View Full Version : A Independence Day Scenario
Podoz1
12-17-2007, 10:13 PM
I suggest that we have a scenario based off the Independec day Movie. i thought up a great scenario and wrote it down some where.(well I can't remeber where I put the file or hard copy) The Idea first came to me after the first day of The Resident Evil Game because I stayed at my grandparents house and watch it that night. Then while mowing the lawn (this is where most of my ideas come from) I thought it all up and put it on paper later.
I'll get back to you guys as soon as possible. Once I find the file.
My 3cents
Podoz1
01-26-2008, 05:49 PM
Here it is. This must of took me aobut a month on a sketchy memory of the movie's plot but with copyrights issue ment I had to revise the stroy line a bit.
Please bare with me on some holes and please ask questions on this. I need the most input as possible from scenario veterans. This is about 80% done.
Strunbargur Scenario
By Podoz1/Ranger
Rules
• Field Rules
• All Heroes where 2 team armbands and have two hit lives.
• Aliens Mega ships (Alien Bases) can not be captured by humans before upload of virus or destruction of alien HQ (alien main base)
• Humans get 4 chances of uploading the virus or nuking the alien HQ + 1 more chance if mission: Human sympathizer, is completed.
Terminator rules (played by a person not a tank)
• Human terminators have 20min lives
• Only 2 human terminators can be out at on time.
• Terminators can only be eliminated by being hit in a certain spot.
• When a terminator is eliminated it must go back to reinsert (by tagging the main base) before he can return to the field of play. The terminators time is paused when he is eliminated and is continued when he tags in.
• When a terminator is eliminated 5 times or his “life span” has run out he must leave the field of play but can return as a regular player.
Tank/alien Omega Class ship rules
• Omega Class ships have 20min lives
• Only 1 Alien Elite ship out at one time.
• Elite ships when hit stay in the same position for 2min or move back to main base to reinsert. The ships remaining life time is stopped between the elimination and the reinsertion.
• Elite Ships can only be eliminated by rocket hit.
• If an Elite Ship is eliminated 5 times or its life span run out it must leave the field of play and not return without new Elite Ship card traded in.
Setting
The world has just been invaded by Aliens that destroy any inhabited planet the come across and earth happens to be next on their list. The aliens have already destroyed the capitals and major cities of the world and the first attempts of the humans have failed. The remaining Communist leaders have fallen back to a classified base in Georgia: Area Enterprise. Here they will use a captured and modified alien spacecraft that has been fitted for a mission to upload a virus that will shut down the alien’s Defenses and render them vulnerable. The only thing standing their way is fleets of small, fast, high tech alien fighters and Giant Alien mega ships capable of destroying whole cities.
Human Objectives
• Upload the virus to the alien head ship (main alien base) or nuke the head base.
• Gather props
• Hold base
Alien Objectives
• Stop the upload of the virus or the destruction of the Head Ship (main alien base).
• Gather props
• Capture human bases
Human Missions
Main mission and different routes of them
Upload Virus or Nuke Alien Mother ship: Recover 2 alien ship parts (props dropped around Alien mega ships) and “assemble for 5min. Now Soviets have 1 alien ship card now they have two alternative routes Nuke or Upload Virus.
a. Uploading Virus: Soviets choose to have the ship (player) to be equipped with the upload Computer and given an alien team armband. How-to upload Virus: The “ship” must make its way all the way Alien Mother Ship and upload the virus with out being found out. The player must make contact with the base ref and stay alive for 15min. Benefits: 15pts, all alien ships and Mother ship is open to Humans.
b. Nuke base: Soviets choose to have the ship (player) fitted with a nuke to destroy the Mother Ship soviets are not given an alien armband but the player is given an extra armband. How-to Detonate nuke: The nuke ship (player) must touch any part of the base of the Alien Mother ship. Benefits: 10pt, Alien Mega Ships are opened to humans, Alien Mother ship is closed to both Aliens and Humans.
c. Extra Mission Human Sympathizer: If first attempt of uploading a virus or nuking Mother ship humans translate a message of a Human sympathizer in the Alien Ranks. An alien player (most likely scenario team member) is given 2 armbands and becomes a hero and given a radio that is directly connected to the Human General. A ref will shadow the AHS (Alien: human sympathizer). How-to get Alien: A human special recovery team is given tranquilizer darts (Special Paint) they must hit the AHS and escort him back to the human HQ. Result: One alien ship card and choice of Nuke ship (follow Nuke base route) or Virus Uploading Computer (follow uploading Virus route). Benefits: 10pt, extra chance to upload.
