors are a team of one, two or three. To start, they are given 25 BBs and gas, to load whatever they want. (This is because we don't have many people playing)

-More BBs are hidden around the field.

-To “bite,” zombies have to put two hands on you

-Two shots kill a zombie. One headshot is optional (if EVERYONE has a facemask)

-When zombies die, they fall down. One minute later, they can get up, hands in the air, and respawn at the edge of the play area.

-Zombies can run, moaning/screaming/etc is encouraged!

-Treat it as real as possible, makes it more fun!

 

A new one:

Deception

Deception is somewhat of a derivative of Stealth. But there's a catch.

No one actually knows who agent is. People are given a card before the game, stating who they are, what they are to be doing, where to go. The works. Packaged with the card is an ID card (optional), so you can show it to people if they're overly nervous (this may or may not make it into the final game). The guards also don't know the objective. It could be an assasination, sabotage, reconnaissance, or even elimination (kill everyone :P ) mission. There may be one agent, or multiple ones. They may be in the guard ranks, or sneaking in.

It is a very fluid gametype, covering a lot of ground. However, in this fashion, it won't degenerate like Stealth and Assasination,

In hiding who is who, doing what, that the game won't be impossible because of the fact that people always tend to guard the objective like hawks.

Hell, it could even be a force-on-force, to keep people on their toes.

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Deception

Deception is somewhat of a derivative of Stealth. But there's a catch.

No one actually knows who agent is. People are given a card before the game, stating who they are, what they are to be doing, where to go. The works. Packaged with the card is an ID card (optional), so you can show it to people if they're overly nervous (this may or may not make it into the final game). The guards also don't know the objective. It could be an assasination, sabotage, reconnaissance, or even elimination (kill everyone :P ) mission. There may be one agent, or multiple ones. They may be in the guard ranks, or sneaking in.

It is a very fluid gametype, covering a lot of ground. However, in this fashion, it won't degenerate like Stealth and Assasination,

In hiding who is who, doing what, that the game won't be impossible because of the fact that people always tend to guard the objective like hawks.

Hell, it could even be a force-on-force, to keep people on their toes.

 

I like this, I was wondering if you detail about it?

 

I have a game, we haven't tried it in airsoft yet. But we used super soakers instead. Assassin's Survival, was its name, each person was given a packet of information regarding a target, and they had to eliminate their target and only there target. And if they killed the wrong person, the were eliminated by the "Employer" who was trying to find the best assassin by hold this competition. Then when you eliminate someone, you take there target and the process continues. Still working on some more detailed rules. Mind you this is something me and a few friends threw together as a way to get to know people in school who had similar hobbies. And since we were using water guns, we did this all over (game was a week long) it was fun, at the end there was more then 1 assassin still left so we were like err, you all fail *slays*. But still its a concept im working on making into an airsoft game, but its a work in progress so.

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Oh another game we have played is traitor.

 

You play a normal game of capture the flag or something like that.

 

At any given point a marshall can walk up to a player and make him switch sides. Makes you think more and watch your back. At one point a mexican stand off happened because a marshall had just walked through an area and no one was sure if he had switched someone. As it turned out he hadnt, but it got rather tense as I was pointing two pistols at two different people. I had a pistol to my head and likewise.

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"Tag"

A speedy type game for a small group of people (can be modified for slower play and more players too). I've played this with 8 people in a small cqc-style area with pistols only, great fun and fast games. With more people, like 20+ it gets confusing as people no longer know who's side they're on.

 

All players start solo, meaning it's free-for-all in the beginning. Hit players raise their hand, and anyone can claim them to their team by touching them. This makes for fast, mobile gameplay. Anyone can claim the hit player to their team, so it is also possible that the player goes back to the team he got shot out from.

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Oh another game we have played is traitor.

 

You play a normal game of capture the flag or something like that.

 

At any given point a marshall can walk up to a player and make him switch sides. Makes you think more and watch your back. At one point a mexican stand off happened because a marshall had just walked through an area and no one was sure if he had switched someone. As it turned out he hadnt, but it got rather tense as I was pointing two pistols at two different people. I had a pistol to my head and likewise.

 

OH YES! We played this game except that everyone drew a secret number before the game and then the ref/marshal would call a random number and the person with the number called would be the traitor, one for each team. The game was tense from the word go! Of course, the best game was when the guy on our team, when his number was called, turned to his friends and said "hey, that's my number". We made him the point man :rolleyes:

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  • 2 weeks later...

find a base in the middle of your field. once in it, players can neither be shot nor shoot from the base. objective for both sides is to get their whole team into the base. obviously unlimited lives with respawn. trick is though, if your team makes a rush and one doesnt make it, then he now has to fight off the whole of the other team. so you have to be really quick and work together as a team.

 

i just loved getting behind cover and mowing them down as they made a run for the entrance.

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  • 3 weeks later...

Time for me to revive this thread! Here is a pre-draft of a STALKER themed game:

S.T.A.L.K.E.R. - themed game

Three teams – STALKERs, Military, and mutants.

STALKERs:

-STALKERs start out with only 100CU (Currency Unit, stand-in for money)

 

-STALKERs are not specifically a “team,” but are neutral to each other, and can make hostilities against each other.

 

-STALKERs have to buy their weapons, equipment, and ammunition.

-To gain CU, STALKERs can collect artifacts, or do jobs for the Trader. The Trader is able to give money for jobs, sell weapons, ammunition and equipment.

