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Scenario paintball

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Thousands of scenario players listen to the opening comments of the game's producer before playing in a World War II themed 24-hour scenario game

Scenario paintball is a type of paintball game where players play paintball according to a predefined storyline. Scenario paintball games, which can last anywhere from 6 to 48 hours, are sometimes large-scale reenactments of historical battles involving hundreds or even thousands of people, like the Battle of the Bulge, or modern scenarios like storming a building and rescuing hostages.

Scenario ball can be a very gray area, since there are many different ways to play it but still be considered scenario ball. For example, in an 'alien invasion' scenario game, participants may be divided into two teams, the 'human' team, and the 'alien' team, who both then attempt to carry out their objectives as laid out in the scenario. A human objective may be to 'destroy' the aliens' mothership, which may be an object or the like which is set up for the purpose, or an alien objective may be to eliminate a certain number of humans in a given time.

Scenario ball can be anything from S.W.A.T. vs Terrorists to military attacks on an enemy base to the aforementioned alien invasion. Generally speaking, a good rule of thumb would be to describe a scenario game as a recball game with more elaborate or exotic objectives (such as rescuing 'downed helicopter pilots' or the like) and rules than traditional ones (capturing a flag, eliminating as many players as possible, et cetera).

Big scenario games like Oklahoma D-Day and Skirmish Invasion of Normandy attract huge crowds. These 'big games' can last days(skirmish) or even up to a week(OK D-Day). Some players even use paintball tanks with working turrets that shoot Nerf rockets.

To enhance the game, scenario games may also incorporate tanks, faux 'air strikes', 'helicopter insertions', 'booby traps', and an extensive intelligence network both before and during the game. The choice of the 'extras' included in a scenario game depend heavily on the scenario itself.

Like all forms of paintball, scenario paintball is reasonably safe, as long as the proper masks are worn. Because one of the most common injuries in scenario paintball is dehydration, more experienced players often have vests that hold 1 to 3 liter water bladders, that allow the player to drink water while not removing their mask, which can be dangerous when on the field.

Gameplay

German players stand ready to guard their base

Objectives

Each team, often consisting of over one hundred players each, usually has a base of operations called a command post or "CP", which is surrounded by a system of fortifications and bunkers. Missions are called in to the command post via radio. The General, an appointed team leader, receives the mission, decides whether it is feasible to undertake the mission, and if so, which players or team elements to assign to it. Completing the mission earns points for the team, and the team that accomplishes the most missions or accumulates the most points is victorious. There are many professional paintball generals in the game today.

Eliminations have no effect on teams' scores. When a player is eliminated, he or she checks in at the team's dead box and awaits the next insertion window (usually about every 15-30 minutes). In this way, eliminated players are never out of the action for long.

Also there might be other objectives such as capturing a scenario role playing piece, like hidden treasure. Some scenerious often have little mini games inside, you might have to capture some hidden gold, or you might have to find something in the woods.

There are many different games available to play, such as capture the flag (a game in which 2 teams try to capture each others' flags from each others' bases), center flag (one flag is hidden in the middle of the field, and each team tries to return that flag to their home base) and many other games that the referees will gladly allow if asked.

Player roles

When a player starts the game he/she is usually issued a character card. The character card is the proof of a player's game ID and describes what side he or she is on. Players are not permitted entrance to the CP without it. Some character cards also indicate the player's role in the scenario. For example, a player could be a demolitions expert, medic, computer technician, pilot, unarmed villager, accountant, or a mad scientist. Often, players enter scenario games purely for this role-playing aspect. Players do not have to play a role in the game, but those that accept a role to play are provided with specific goals to accomplish in the game.

An important aspect of scenario games is that while missions win games, role-players develop information about those missions that gain more points.

This role-playing aspect extends off the field as well, and it is common for players to be "in character" both on and off the field for the duration of the game. Role-players often negotiate with other teams for props and information, and even attempt to get opposing players to defect. For role-players, the event may start before the game as they talk with other players on internet BBS/forums, perform character research, make phone calls between teams, and assemble costumes. These pre-game activities may start weeks or months before the first paintball is fired.

