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Old September 6th, 2013, 01:21   #50
LongStone
 
Join Date: Sep 2010
Location: North Halton
Quote:
Originally Posted by MADDOG View Post
Game Variables I find entertaining:

2. Random helicopter insertions where a team holds on to a rope and is lead into the AO and used to reinforce a team holding the ground or add to an attack. They cannot be shot at or killed until they fast rope from the line into the fight. Each team has a limited number of times they can use this advantage and a maximum amount of people allowed on the chopper. The chopper can be shot down by designated “Stinger” players put these individuals need to run up and touch the rope, they cannot be shot by the players on the chopper and if he reaches the chopper everyone is dead. There are minimal individuals with stingers and they need to be employed properly. This adds a different dynamic to the game and allows people to get right in the fight to keep the action going for those with limited patience,The adrenaline starts to pump when you can see the reinforcements coming and you need to reorg and change plans quickly.
I've used this insert method for greaseball games in the past and it worked out very well, I also used a similar scenario for "gunships" with a ref acting as "pilot" with 2 players acting as gunners with a fixed flight time (5-10mins). The gun ship was a single "ticket" objective on the field that could be found by either team and used at their discretion (no helo battles)

In both cases I made a couple nerf "whistle rockets" available as objectives (reset after use).

the "HFS!" factor when the gunship came out was great and it was actually taken out with the nerf rockets far more often than I expected.
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