mb
Junior Member
Posts: 48
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Post by mb on Feb 28, 2009 11:12:50 GMT -5
Okay so now we are not talking at all. HAVE FUN............................................
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slinky
Junior Member
Posts: 27
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Post by slinky on Feb 28, 2009 18:03:10 GMT -5
lol sorry i wasnt home last night so no forum trolling anyways
here bat boy and you little preteen side kick that you dress in tights
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Post by penguin on Mar 2, 2009 15:32:15 GMT -5
well batman I hate to say this but I will not be playing with the aliance. if you have seen any of the firefly series or the movie senerity you will understand I wish to fight the good fight. So I will be respectfully placing my EGO on the side trying to take down the alliance. I think that I after watching the movie this evening I will be brining the gernades to this one!!!
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Post by batman on Mar 2, 2009 19:24:59 GMT -5
sorry guys!!!! something came up with the family that weekend have 2 back out still going 2 post flyers and help out as much as i can but i not going 2 make it there on the 4th. i hate 2 back out like this i am really really mad! if anybody know the story of my brother you will know y i have 2 back out
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slinky
Junior Member
Posts: 27
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Post by slinky on Mar 2, 2009 22:27:23 GMT -5
sorry to hear that batman i was looking forward to playing against you
hope everything works out
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mb
Junior Member
Posts: 48
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Post by mb on Mar 3, 2009 8:23:39 GMT -5
We are sorry to hear that Batman I hope all goes well for you.
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mb
Junior Member
Posts: 48
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Post by mb on Mar 3, 2009 8:25:00 GMT -5
Okay well this means we need a General for the Alliance Side anyone interested please Email me at letitrippaintball@hotmail.com
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Post by batman on Mar 3, 2009 15:10:50 GMT -5
ask shocker dave he would make a good head guy
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mb
Junior Member
Posts: 48
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Post by mb on Mar 3, 2009 17:15:44 GMT -5
WELL IF YOU HAVE A WAY TO REACH HIM PLEASE DO OR HAVE HIM GET IN TOUCH WITH ME.
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mb
Junior Member
Posts: 48
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Post by mb on Mar 3, 2009 17:53:30 GMT -5
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Post by puckit on Mar 8, 2009 9:49:38 GMT -5
how can i decide to make the 4hr trip to this game if there is no action on these boards?
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slinky
Junior Member
Posts: 27
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Post by slinky on Mar 9, 2009 0:32:36 GMT -5
im trying to start something but iv been bussy latly
getting money for the new car and work and fixing gear
someone has to step up and general against me
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mb
Junior Member
Posts: 48
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Post by mb on Mar 9, 2009 9:39:08 GMT -5
OKAY PEOPLE WHAT ARE YOU ALL AFFRAID OF WE NEED SOMEONE TO STEP UP AND TAKE THE ALLIANCE GENERAL AR YOU ALL AFFRAID OF SLINKY............ LOL TIME IS RUNNING OUT
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Post by batman on Mar 10, 2009 5:29:52 GMT -5
hard 2 be afraid of someone with hair like that and smokes wussy cigs. lol
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slinky
Junior Member
Posts: 27
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Post by slinky on Mar 10, 2009 14:01:20 GMT -5
batman you have no hair so dont hate on mine
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Post by batman on Mar 11, 2009 10:35:29 GMT -5
i have no hair becuase i buzz it.... but at least you could wash yours.ooo snap......
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Post by puckit on Mar 11, 2009 10:37:56 GMT -5
well slinky, this should be an easy win for you since only one team posted and thier on your side
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slinky
Junior Member
Posts: 27
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Post by slinky on Mar 11, 2009 13:32:24 GMT -5
this forum has always been kinda dead im sure there will be plenty of people there
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Post by ahoffman on Mar 11, 2009 14:36:32 GMT -5
HERE IS A COPY OF THE RULES FOR THE GAME: IF ANY QUESTION CONTACT ME @ AHOFFMAN@DAA.COM
SERENETY RULES
General safety rules- the host field safety rules remain in effect unless otherwise stated.
ID badges- this is your ticket into the game, this also allows your general to know you are on their team so they may mark you with the appropriate color tape. Must have your ID badge on your body during the game.
Team identification tape- all players will attach tape to the left side of your mask from the top of the mask to your shoulder. All tape will be received from your general prior to you going out on the playing field. There are no spies in this game; there is no reason that you should have the other teams tape on.
Marker speed- your marker will be checked by the chrono ref before you enter the playing field. 280 is max. Allowable f.p.s. all markers that have been chrono will be marked by chrono refs. If you switch markers during the game you must chrono the new marker and get it tagged. There will be spot checking during the game with handheld chrono to insure the proper speed is maintained.
Insertion point and insertion windows- there is one insertion point for this game. The insertion window opens every 15 minutes and stays open for 5 minutes. When inserting back into the game, you keep your barrel bag on (you are a neutral player) until you tag in at your C.P. and become a live player. You go directly to your C.P.
What to do when eliminated- shout “out, eliminated or hit” put your barrel bag on your marker and raise the marker over your head, walk off the field as quickly as possible, dead players do not talk. Wait for the next insertion window opens.
Barrel tags and surrender rules- players may be asked to surrender by other plays with in 20’ feet, this is an option, and you do not have to surrender. If you are barrel tagged, meaning a play touches you with their barrel and must say “barrel tag” then you are eliminated right there. If you are barrel tagging a group of players you must tap each player and say “barrel tag”.
Ghillie suits- if you are using a ghillie suit any hit you take is elimination.
Special skill players- are players that the general given special ability to, ranging from medics to pilots. All players with these ability will be marked with a color arm band (color they where determines the ability) along with the armband they must be carrying the proper skill card, which must be filled out. On the back of the card are the limits of what the player may do with that skill.
