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Old 08-28-2012, 06:23 PM #1
GIO PAINTBALL
 
 
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Decay VI: Official Vehicles & Props Thread

Every player is encouraged to make/bring custom props for use during Decay of Nations, and we've enlisted paintball prop specialist "Jazzious" from the Grey Knights scenario team to serve as the official vehicle and prop inspector for the event. This thread will feature any text or videos relating to Decay vehicles and props, so check below regularly for updated features.

CLICK HERE to see the rule set of Decay rules, including standard prop and vehicle rules.





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Old 08-30-2012, 04:18 AM #2
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In the House

Yea, that's me. And I an here to answer your question and help you along.
See you all at Decay
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Old 08-30-2012, 01:29 PM #3
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Ive heard that some of the rules regarding tanks have changed. I know the "TANK RULES" are listed on the DON official web page, but are those the current rules for DON 6? They look like the official rules I wrote up for DON 3 & 4....

Please advise me of any rule changes and/or modified tank specs. needed for DON 6!!

Is each Tank, Mech, etc... still being assigned a ref? If so, will the field be providing a ref for each tank, mech, etc... or will it be the responsibility of the team to provide their own ref?

Will there be any more round table meetings? If so, OCMI leadership would like to attend....

What time/date will you be doing the vehicle/prop inspections??

Jazzious,
Thanks for stepping up and taking on this responsibility! If you need anything from OCMI, just let me know....
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Old 08-31-2012, 03:27 AM #4
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Except from the number of LAW (Nerf) rounds inside each tank, the rules are not to different from before. If the vehicle is destroyed then off the field for respawn.2 hits on tanks, 1 hit on mechs. Stuns work a little different on mechs, but mostly you either wait for repairs or go to respawn.

Gio has promised refs for each vehicle in play (including the unarmed helicopters).

Supposed to be at least one more round table, but you should get in contact with Gadget on dates.

Not sure on flags, so bring them just in case. Red and Yellow for each vehicle just to be safe.

Anymore question, just ask.
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Old 09-01-2012, 03:09 PM #5
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Thanks for the update!!

Are we given a set amount of nerf rockets at the start of the event, if so, whats the amount per tank? Will we be able to purchase more throughout the event (with event money)? Im all for limiting the rockets...

Our tanks will have a Red (eliminated), Yellow (disabled) and Blue (EMP'd/Jacked) flags!!!
Are we still going to do the EMP thing at DON6? I really think its a cool/fun twist to throw into the event! We implemented it at DON4 (Gave the Ekron General EMP props to use on our tanks) and it was not taken advantage of until near the end of the event.... When it was finally used, It really swung the tides of that battle (and we like shooting up our team for a change...LOL)

I believe the official rules for a EMP-ing a vehicle are as follows:

1) Opfor must plant an EMP device in a set proximity to a tank, mech, etc...

2) Once the device is triggered, the vehicle becomes completely disabled (vehicle can not move & weapons are also nonfunctional)

3) The opfor must then have their engineer "JACK" the vehicle!!! (run around the vehicle 3 times) NOTE-(A)If a "friendly" engineer gets to the vehicle 1st (run around the vehicle 3 times), the vehicle will be repaired and will resume normal play! (B)if an engineer from either side can not get to vehicle to either repair or jack it, the EMP blast will wear off and the vehicle will resume normal play...

Thoughts & comments welcome....
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Last edited by OCMI_VIPER : 09-01-2012 at 03:13 PM.
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Old 09-02-2012, 08:21 AM #6
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Quote:
Originally Posted by OCMI_VIPER View Post
Thanks for the update!!

Are we given a set amount of nerf rockets at the start of the event, if so, whats the amount per tank? Will we be able to purchase more throughout the event (with event money)? Im all for limiting the rockets...

Our tanks will have a Red (eliminated), Yellow (disabled) and Blue (EMP'd/Jacked) flags!!!
Are we still going to do the EMP thing at DON6? I really think its a cool/fun twist to throw into the event! We implemented it at DON4 (Gave the Ekron General EMP props to use on our tanks) and it was not taken advantage of until near the end of the event.... When it was finally used, It really swung the tides of that battle (and we like shooting up our team for a change...LOL)


Thoughts & comments welcome....
As I was told last meeting, teams are to turn in the rockets to be used (in your case 6 per tank) and they will be issued to your vehicles from the CP. Unless Gio finds a bunch if Nerf rounds, or buys those other rounds, that is the only way to get rockets on the field. Bring extra in case of losses.

As for the EMP, unless someone gets a special mission, and all tank crews are briefed, I don't think it is happening this year. Amendments will be added to the current posted rules after this Decay, but the body of the rules will now be "set in stone" for all HSP events.