 

-STALKERs can make their own sub-factions, and share various things, such as CU, or ammunition or such. However, a faction must be created to share.

 

-STALKERs can kill other STALKERs to take artifacts.

-STALKERs need backpacks, rucksacks or the sort to carry artifacts, extra gear, and various other objects.

 

-To rest in the Trader's area, lodgings must be bought from the trader, for 100CU.

 

 

 

 

Military:

 

-The Military is a small, well-supplied team.

-Military men gain a single weapon from the start, and are given (x) rounds every thirty (30) minutes.

 

-Soldiers can only open fire if the target is acting suspicious, or is dangerous.

-Soldiers respawn on every half hour, at their base.

-Soldiers are limited to only light radiation protection.

 

-The Military's purpose is to keep the peace in the Zone.

 

-Soldiers cannot loot.

Mutants:

 

-Mutants cannot be shot under the MEDs.

-Dead STALKERs become mutants, varying by how they died. When a mutant STALKER dies, he respawns as a new STALKER.

-Dead Soldiers become mutants by the same means, until their respawn is up. Soldiers respawn as mutants until their respawn is up.

-If a person dies from gunshots/bleeding out, he becomes a Snork.

-If a person dies from radiation, he becomes a Bloodsucker.

-Mutants are unaffected by zones.

-Snorks walk around in a crouch/4 legs fashion. When they attack, they roar and can take up to five steps forward, during which they are invincible and cannot be attacked, preferable spread eagle for easy identification. They can hit whatever is in their path, giving a severe wound.

-Bloodsuckers can walk with hands on their head, meaning they are “invisible” and cannot be shot. They must become visible to attack. An attack causes a moderate wound. When Bloodsuckers are visible, they can run, but can also be shot. After becoming visible, Bloodsuckers must wait one minute to become “invisible” again.

 

-Both mutants take two hits to kill.

 

CU info:

 

-CU comes in bills of 100, and can be taken from dead STALKERs, as well as artifacts.

Environment:

-There are different areas of radiation exposure.

-Safe zones have no radiation, no danger.

-Low radiation zones have trace amounts, and take five minutes to kill an unprotected person.

-Moderate radiation zones have more radiation, and take two minutes to kill an unprotected person.

-High radiation zones have dangerous amounts of radiation, and will kill unprotected people in one minute.

-A jacket will add two minutes to the radiation counter, but must be worn.

-A gas mask will add five minutes to the radiation counter, but must be worn.

 

-Areas will be marked with stakes, according to severity (Green, yellow, red). Tape or a sign will probably be attached to them.

 

Equipment:

-WEAPONS

.Pistol: 600CU | Mags: 200CU

.Assault Rifle (low ROF) 1000CU

.Assault Rifle (high ROF) 1800CU

.High-power Assault Rifle (low ROF) 1500CU

.High-power Assault Rifle (high ROF) 2000CU

.Springer 600 CU

 

.Sniper Rifle 2000CU

 

.Ammunition: 100CU for 10 rounds for all weapons save pistols.

-ANTIRAD

 

.Antirad 100CU for 1 capsule, adds 1 minute to rad exposure.

.Gas Mask (facemask) 500CU, added protection to radiation (in Environment section)

 

.Jacket 200CU, minor protection to radiation (in Environment section)

 

-ARMOR

.Helmet 600CU, absorbs one hit to the torso (Funky thing, that)

.Ballistic Vest 600CU, absorbs one hit to the vest, a new one must be bought to function.

 

-MISC

.Red dot scope 400CU

.Vertical grip 200CU

.Extra realcap 100CU

.Extra midcap 200CU

.Extra hicap 800CU

 

.Bandage 100CU

 

.Medical kit 300CU

 

 

 

 

Wounds:

-Wounding is counted by three types: Severe, moderate, and light. Some are caused specifically, stated before.

.Light wound criteria: one shot to extremities.

.Moderate wound criteria: two shots to extremities, one shot to center of mass.

 

.Severe wound criteria: four shots to extremities, two shots to center of mass.

 

-Bleeding

.Light wound: 6 minutes, can be stopped by a bandage.

.Moderate wound: 3 minutes, can be stopped by 2 bandages or a medical kit.

.Severe wound: 1 minute, can only be stopped by a medical kit.

.Note that “stopping” resets the timer.

 

Artifacts:

-There will be various artifacts, with various effects.

-Most will increase radiation level, make a person more vulnerable to radiation or bullets as a side-effect.

-Artifacts are one of the only sources of money, different ones sell for different amounts.

-Most artifacts will have a positive effect.

 

-Artifacts can be stolen from dead/wounded STALKERs.

 

 

 

 

Advice and opinions are welcomed! I know I still need a victory condition.... :rolleyes: I'm workin' on it! :P

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Ya we had several types of "anomoiles" along with things that spawned from them that you could turn in and sell (selling things/holding cities to make money was the main point of the game) It was a very epic game that lasted till 1am, and the night portion of the game (which I was head admin for) was epic win.

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Some were kills zones, that is unless you had protective gear on. they were marked with bio-hazard signs. We have a lot of admins for our events so making sure people die when they go into set zones wasn't a ptoblem. The main "Animalie" we had were rubber spheres of various colors/shapes/size that could be collected near around such zones, then sold for in game funds, or used (some granted instant respawns, others let you travel contaminated zones without wearing protective gear)

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