Mini missions
1. Scientist w/anti-plasma armor and plasma cure.
Humans receive a transmission from some trapped scientists with anti-plasma technology. Benefits: 1pt, 2terminator cards , 2 medic cards.
2. Human holding human bases
How-to control: hold the base at 20min mark Benefits: 1pt
3. Omega class ships (Tanks) destroyed. When a ship is shot down 5 times by humans before Omega class ship time runs out.
Human Missions opened after Alien Mother ship nuked or Virus uploaded.
4. Alien Mega ships (alien bases) held on every 30min mark Benefits: 2pt
5. Nuke Alien Mega ships (Alien Bases). Humans nuke base by touching base with nuke and “dropping” nuke on ship. Benefits: Eliminates all players in side alien ship and deems base uninhabitable for 30min.
Negative actions
Losing human terminator 5 times before time his time expires by elimination by a alien player.
Failed Nuke or Upload -1
Alien Missions
1. Stopping the upload of Virus or preventing the Nuking of the Mother ship. How-to: Eliminating all ships (nuke or uploader) for 6hrs. Benefits: 25pt All human players (except hero team) reinsert as aliens.
2. Human Studies- Alien scientist have figured out a way to easily heal and counter human weapons but they are deep in human territory and must be rescued. Benefits: 1pt, 1 mega-ship right, 2 medic rights.
3. Capture Human Bases same as human mission
4. Human Captive torture: Aliens must find a human captive prop. The aliens use this to get the team humans radio channel and the “tracking” signal for heroes (upload or nuke ships). Benefits: 2pt, Radio signal of humans, and Surface scans prop.
5. Eliminate Human Terminators: Aliens eliminates the Human Terminators by eliminating them in a certain spot 5 times. 2pt
6. Finding Props (See props section) Benefits: 1pt each.
Missions opened After Uploaded virus or nuked Mother ship.
1. Alien ships held on 30min mark Benefits 1pt
Negative actions
Mega ships nuked by humans
Props
Humans
• Alien Ship parts 8total
• Anti-plasma armor 10 =terminators
• Nukes 10
• Plasma healer = medic
• Translated message = starts AHS mission, given by Game administrator.
Aliens
• Radio translator/interceptor amount:2– given after Human Captive torture mission
• Surface Scans amount:2- Gives the position of the human heroes (nuke ships and uploaders) After Human Captive torture mission
• Area blast amount:10-Eliminates all human players around a base (mega ship)
• Omega class ships amount:5-tanks
• Counter human weapons armor amount:10-medics
MMPTgoblin
01-26-2008, 09:52 PM
Wow, thats WAY to much thinking for me. Very cool, very well thought out.
easy format. I'll like to play in an event like this.
Podoz1
01-27-2008, 06:24 PM
Yeah I know this would be too much to think about for a bootman (whatever you want to call them) so this is geared towards the field Administrator and the General's "staff".
Badger
01-27-2008, 10:32 PM
You wanted comment, so here goes.
While I really enjoy your scenario, I think you're putting too much detail into it. You have to remember who your "audience" is - the people who will be playing this game. A lot of paintballers don't care for tons of rules and intricate game parameters. Tons of rules will equal tons of gray area and tons of arguments on the field.
Even in my Battle of Serenity Valley game, I'm constantly thinking about how I can keep the rules simple, while sticking to the theme of the game. "Will the Reavers be too many? Will the battleship rules be too complex? Will the missions be too hard to complete? Etc." The list goes on. There is a fine line between a steller kick-@ss game and a game that's too complex and irritates players.