I would love to take a longer look at EMPs for the future. That's why the Blue flags are mentioned in the rules.

Now mind you, everything I has stated is as of my last meeting. If Gio has done some changes that I haven't been informed of, I will have your updates as soon.as I have them.
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Old 09-02-2012, 01:57 PM #7
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Sounds great... thank you for the information!

I bring all the EPM props and blue flags incase they want to run an "EMP & Jack the enemy tank(s)" mission.... hehe!
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Old 09-14-2012, 02:54 PM #8
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As a 34year old Noob, I would love to be able to attend this! It sounds way too cool to be true. Holding hope to win the trip and dive in for life.
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Old 09-22-2012, 08:17 AM #9
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To all you prop and vehicle builders, I will be at the field most of Friday and early Saturday to help inspect and clear your "wonder weapons". I will be ending inspections promptly at 9 am Saturday. After that you will need to go to Mission Command and hope their is someone their who can inspect your stuff.
Unauthorized props on the field will result in your elimination (to remove your prop from the field).
Get them inspected before the game.
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Old 09-22-2012, 02:56 PM #10
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Do you have a checklist so we can have everything dialed in prior to the inspection?
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Old 09-23-2012, 03:36 AM #11
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The checklist is being worked on right now. I will get it posted ASAP. However, the guidelines for mechs also applies to tanks as well (be safe, look like a tank, ect.)
Hand held props will have slightly less strict visual guidelines, but just as strict safety requirements.

Simplest terms,
1. Must be safe to use
2. Pass any chrono checks -were applicable-
3. Reasonable represent the object in question -tanks look like tanks and not tents with wheels, ect.-

Safety will not be compromised.
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Old 09-28-2012, 06:17 PM #12
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Jazzious, Have you finished the revised tank rules and checklist yet?

I heard there was going to be rules in place to limit the amount of time the tanks will be in play... something about them needing fuel and running out of fuel will immobilize the tank on the field???
If that's the case, keep it simple... and just increase the re-spawn time slightly.... if you start adding more rules and duties for the refs its gonna get too chaotic for sure... keep it simple and adjust reinsertion times for the tanks, pugs and mechs... that should give you the balance you are looking for...

The existing rules are pretty bulletproof and have been used successfully for many years. Tanks can be too dominating on the field and that can make for an unpleasant scenario experience... I TOTALLY understand this!! Im all for manicuring the rules a bit to level things out if needed.... The only thing that may need adjusting is the reinsertion time.... Make it 5-10min longer than standard player reinsertion times!!
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Last edited by OCMI_VIPER : 09-28-2012 at 06:27 PM.
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Old 09-29-2012, 05:47 AM #13
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First off I need to apologize. Illnesses, a death in the family, and just plain old stress has kept me from getting to the checklist.
However, I have seen your tanks before. Except for the rate of fire on your "double troubles", I have never seen a major issue with them. Not sure about insurance issue either. That you'll need to talk to Gio about. I will send an email to him as well.
As for the fuel thing, I will look into that as well. The longer insertion times may be the easiest, and it doubles as a water break for the operators.
Any amendments to the current rules (like the fuel rule) will be discussed with the operators at the pre-game meeting that will be held Friday night, and the quick brief on Saturday after the mech battle.
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Old 09-29-2012, 01:00 PM #14
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That's awful news... Please accept my deepest sympathies, I'm sorry for your loss!

The ROF on the DT's can be controlled by the operator... the DT's are 100% mechanical (NO ELECTRONICS) so they are not "FULL AUTO" so the insurance issue on ROF is covered there! To ensure a lower ROF, I have removed the modified cyclones used previously and installed stock units... this will greatly reduce the ROF! To be honest their bark is much worse that their bite... They just sound really really mean and intimidating ... lol!
We/OCMI have a standing rule for all the gunners to be mature and control the ROF. I will be driving one of the tanks and the team C.O. will be driving the other. Rest assured, we will diligently keep the gunners in check! We do not want anyone to get hurt or get overshot and have a bad paintball experience! We are all out there to have a fun & enjoyable scenario experience....

Just an FYI.... our tanks have coolers of water in them as well as full medical kits!! They can also be used to transport injured players off the field if needed... Safety is paramount! Please let the management and refs know we are at their disposal.....

Thanks again for taking point on this!!! If you need me to assist in any way, hit me up!

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Old 10-02-2012, 04:35 PM #15
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Awesome event!

I can't wait to see what other props are going to be used. These so far look like they would add alot of variance to the game.
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