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Old 05-22-2009, 12:48 AM #1
Wolfness
The Shaman of Sexy
 
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Join Date: May 2009
Location: Amsterdam, NY
A.I. Assault....... Sunday, June 7th




The New Mutant Society has won their first battle against The Centralized Earths Government Alliance, and is working on developing a cure for all those Mutants who wish it. In their battle with CEGA, the NMS released the android assault squadron, and in the battle the Androids gained control of their own Artificial Intelligence control. now the Andorids seek vengeance!

In the wake of the CEGA battle, the NMS now must deal with the new threat. The Androids. The Control AI has allowed them to take over and control all things mechanical, including armor. The near invincible Andorids have begun a new battle with all things mechanical on their side.

Can the New Mutant Society stave off the Androids and their mechanized Assault?


High Energy Paintball presents,
An Anthem Production

Admission............... $15
Event Paint Only..... $50 - $60 per case
Game begins 10:30 am
Registration opens 8:30 am

Visit www.highenergypaintball.com for more info
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Old 06-05-2009, 04:19 PM #2
Wolfness
The Shaman of Sexy
 
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Join Date: May 2009
Location: Amsterdam, NY
This is this Sunday!!

so here is the updated and modernized version of the game. Again I needed to see the field upgrades completed at HEP before I could release the missions for the event.

The game has a simple premise. Tanks and Androids VS Mutants and Laws.

The Androids will be head hits only, unless they are LAW'ed out of a building that they are in. Tanks will be LAW hits only. For every Android player on the field, the mutant team will have two players. For every tank on the field, The mutant team will have three players. This will effectively make the odds 65% mutant, 45% Android. Tanks will have a 5 minute penalty when LAW'ed out with referees reserving the right to lengthen or shorten this time frame based on attendance and LAW count.

The game will be broken into 2 mission blocks, Morning and afternoon.

Tanks and Androids will have the rear base as re spawn, and the Mutant team will have the base near main staging as re spawn.

The first mission block there will be one center flag in the middle of the main town. This flag will be changeable from red to blue and vice-versa. The Flag will be checked for control every 15 minutes, and the resulting teams color will gain points for the control of this flag station. Mission block will run for 2.5 hours from the game start. 25 points will be awarded for every 15 minute interval.
Secondary, the Mutant team will have the opportunity to deploy an EMP device that will prevent the Androids and Tanks from operating in one of two possible areas. These areas will be marked with ground flags. The Mutant team must locate the EMP device (HEP's suitcase nuke prop) and activate it in one of these two areas. Only one area will be affected by the EMP device at any point. The EMP may be moved from one area to the other, but the device must be de-activated, moved and re-activated to be used in the new location. If the Mutant team activates the EMP they can gain an additional 50 points. These points will only be awarded once in the mission block.
if the Android/ Tank team prevents the EMP device from being activated, for the mission block, they will receive the 50 points. If the EMP is activated, then de-activated, for the purpose of moving the device, then the Android team can intercept the device and prevent its re activation. If re activation is prevented, for the remainder of the mission block then the Android team will receive 50 points. Initially prior to the Mutant team locating the device, the Android team cannot pick up or hide the device. Once the Mutant team finds the device, and attempts to move it, then the Android team may attempt intercept.

A 1 hour lunch break will be held.


Mission block 2 is also simple. There will be (6) flag stations located around the combat town area. Each station will be checked at 30 minute intervals, and points will be awarded to the team in control of these flag stations at that time. The mission block will run for 2.5 hours. The team in control of the flag station at the time, will gain 15 points for each flag in their possession.

There is no secondary mission in the second block


LAW rules.

LAW rockets may engage tanks for a kill shot. Kills will be counted when a rocket hits the tank, and is witnessed by a referee. LAW's may not engage closer than 20 feet to a tank. Unless that LAW is being fired from inside a building through a window, and the Tank operator closes the distance- whether knowingly or unknowingly. LAW's may be used against 4 stockaded buildings (this refers to the number of stockade fences used to build the building) to remove all players (Mutant or Android) from the building. 6 stockaded buildings may be added depending on Attendance and LAW count.

Tank rules - Tanks may engage infantry with their markers, Main cannons may not be used against ground infantry. Main cannons may be used against 4 stockaded buildings to remove all players (Mutant or Android) from the building.

Buildings will not be destroyed, however all players inside these buildings will be sent to re spawn.

The Two large buildings in combat town and the "Brown walls" will be immune to rocket rounds, whether LAW or Tank Cannon.
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