Medics- red armband • Medics have 60 seconds to reach wounded players before they die. • Players shot from the neck down are considered wounded. • Medics can carry no more than 12 bandages at a time. • Bandages are to be placed on players arm (either) • Players can be healed no more than 2 times before they must reinsert. • Medics cannot heal themselves.
Pilots- blue armband • Must carry their license and fuel cards on them at all times. • Fuel card good for 30 minutes of flight time • No more six players can be on the craft at any given time (includes the pilot) • When the pole is dropped on the ground the crafts crew are live players and can be eliminated by ground troops • Aircraft can be shot down by rocket launchers (rocket must cross the rope of the aircraft for a kill). All aboard are killed and aircraft is destroyed. • No firing from an aircraft, unless engaging another aircraft in flight. (Hit players leave the aircraft). • If the pilot is hit during a air to air combat the aircraft crashes killing all aboard and the aircraft is destroyed
Combat Engineers – orange armband • Combat engineers must carry their demo license with them at all times. • Only a license engineer can arm and disarm explosives of any type (all explosives are to be attained by the producer) • Explosive are not to be thrown (unless otherwise specified at players safety briefing). • Explosives may be armed as a timed or remote detonation type of charge. (Must tell ref at time of arming, if not it is an instantaneous detonation). • No tripwires • Be creative, must be possible in the time period of the game.
Mechanics- green armband • Mechanics may defend themselves while repairing. • Mechanics can be healed by medics to keep them alive (following medic rules) • If the mechanic dies and there is not another mechanic at the repair location the time starts over.
Hackers- green armbands • Hackers may defend themselves while hacking. • Hackers can be healed by medics to keep them alive (following medic rules) • If the hacker dies and there is not another hacker at the computer location the time starts over.
Spacecrafts- • No more than six peoples in a spacecraft at any given time.(including pilot) • No shooting from or at a spacecraft, unless you are engaging another spacecraft. If a player is hit they simply let go of the rope and heads back to the reinsertion point. If the pilot is shot the spacecraft crashes and all aboard die and spacecraft is destroyed. • When a spacecraft is loading players, they are active players and may be shot, once they enter (pick up the rope) the spacecraft they are passenger and cannot be killed. • When unloading passengers they become active players as they step off the spacecraft. (let go of the rope) (There is no 3 sec waiting periods.) • Only a certified pilot can fly their team’s spacecraft with a valid fuel card. • No capturing other teams spacecraft • A spacecraft can be destroyed by a law rocket launcher, the rocket must pass over the rope (do not aim at a player) if a spacecraft is destroyed by rocket all players are dead and it takes 20 min to get a new spacecraft. • There must be a ref with the space craft at all time while in flight. • The pilot may disembark the craft and join in a battle, if the pilot get eliminated, the spacecraft stay where it is, until a licensed pilot from the spacecrafts team retrieves it, or it is destroyed (then must wait the 20 minutes to get a new craft)
Laws rocket launchers- only producer supplied rocket launchers allowed • Rocket launchers are used to shoot down spacecrafts or destroy bunkers • The rockets have 10’ blast radius • Rockets eliminates players not the structures • No more than five rockets can be carried at a time
Demo- all explosives are given out by the producer to the generals • Can only be armed or disarmed by combat engineers • There is a 10” blast radius for each stick of tnt (7 sticks=70’ blast radius • Explosive only kill players, in the blast radius, not structures • No tripwires
Mission cards- as missions are given to your general; he will hand out a mission card with all the necessary information to complete the mission. Any player may carry the mission card. If the player carrying the mission card is hit he may pass it on to a live player that is with him. Upon arriving at the mission location, hand the card to the ref so he may sign off for the start time, depending on the mission and the ref they might hand it back to you or hold on to it. After the mission is complete make sure that the ref has signed off on the completion time and they hold on to the card.
Mission types- there different types of missions during the day: • Mission that the generals receive from the producer, they are usually timed missions. They require a mission card to complete • Missions you have all day to complete. They do not have mission cards, but have props to either be retrieved, or props that your generals will give you to complete the missions • There are flags on a pulley rope with both team color on them, they will be checked every 30 minutes, the teams who’s color is up at that time will receive points (do not have to be present to receive the point) • Missions for the young gun players to complete, only a young gun may get the props to receive points for their team
Props- are used as objective for missions • Must have mission card to retrieve props • Do not take or hide the other teams prop ( if props are for both teams they will be color coded, take your teams color) • You do not need a ref to sign off on the mission card
Prohibited behavior- ref has the right to punch your ID badge and remove you from the prize package or remove entirely from the game for: • Physical contact with other players (shoving or fighting) • Unsportsmanship like conduct (cheating, whipping, adjusting f.p.s. or modes on markers) • profanity
Prohibited equipment- equipment not allowed on the field: • knives • tripwires • tool to adjust markers • red aiming lasers • any weapon that is not an 68 cal. Paintball marker ( without checking with the production staff first)
Mines- must be approved by production staff prior to use, and no tripwires
Paint grenades- are allowed
General eliminations- points are award for general eliminations, the teams general is identified as the person that is wearing the general’s badge, not an individual
Command post eliminations- points are earned for eliminating your enemy’s command post. You may destroy the command post by one of the following ways • hitting the command post with a Nerf rocket from a launcher • Pulling the flag on the command post and saying “all dead” this method does kill the individual that pulls the flag. • By placing explosives next to the command post and detonating them.
Radios usage- is allowed, if you are using a VHF radio please check with the production staff to insure you are not on the same frequencies as they are, anyone caught on the production staff frequencies will be punched out of the prize package.
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slinky
Junior Member
Posts: 27
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Post by slinky on Mar 11, 2009 16:44:56 GMT -5
so can i get my LAW aproved my the producer?
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