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#21931 At4000? Or At3000?

Posted by reversedracula on 21 March 2004 - 01:30 PM in General Nerf

Agreed. The AT2k is a great gun, mainly because if you don't want to go all out to put new barrels on, etc., it's quite simple to just break off the barrels where they've been glued. With larger guns with an auto-rotator like the AT3k, I believe the rotating mechanism makes it much more difficult to just break off the barrels and take out the air restrictors. (this is assuming you're just going to keep the original barrels and aren't taking the saw and other goodies to the gun.) Even still, the AT2k mods quite well, and keeps a nice size.

#21650 Game Ideas

Posted by reversedracula on 18 March 2004 - 08:13 PM in General Nerf

What type of games does everyone play? We play indoors because we have access to large academic buildings with 30 plus people at a given game. It works out well with multiple stairwells, etc. Plus no wind to worry about and we're able to avoid losing ammo.

To get to the point, I was wondering if the games we play are naturally taylored to indoors, if other people play similar games outdoors, or what other games people like to play. So here are some of the game types we play. Please comment if you have any ideas for improvements or wish to compare or contrast to your game types. I'd also be interested to hear what types of games other people play.

Humans vs. Aliens: This is a standard two team game. One team sets up upstairs for two minutes, then have 20 minutes to attack downstairs. Everyone has one life, so to speak and go to a "dead zone" when said life has expired.

We also do a variation of that which just has a standard two army battle.

Vampire: One "vampire lord" goes into an alcove. We count up the other players. The vampire lord picks random numbers coresponding proportion of the players at random, usually about 10% of the players. Players walk by one at a time and the vampire flashes a "V" with his fingers to the vampires he selected. The vampire lord then has one minute to hide, and then everyone else goes to search for him. He can be killed by humans if they find him. However, after another two minutes have passed, the secret vampires become active. This means they can attack humans who may or may not trust them. There's no distinguishing feature between them that is necessarily known until they fire. Once someone is shot by a vampire, he or she becomes a vampire also. If a human shoots a vampire, the vampire is dead. If a vampire shoots a vampire, the vampire is dead. If a human shoots a human, the human is dead. We play until either the humans or vampires have been eradicated. Sometimes we'll choose a "van Helsing" to be a trustworthy human who is at least initially not the secret vampire, just for kicks. You must tell someone what you were when you hit them, usually you try to do so quietly. If the head vampire asks you what you are, you must answer truthfully. If you notice any inconsitencies or rules problems, I probably just left something out.

Animators: Two "animators" play without guns. Everyone else goes and disperses. They hide as evenly as possible where they will not see other players. After a set-up time has elapsed, the two animators (who are unarmed as stated) run in different directions and go to tag the "frozen" characters. When tagged by an animator, you join his team. When someone from the other team shoots you, you become frozen for sixty seconds and must point your gun DOWN. After said time has elapsed, you may be again unfrozen by either team, or used for cover in the meantime, which can be quite fun. When your animator is shot, you are dead.

There is also a variant of that called "assassination" where the animator-type players carry guns, choose teams normally rather than acquire them, and can have a team of people who die normally. Like above, when the captain is killed, the game ends.

Capture the flag: two teams set up as evenly as posssible in a given building. Each team has one flag to defend. When shot by the other team, you must take on a non-threatening stance, guns down, arms up, and "respawn" like in many online games. You usually respawn on the top floor above your flag, in most buildings we play that's the third floor, whereas the flag is on the first. We usually make crossing the third floor off limits. Shooting is on the honor system, when someone hits and makes that claim, you are out. It adjusts for the differences in force between a double-springed crossbow and a little secret strike. You win when you capture the enemy flag and return it to your base. If you are killed while returning the flag, drop it where you died. If you see your own flag, your first obligation is to pick it up and return it to your home base. You cannot leave it out in the open to hide your flag from the enemy.

Mole hole: This game is similar to capture the flag in terms of respawn and teams-picking. The only difference is that each team captain chooses a "mole" from among the other team's members. Moles may be drawn at random as a variant. The enemyís flag need not be captured as in the aforementioned game. Instead, a proportional number of targets are placed right next to each other, usually four legs of a chair/table, etc. Sometimes fewer or more of such targets are used, depending on the number of players. This is defended at all costs. The point is to get enough players to these targets to touch them all at once. Each player may only touch at a time. The mole (spy) can touch one of the targets if he so chooses. The mole may falsely defend by having poor aim, or even openly betray his supposed teammates. Unlike in capture the flag, friendly fire counts. When a captain thinks he has found the enemy mole, he may fire at the mole. Once discovered, the moleís respawn point will switch to the side he has actually been secretly working for. However, captains must be wise. If they shoot the wrong person, even by accident, that person will also leave the captainís team and respawn on the opposite side, so captains must search for the mole judiciously. If anyone else on the same team shoots each other, they must respawn on their usual side as if killed by the enemy. Only captains will know who their moles are, so the mole who has infiltrated their own teams will not go back and tell their actual captain.

Jailbreak: Two teams are set up like capture the flag. There is a 20 minute time limit. Each team, when they kill the enemy, captures them instead of taking them out of play. By shooting their own (static) team members in the (heavily defended) enemy jail, they can free them. Once freed, a player must demonstrate a non-threatening stance and return to his own sideís jail before re-entering play. This prevents massive prisoner uprisings. Whoever has the most free people at the end of the game wins.

In all games where applicable, teams are to be divided as equally as possible. When captains must decide on something, they are to do a rock, paper, scissors competition. Winner decides whether to pick first or pick another advantage (which side of an asymmetrical building to start out at, etc.) and let the other captain pick first. Teams may need to be divided unevenly given certain inherent designs of buildings, outdoor areas, etc.

What are some other game ideas you folks like to play?

#21619 What!?!?!

Posted by reversedracula on 18 March 2004 - 03:33 PM in News

We Nerf indoors at school. We have huge undergrad academic buildings at our disposal at night though. There are some long standoffs with crossbows and the like, but multiple staircases and such make it workable. On the plus size, ring guns never really screw up and you don't often lose ammo.