Author Topic: 11/4  (Read 321 times)

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Fire Cracker

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11/4
« on: April 11, 2010, 06:01:01 PM »
Good day today. Mako, Riot, and I came as a group, and were only able to stay until after the 2nd game of Zombie Safari. I have to say, it would be a really fun game, but it has to be tweaked a little first. Being a mercenary, it was hard to keep the ghouls and zombies off our backs while trying to find a way to the hunters. Sadly, our medic wasnt doing the best, and that cost us the game.
The first game of attack and defend was fun though. Got some kills in and just had a good time.


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Mako

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Re: 4/11
« Reply #1 on: April 11, 2010, 07:17:38 PM »
Technically I didn't get any kills, but I got two during the zombie safari game that thought they could attack before the mercs arrived. We didn't count it considering they didn't know that... sooo yeah. Good time otherwise.
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Blackjack

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Re: 11/4
« Reply #2 on: April 11, 2010, 08:43:23 PM »
the zombie safari hunt game needs to be worked on a little bit, mostly just the rules of engagement for the ghouls and zombies.
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Fire Cracker

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Re: 11/4
« Reply #3 on: April 11, 2010, 09:49:52 PM »
Right, limb hits and head shots should count. When a zombie would lie down or go behind a bunker it was impossible.


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bishohki

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Re: 11/4
« Reply #4 on: April 11, 2010, 10:32:33 PM »
I think the general fault in this game is allowing both, reduced kill zones and quick respawns.

The first game the rescue team got cut down before they even saw the hunting party. From my view, it was because they chose to stand and fight, instead of reaching the hunters and putting them into play thus gaining there firepower to help get out. I think i would also require the rescue team to serve out a waiting time at the rescue location before being allowed to leave. the premis being that they must administer aid to the hunters before they can travel.

the second game, the zombies and gouls were up on the ridge watching the hunting party down below for like 10 minutes or more ( probably more ) but neither party was allowed to enguage... that in itself is just a bit messed up.. they were supposed to be there hunting us in the first place, and we would definitly like to see them killed as the resident monsters. So i think that needs to be changed as well.

I might also tell the rescue team where the hunters are to help them get to there objective before they get attacked to bad by the monsters. At the start of this game the rescue team is way under powered, the monsters fast respawn is hard to fight against if you decide to hunker down and fight ( note,, this is a mistake ),, and is also designed to allow the rescue team to stop the monsters long enough to get the hell out of there.. Keep in mind, You cant kill them,, but you can pause them, your objective is not to kill the monsters, You cant kill the monsters, Your goal is  to get the hunters out.

as far as the kill zone thing.. was allot of misunderstanding on that. Some were getting mad that they hit a monster in the arm or leg or face and they kept coming ( as they should have ). I say use full body kill zone, but also keep the fast respawn. that way we go back to any hit is a hit, no special circumstance.. I would also suggest,, that wile a monster is serving his respawn timer, he be required to walk away from the fight for that 30 seconds before reenguaging... allowing people to respawn in place causes issues.

I think this variant of the zombie game is well worth working on and keeping in our playbook.
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Re: 11/4
« Reply #5 on: April 12, 2010, 10:51:02 AM »
When Overwatch (mostly) played this game as mercs, we won it. The key is DO NOT STOP. Heavy suppressive fire is also a must.


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Sircarson

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Re: 11/4
« Reply #6 on: April 12, 2010, 11:02:55 AM »
Amen red  ;D

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Blackjack

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Re: 11/4
« Reply #7 on: April 12, 2010, 11:27:12 AM »
The Mercs should be way ahead of the zombies to begin with. Isn't that what u guys did Red? U started ahead of us seeing as we caught up to you guys really quickly.
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Re: 11/4
« Reply #8 on: April 12, 2010, 12:32:09 PM »
We actually circled around the entire field. We started at CP, went through alpha, continued through Stovetop (where we found the hunters) and finally back to CP. It was a workout.