The very good points of your game are the concept: aliens vs. humans. Another good point is the main mission of trying to upload a virus to the alien computer network. Keep working on those aspects.
What seems to fail in my mind are the terminators, where they have to rely on themselves to monitor their time in play. Also, the hero aspect. If you're on the alien side and you see a sympathizer, wouldn't you unload on that guy to make sure he/she is out?
Again, I worry about things like that for game play. Like my River character for BSV. Once River's current handler is taken out, what happens to her? Once SHE is taken out, where would she reinsert? You for your game, and me for mine: we'll both have to run tons of scrimmage missions in our heads to work out the bugs. Even on game day, there will be bugs to iron out.
Bottom line for scenario games: KISS. Come game day, you'll have to announce the rules of the game, and hope to God that everyone listens to you. It's been my experience time and time again that no one listens the first time around, but boy do they come at you with questions afterwards. The simpler the game, the fewer the questions and confused players.
Just my two cents...
Badger
Podoz1
01-28-2008, 06:39 PM
You wanted comment, so here goes.
While I really enjoy your scenario, I think you're putting too much detail into it. You have to remember who your "audience" is - the people who will be playing this game. A lot of paintballers don't care for tons of rules and intricate game parameters. Tons of rules will equal tons of gray area and tons of arguments on the field.
Even in my Battle of Serenity Valley game, I'm constantly thinking about how I can keep the rules simple, while sticking to the theme of the game. "Will the Reavers be too many? Will the battleship rules be too complex? Will the missions be too hard to complete? Etc." The list goes on. There is a fine line between a steller kick-@ss game and a game that's too complex and irritates players.Yes thats why I posted this on here so players can review this and veterans and refs can help reivise it.
What seems to fail in my mind are the terminators, where they have to rely on themselves to monitor their time in play.
No they will be followed by a ref like tanks. Becuase of the special terminator rules I see this as the only way to be fair to both teams. Like in the Resident evil Nemisis players they will have a special hit spot.
Also, the hero aspect. If you're on the alien side and you see a sympathizer, wouldn't you unload on that guy to make sure he/she is out? I have thought about this and need some insight on the heros; should I have a special hero team for both sides that have 2 arm bands then people get accustomed to seeing people with 2 armbands then someone on that team is secrectly choosen to be the sympathizer.
Again, I worry about things like that for game play. Like my River character for BSV. Once River's current handler is taken out, what happens to her? Once SHE is taken out, where would she reinsert? You for your game, and me for mine: we'll both have to run tons of scrimmage missions in our heads to work out the bugs. Even on game day, there will be bugs to iron out.I have noticed almost all games have bugs so I don't expect this to be perfect at first.
Bottom line for scenario games: KISS. Come game day, you'll have to announce the rules of the game, and hope to God that everyone listens to you. It's been my experience time and time again that no one listens the first time around, but boy do they come at you with questions afterwards. The simpler the game, the fewer the questions and confused players.
Just my two cents...
Badger
Understood its still a long way from even having a field to play on. I'm hoping to ask if Darrin do this next year hint hint. I hope this answers some questions.
Badger
01-28-2008, 10:48 PM
You're definitely off on the right track, Podoz1, keep up the good work. beret:)
Thalion
01-28-2008, 10:56 PM
Understood its still a long way from even having a field to play on. I'm hoping to ask if Darrin do this next year hint hint.
Once you have the final scenario plan and ready to go, then you look for fields to host. Also things to consider that aren't really related to your scenario specifically but in general -- how will you staff the event? Where will the refs be placed? How will they be organized? Then there's all the basic questions going into paint, air, sponsors/prizes, and the other logistics of an event.
That'd be my advice, but I haven't run a scenario before.
Podoz1
02-04-2008, 10:11 PM
I added a quick thing taht I forgot. its in red under Alien Missions
SpyderSniper
06-04-2008, 01:10 PM
This looks kinda cool
it would be pretty fun