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TN Airsoft Forums • View topic - Battle for Secret City Discuss AEGs Sniper Rifles Tactical Gear

Battle for Secret City

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Battle for Secret City

Postby Supersixtwo » Mon Aug 02, 2010 11:33 am

I thought up this op a few days ago. This op was designed around Secret City's feild.

There will be two teams equaly split up. Hopefuly we can get large teams such as the one that showed up July 31st.
This event will be a all day game with no stops for reloading, only one for lunch.

The object of this even would be for one team to capture the entire the entire feild, or failing that the team with the most amount of the feild under control at the end of the day will be the winner.
Each Team will get one start point (home base) which serves as its first regen point. This base will have a table where the team can keep extra mags, batteries, ammo,water, and anything else for use durning the day.
Rules:
Each team can have up to three medics which can respawn a "dead" player on the spot either by staying by the player for a predeturmined amount of time or by tieing a small string loosely to the players arm. Any player could only be healed by a medic once before having to return to a respawn point.

Respawning at a base will require you to go to the base and stay within the confines of the base with your dead rag on your head for 30 seconds. During this time you may not discuss the possitions of the enemy and you may not fire your weapon.

The feild is split up into 5 different areas, each having its own regen point. The power lines will be base for red team, the Blue team base will be bunker hill. Three other bases will be up for grabs. The town will be the first gainable base, the Swing set area would be the second and the Docks will be the third.

Capturing a base:
Each base will have two flags that are at the base a red flag and a blue flag. To capture a base the team must plant its flag upright and visable at the predeturmined zone.

Holding a base:
Once a base has been captured it can be used as a forward operating area. As long as the base is held it can be used as a respawn point, like respawning at home base a respawn at a captuired base will require staying at the base for 30 seconds with a dead rag on your head before you can contiune defending the base. If all team members at that base are "dead" or the other team manages to take down your teams flag and plant their own the base is no longer yours and if your are dead or in the process of respawning you must either go to another captured base to respawn or return to your teams home base.

This would allow for all day play.




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Re: Battle for Secret City

Postby Fridge Gnome » Tue Aug 24, 2010 10:55 am

Essentially this is conquest from BF:BC2?

Sounds good, maybe something could be included with rafts, so a team couldn't be pinned into their base.
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Re: Battle for Secret City

Postby Supersixtwo » Wed Aug 25, 2010 10:11 am

It is basicly Conquest from bc2 but no respawn tickets and each team is trying to move forward not one moving forward and one defending.
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Re: Battle for Secret City

Postby Lancer » Thu Sep 02, 2010 7:36 pm

Having played BF1942 (similar idea I think) I really do enjoy this type off play, however some sort of provision should be set up to where if a base is under attack it cannot be used as a respawn until it is completely secure.
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Re: Battle for Secret City

Postby Phantomsan » Fri Sep 03, 2010 7:26 am

I agree with Lancer... either that or be forced to go to the next nearest regen point instead of waiting
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Re: Battle for Secret City

Postby Supersixtwo » Sat Sep 04, 2010 8:14 pm

The idea is you can use it as a respawn as long as you hold it. For the oposing team to take it over they would need to overrun it and acomplish a goal like raiseing a flag or something like that. Respawning would need to take time say 30 secods or a min that way it would alow one team to take said base if they use team work. But if one team put all it's players at one base it would be basicly imposible to take the base but would leave all the other bases open.
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Re: Battle for Secret City

Postby sagesrage » Thu Sep 23, 2010 6:19 pm

This sounds interesting, I'd go. It needs a bit of revision and perfecting but i like were this is going.
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Re: Battle for Secret City

Postby weslythethird133 » Mon Sep 27, 2010 2:46 pm

I went to this scenieo
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Re: Battle for Secret City

Postby -EAF- » Mon Sep 27, 2010 4:28 pm

What about Spawn killing? Since it is a spawn point there is going to be a little spawn killing when people get up close to take the CP.
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Re: Battle for Secret City

Postby jonah37801 » Tue Sep 28, 2010 2:26 pm

-EAF- wrote:

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