Fields

Fields are normally much bigger than standard woodsball fields. Fields can range from a few acres to over 100 acres. Fields are normally in the woods, in remote locations. Most fields have larger brush areas with paths for tanks and easy access. Some fields, however are not deep in the woods. Every year Camp Blanding, in Starke Florida has a large scenario game, it is promoted by Mxs Camp Blanding is a MOUT facility that is an urban military training site. It has many buildings that show off the high points of scenario paintball.

File:P7150097.JPG
"Fuel Barrels" as props at Skirmish USA's Invasion of Normandy paintball scenario game.

Props

In most scenarios props are incorporated to enhance the fun and role-playing aspects of the game. Typically these props are small, simple in make and design, clearly identifiable, and serve a specific purpose. Conventional examples would be a small wooden box, labeled “EXPLOSIVES,” or fake money used as currency between different sides during the game.

Props almost always have specific rules written about them by the scenario producers. For example, rules pertaining to the aforementioned box of explosives may specify that only specific role-players (such as demolitions, engineers, etc) of the game may handle or operate the prop, and that if taken to the enemy base the prop may be used to “blow up” their base thus eliminating any players inside.

Some props are randomly strewn about on fields for players to find, turn in to their base, and earn their side points. Often scenario producers will write missions for each side to retrieve or defend a particular prop from a specified spot on the field. For instance, at EMR’s Castle Conquest XXI big game, in which 200 defenders defended a three story castle against upwards of 800 attackers, the removal of any four (out of ten) props from the castle resulted in victory for the attackers.[1]

The end

During the last few minutes of the game, one team often attempts a last-ditch effort to take control of the opposing HQ or another strategically important area. These battles, while not necessarily important for points, are a fun way to end the match and allow players to let off some steam by engaging in a climactic final battle after hours of what is often relatively slower play.

Equipment

Not all, but many scenario players prefer military simulation, or "Mil-Sim" style gear, choosing equipment that emulates real military gear in form and function. It is not uncommon to see elaborate costumes, paintball rocket- and grenade-launchers, radios, electronic bugs, and other props built especially for the game.

Because players are on the field for many hours at a time, they generally pack more gear than they would in a regular woodsball game. Players may carry a large number of items, including maps, ID Cards, smoke and paint grenades, night vision systems, and radios. Vests emulating those worn by law enforcement and military personnel may be used. Because scenarios tend to be played in the woods or in a mix of woods and buildings, camouflage jerseys and pants are often worn.

Although most paintball players use markers that bear only a passing resemblance to real guns, some players prefer more realistic-looking paintball markers like the Tippmann A-5, Tippmann X7, BT 4 Assault, BT 4 banshee, BT 4 SWAT, Smart Parts SP-8, the Kingman Spyder MR series, Ariakon SIM4, Gameface Recon E5, and the WarSensor WG-47. Apart from look and feel, most who use this style like the fact they can use a sling or holster to keep their hands free. In addition, this style of marker will have the mounting rails for lights, lasers, red dots, scopes, and night vision optics that may be used in night play. Paintball pistols, like the WarSensor WSP, Ariakon Overlord, and Tiberius 8, are often carried as backup guns. It is also not uncommon to see paintball rocket launchers (commonly know as LAWs or Light Anti-tank Weapons) that shoot Nerf rockets, or land mines that spray paint when activated.

Mil- Sim markers are not the only markers used. You can take your standard speedball or rec-ball marker on the field without a problem. In fact speedball markers are often used as support/suppressive fire positions in recball. Though the only issue is they are often flashy in color, and a give away. Most players use 2(+/-) cases (2000 paintballs per case) of paint for a 24 hour event.

Teams

There are many scenario paintball teams who run missions and are a great asset to your side. Teams consist of many different kinds of players; from players who are quick assault, to stealthy snipers. Most teams have mostly heavily armed gunners whose markers can fire over 15 balls per second. (BPS)They also may have, lightly armed players who run up the field and take the enemy players out quickly. Snipers are a big part of the game, as snipers can spook even the most seasoned veteran players to duck for cover and keep their heads low.


See also

References

  1. ^ Norman, Dave. "Castle Conquest XXI" Action Pursuit Games Sept. 2006: 70-72, 104-105.