Medic rules with no bleed out or respawn point. Last team standing wins. Hold dead team mates shoulder for 10sec counting. I’ve played this at other sights would be fun at SC:CQB I think.
"1 - I feel like playing the site North to South might be more interesting than East to West? Would mean that in the initial push forward each team get access to a 2 story, plus encourages fighting through the Kill House and Range rather than each one of each typically being controlled by the closest spawning team."
This would be an awesome way to keep things fresh for the regulars, and new people wouldn't know the difference anyway 😂 There would have to be a limit zone beyond either of the teams can't push though (probably either of the 2 storeys/canteen and showers), as both would be in pretty open areas (car park and field I guess?) it could pose a risk of one team getting hardcore spawn camped on either side. Anyway big +1 from me.
Headquarters would be pretty good both teams fight over the same objective to capture and hold it with the time prop you already have with the objective moving say every 10mins. once captured by a team they have one life until the objective is either taken by the other team or moved to a new location. Team with the most time at the end wins
I have played at this site for many years now even more so in recent years and the site has in my opinion a unique layout that offers people a variety of playstyles that can change dynamics of the game very drastically.
1) A Multi stage game with different objectives would be a great addition to the sites new games to play with repercussions to not completing the tasks at hand this forces people into playing the game and helping with objectives and stops unnecessary control of areas that stops players enjoying the day the game. both teams would have the same objectives but at opposite ends of each other forcing Intense CQB firefights both teams will assign a flag carrier who will be escorted to a building chosen on the day however both teams will know where the enemy are taking there flags allowing people to set up around but not inside, after the flag is stuck in place a FOB is set up ready for the next stage a radio call comes into your team two men from each team are injured and need rescuing these are not real people but heavy weighted dolls with a high vis on there locations are told to both teams the first team to get both injured men back to their FOB wins the game.
2) two teams will start and their given locations on the day marked out as red and yellow however some will be marked with an additional colour these players will carry cards wrote out before the day if the card is acquired by the other team and brought back to there spawn and given to a ref what ever is on that card will be put on the team who acquired it almost like monopoly's take a chance but with guns, however not every card is good some can actually hinder the team for example your only allowed to respawn in 4s that kinda thing both teams are given one pass on a card if they do not wish to take one punishment however it must be used wisely otherwise they might get stuck with something worse the game will in the end count who got the most kills determining the winner.
3) my final game idea involves kill house and nursery objects at random will be chosen and placed into both buildings under these items will be a number this will be the points they are worth to the team once back to there spawn the players wont be able to look until its back safe objects will not be numbered based on size but at random meaning a small tennis ball could be 10 and a gas canister is 2 in the building the furthest away from the team playing on the other side will be coloured marked items they can attempt to get at any time these will be worth big points these are however 2 man carry's if the item makes it out the door and they are shot they must drop it where they die after the time is ended scores will be added up.
look forward to seeing others ideas and any comments questions etc.
Here's a few ideas I had, I've only ever played at the Site Sporadically and there were a few years worth of gaps - So I'm aware that you may have tried some of this stuff and there may already be a good reason you don't do it and I've just missed it.
1 - I feel like playing the site North to South might be more interesting than East to West? Would mean that in the initial push forward each team get access to a 2 story, plus encourages fighting through the Kill House and Range rather than each one of each typically being controlled by the closest spawning team.
2 - I liked the "Rush" style games you ran in the evening last year - My one gripe on them was when defending being forced to remain in the building. I think that game mode, allow defenders to leave buildings but limit how far forward they can push. Then maybe have a prop in each building that needs defending - Maybe even simulate "Rush" by making the Prop an alarmed countdown timer - with say 15 seconds, so defenders have an window of opportunity to get in and pause the timer if they can remove the attackers.
3 - There's already loads of cover throughout the site which is great, but could always do with more. Or even just a rework of some of the cover to allow some strategic approaches from cover to cover when attacking well defended areas and windows. An area in particular that could do with some extra cover points is just North of building 31, there's often some little engagements up there that could potentially be stretched out and made more challenging with a few more points of cover to run between.
That's all I can think of off the top of my head. But when I next come to a game I'll give it some real thought and see if I can think of anything extra. Curious to hear what others have to say too.