After selling pics of Joker on his boat in his driveway on EbaY, the vehicle is fixed for now, so I will be out to play

bishohki

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Re: 11/4
« Reply #9 on: April 12, 2010, 01:34:12 PM »
The Mercs should be way ahead of the zombies to begin with.

Didnt the rescue team start at cp? the monsters were at kyles, Not exactly way ahead.

I was talking to a friend of mine that i used to play paintball with about this game this mornig, and he said something interesting after i gave him the layout.

His comment was.. Well, if the hunters were disabled, and in need of rescue,, the monsters would be all over them, or at the very least in control of the surounding area, forcing the rescue team to break there lines to get in to the hunters.

after we talked a bit bout this we came up with

the hunters are surounded by the monsters at the start, but, out of ammo, hence the need for rescue/resupply.
The Zombies, being more inteligent then the average monster have decided to use the hunting team as bait, and are guarding them hoping more humans will come in to rescue them, Instead of just eating them as they normaly would.

Using my suggestion of the monsters haveing to walk away during there respawn, the rescue team should be able to break lines and get into the hunters. The rescue team making physical contact with the hunters will scare the monsters into a temperairy retreat, giving the hunters and rescue team a small head start out of the base tward evac.

A few monsters should be roaming the woods in small teams (2) and not allowed near the hunting party location, there role is ambush to slow the evacing team after rescue is made to allow the monsters to catch up if possible.


Sidenote.  Althought i am the first to agree that the more rules you add to a game the harder it is to play, But i will also be the first to say, its unique rules that make the game. otherwize, your just shooting people. Some prefure that, but i think most of us prefure a game that isnt just a straight up go kill them thing.
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Re: 11/4
« Reply #10 on: April 12, 2010, 01:42:09 PM »
hahaha yeah, we couldn't exactly remember the rest of the rules. It's a Ghost scenario, so I tried my best to remember all of it.  ;)
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Re: 11/4
« Reply #11 on: April 12, 2010, 01:44:05 PM »
Hmm...I like bish's new idea. It adds a new element to the game: Starts out like an attack & defend, moves on to a helo down type scenario...I like it...


After selling pics of Joker on his boat in his driveway on EbaY, the vehicle is fixed for now, so I will be out to play

Fire Cracker

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Re: 11/4
« Reply #12 on: April 12, 2010, 03:40:07 PM »
I was a Mercenary for both games, and the only reason we lost the first one is because the majority of the team wanted to set up an ambush, but several zombies/ghouls came around the back and closed us in. The second game was because the Zombies were well fortified and ready for an attack. I believe that the zombies should be more on the offensive then defensive. I mean what kind of zombie uses a bunker/other cover?


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Mako

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Re: 11/4
« Reply #13 on: April 12, 2010, 04:45:35 PM »
I thought there should be a few less zombies (2-3) and add it on to either the ghouls or the mercs. After that is tested, we could set a better respawn time for the monsters, so it doesn't get so hard that you couldn't make it to the hunters, and yet not to make it easy enough. And I also recommend experienced players be the medics, I heard some complaints about the mercenary medic. We also gotta make sure we don't make the hunters sit down so long (we were sitting around for about an hour). Maybe adding something like the ability to move only in a certain amount of area (Such as the area between alpha, Cp2 and Stovetop, for example) where they could search for more ammo, as they will start with 1 full mag. This could add a challenge or make it easier for the mercs, and it will make the zombies and ghouls come up with some crazy plan. Whether or not they should be able to engage eachother is up to you guys.
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PGids

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Re: 11/4
« Reply #14 on: April 12, 2010, 05:02:53 PM »
Well, i was a hunter and it was very boring to say the least,

Just an idea but, i say after the Mercs are killed off 1/2 their team should become hunters (determined before hand) and the other half becomes monsters. Then, the hunting party should have to fight their way back to CP...maybe even CP2

It is a cool game...is just needs some work.
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