Copied from AirsoftBC Blog page:
https://sites.google.com/site/airsoftbcwebsite/discussionPost Mayday 2011posted 57 minutes ago by Mikhail H
Whew! What a great time, turnout and event. I had a lot of fun and got to meet a lot of very cool people.
I have started the process of getting pics and video of the event up. All my stills are up, and some of my video (15%). A broken DV tape for our Sony handy-cam is waiting to be repaired, so that is holding up the editing process a couple a days.
It is fixable..just need a replacement DV tape case (with screws). Found one but need eyeglass screwdrivers which will be in town. (all my teeny Philips are missing....I suspect leetle fingers)
We had easily twice as many people as last year, with people from Quesnel (3 hours), PG (4.5 hours) and Vancouver (5 hours away). Very differant play styles very much apparent.
Lessons learned:#1 Delegate
Both Tasks and game admin. By Sunday I was pretty worn out and while everyone agreed more campaign games would be good, each leaving player requested a shorter game...result...a day of short scenarios as folk trickled out. I could have done more campaign which requires me to do a lot of mental admin but was DEFINITELY getting a little mentally fuzzy by Sunday.
Getting out of towners to ADMIN a scenario from THEIR playbook was very cool. We did multiple Vancouver Hostage games. Thanks Van for stepping up.
That form of delegation will be done again...just to bring a taste of games from different areas.
Have locals prepped to step up to admin every other game so I don't wear out before end of game
#2 Relocate Resources Closer.
Long walk into house to get, batteries, tools, hex screws, chargers, loaner aegs, yadda yadda
A the very least move charger out and all charged loaner batteries to setup table. Need good portable enclosure to house batteries, power supply and charger so I can be protected and kept out of rain....Hmmm...maybe an ammo box build....hmmmm.
#3 More Flexibility in Field Electrics.
Have independent lighting for EACH floor of tower and each stair well on tower, perimeter lighting, tunnel lighting, bunker2 lighting, etc.
Ability to turn off each locally and via central control. Add microcomputer control to that. Speaking of which, have timer reset after 5 minutes to avoid needing to reset it at the start of each new game.
#4 Rule Documentation
Need more. Specifically a sheet to hand out to players showing field rules if they show up after initial rule announcements.
Include no go zones, definition of blind-firing, hard target policy, player conflict resolution procedure. Everything including local resources, equipment and supply sources. I was drowning in a sea of Mike, Mike, mike, mIke, mikemikemikemike....near the end of Saturday.
#5 Even though I am tired, avoid F-bomb.
Reviewing the video, makes me wince a bit. I can do better than that. It was always used in a positive upbeat way, and never directed at anyone (just a personal style thing) but still sounds unprofessional on video.
Summary: A lot of work, but very much worth it. Can't wait to do it again in August for 'Its a Trap'
Game observationsposted 25 minutes ago by Mikhail H [ updated a minute ago ]
Game specifics.
What I learned:
Zombie stuff.
Works well at night, but TRY and get out of towners into a DAY Zombie game first, so they get a feel for the exposure of daytime attacks. locals play MOSTLY day games so we are used to it. Starting out of towners with the night version, spoils them for the day version and they get picked off. For day games run locals first to show that it CAN be done.
We also expanded the human occupation to perimeter and inside of B2, and allowed direct movement between both buildings above ground, and via west tunnel entrance direct to spider-hole underground route. This worked.
Tunnel Breaching.
Needs work. Maybe have defenders start in 'barracks' and not all on the field or ready to fire when breach out occurs. Smoke would help too.
Medic Cards.
For some reason local use did not expose the problem of 'time to read card' issue. Will review more locally. Like card addition but needs more trials.
CQB.
Full auto allowed into CQB? Locals say yes, Van says no. We went with NO during their Hostage games run in CQB, and with yes during rest of game. Will keep an eye on this.
Hostage Scenarios.
Very cool. Timer helped. Results in downtime for more than half of rabble...waiting to activate for all but last 5 minutes of game. Need Timer activate buttons on 3rd floor now too.
What I want to try:
Zombie stuff.
-Expand Human occupation to CQB Slums as well as B2.
-Multiple Zombie Respawn points. Allow Zombies to 'earn' more respawns point if they attack and take the Tunnels and the CQB Slum. Maybe radio that in or shout it out for other humans/zombies to know ("Zombies in the the Tunnels!") Change initial Zombie start and re-spawn to Blue re-spawn.
-New Zombie type: 'Runner'
Currently our zombies are tool using, fast moving, any shoot kills type. I propose a additional new flavour. Non-tool using, running, head shot only Zombies. Harder to kill, but no weapons. Knife kill only (or in this case 'bite').
This Zombie type activates 2 ways.
1) When Zombie activate at spawn point for first time (puts down gun and preps for the rush)
2) When a reqular Zombie kill happens THAT IS NOT A HEAD SHOT. (Body shot damages Zombie but can still run and bite) Zombie puts down his primary and begins move to attack humans. Apon kill retrieves his gun or respawns as 'Runner' (primary not needed) as player chooses.
This is at player discretion, and obviously full face protection is recommended.
Bite kills are soooo sweet!
Other player observations are most welcome. I cant think of everything and I certainly didn't see everything.