Medic rules with no bleed out or respawn point. Last team standing wins. Hold dead team mates shoulder for 10sec counting. I’ve played this at other sights would be fun at SC:CQB I think.
"1 - I feel like playing the site North to South might be more interesting than East to West? Would mean that in the initial push forward each team get access to a 2 story, plus encourages fighting through the Kill House and Range rather than each one of each typically being controlled by the closest spawning team."
This would be an awesome way to keep things fresh for the regulars, and new people wouldn't know the difference anyway 😂 There would have to be a limit zone beyond either of the teams can't push though (probably either of the 2 storeys/canteen and showers), as both would be in pretty open areas (car park and field I guess?) it could pose a risk of one team getting hardcore spawn camped on either side. Anyway big +1 from me.
Headquarters would be pretty good both teams fight over the same objective to capture and hold it with the time prop you already have with the objective moving say every 10mins. once captured by a team they have one life until the objective is either taken by the other team or moved to a new location. Team with the most time at the end wins
Jenga was loads of fun on the Christmas Day. I’d love to play that some more
I have played at this site for many years now even more so in recent years and the site has in my opinion a unique layout that offers people a variety of playstyles that can change dynamics of the game very drastically.
1) A Multi stage game with different objectives would be a great addition to the sites new games to play with repercussions to not completing the tasks at hand this forces people into playing the game and helping with objectives and stops unnecessary control of areas that stops players enjoying the day the game. both teams would have the same objectives but at opposite ends of each other forcing Intense CQB firefights both teams will assign a flag carrier who will be escorted to a building chosen on the day however both teams will know where the enemy are taking there flags allowing people to set up around but not inside, after the flag is stuck in place a FOB is set up ready for the next stage a radio call comes into your team two men from each team are injured and need rescuing these are not real people but heavy weighted dolls with a high vis on there locations are told to both teams the first team to get both injured men back to their FOB wins the game.
2) two teams will start and their given locations on the day marked out as red and yellow however some will be marked with an additional colour these players will carry cards wrote out before the day if the card is acquired by the other team and brought back to there spawn and given to a ref what ever is on that card will be put on the team who acquired it almost like monopoly's take a chance but with guns, however not every card is good some can actually hinder the team for example your only allowed to respawn in 4s that kinda thing both teams are given one pass on a card if they do not wish to take one punishment however it must be used wisely otherwise they might get stuck with something worse the game will in the end count who got the most kills determining the winner.
3) my final game idea involves kill house and nursery objects at random will be chosen and placed into both buildings under these items will be a number this will be the points they are worth to the team once back to there spawn the players wont be able to look until its back safe objects will not be numbered based on size but at random meaning a small tennis ball could be 10 and a gas canister is 2 in the building the furthest away from the team playing on the other side will be coloured marked items they can attempt to get at any time these will be worth big points these are however 2 man carry's if the item makes it out the door and they are shot they must drop it where they die after the time is ended scores will be added up.
look forward to seeing others ideas and any comments questions etc.
Here's a few ideas I had, I've only ever played at the Site Sporadically and there were a few years worth of gaps - So I'm aware that you may have tried some of this stuff and there may already be a good reason you don't do it and I've just missed it.
1 - I feel like playing the site North to South might be more interesting than East to West? Would mean that in the initial push forward each team get access to a 2 story, plus encourages fighting through the Kill House and Range rather than each one of each typically being controlled by the closest spawning team.
2 - I liked the "Rush" style games you ran in the evening last year - My one gripe on them was when defending being forced to remain in the building. I think that game mode, allow defenders to leave buildings but limit how far forward they can push. Then maybe have a prop in each building that needs defending - Maybe even simulate "Rush" by making the Prop an alarmed countdown timer - with say 15 seconds, so defenders have an window of opportunity to get in and pause the timer if they can remove the attackers.
3 - There's already loads of cover throughout the site which is great, but could always do with more. Or even just a rework of some of the cover to allow some strategic approaches from cover to cover when attacking well defended areas and windows. An area in particular that could do with some extra cover points is just North of building 31, there's often some little engagements up there that could potentially be stretched out and made more challenging with a few more points of cover to run between.
That's all I can think of off the top of my head. But when I next come to a game I'll give it some real thought and see if I can think of anything extra. Curious to hear what others have to say too.
Forum was a great idea too!