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Old 06-01-2011, 02:22 PM
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Ranz Ranz is offline
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Posts: 133
Exclamation Scenarios

The majority of Scenario Sunday games will be played at 2 rounds, 20 minutes each. An overall vote will be taken before every game to decide on playing one 45 minute round or the two 20 minute rounds.

CTF (Capture the Flag)
Teams will compete to capture the flag hidden in the gaming area. The team possessing the flag at the end of the 20 mins wins that round.
If the player carrying the flag is hit, the flag must be dropped in place and cannot be thrown, hidden or passed to other players.
A player must have physical possession of the flag at the end of the round for their team to win that round.
If neither team has possession of the flag by the end of the round, there will be no winner for that round.

Team CTF
Each team will be designated a base and a coloured flag. Teams will compete to capture the opposing team flag and defend their own flag from being captured.
Each base will have a designated orange pylon for flags to be stored and cannot be moved.
Opposing flags must be within the designated areas within the bases for the round to be won. Players can carry both flags at one time.
If the player carrying the flag is hit, the flag must be dropped in place and cannot be thrown, hidden or passed to other players.
Flags cannot be hidden within the arena, they must stay in the orange pylons.

Capture the FlagS
Each team will be designated a base and an orange pylon with numerous flags scattered across the arena.
Flags must be captured and placed in the designated orange pylon of each base and kept there till the end of the round in order for the flags to be active.
Players can multiple flags but cannot fire any weapons while carrying the flags. Flags can be stolen but designated flag areas cannot be moved or hidden.
The team with the most flags at the end of the game will win the scenario.

Bomb Defusal
One team will act as the bomb defusal team, while the other team will defend the devices.
Three devices will be hidden in the arena and will have to be defused in the following order:
1. Two small signal boosters
2. Primary device
The signal boosters must be de-activated before the primary device.
Instructions on defusing the devices will be covered during the pre-game briefing.
If all/any devices are not successfully defused before the end of the round or not in the correct order, the defusal team will have failed the scenario and the defending team will win the scenario.
If all devices are defused in the correct order before the end of the round, the defusal team wins the round.
Devices must be deactivated before they can be moved. Press the yellow button two times in order to deactivate each device. Devices must be escorted back to respawn in order to be removed from play. If any device is moved before deactivation, no points will be awarded for capturing the device
If an attacking player carrying a device back to respawn is hit, he must place the device on the ground and return to respawn without the device.
At this point, if the defending team is able to recapture the device, they must immediately place it back in its designated area and reactivate it by pressing the yellow button once. Likewise, if a defending player is hit while carrying a device, they must place it on the ground and return to respawn.
The two smaller devices MUST be deactivated and escorted back to respawn before the attacking team can attempt to retrieve the last device.
Defending players are not allowed to hide the devices and or keep them out of their designated areas.
Defending teams will start the scenario already in the arena, while the attacking team will start at respawn.

Team Bomb Defusal
Each team must compete to successfully obtain and defuse three devices hidden throughout the arena.
Each team will be assigned a base and will have a designated safe case where the devices must be stored for transport.
Once any of the 3 devices are obtained, defused and stored, the team must defend the case till the end of the round.
Teams are allowed to steal devices from an opposing safe case but cannot move the case around the arena or remove the case from the opposing team base.
Once the carrying player(s) have been hit, devices and cases must be dropped immediately and cannot be hidden, thrown or passed off to teammates.
The team that has the most devices in their case by the end of the round, wins the round.

VIP
An unarmed VIP is located somewhere in arena and is being held hostage.
One team will breach the arena in search for the VIP and successfully capture and escort the VIP to a designated extraction point.
The other team will start the round in the arena in defensive positions and must keep the VIP hostage alive, prevent the opposing team from capturing the VIP and reaching the extraction point.
If the breaching team is able to obtain the VIP and escort him/her to the extraction point, they must keep the VIP there until the end of the round to win the round.
If neither team has the VIP in their possession or at the extraction point by the end of the round, no wins the round.

Team VIP
An unarmed VIP is located somewhere in the arena.
Each team will compete to capture the VIP, bring him/her to an extraction point and keep him there till the end of the round.
The opposing team can capture and turn the VIP onto their side if they can successfully mercy him.
For every turnover, the extraction point will change.


If you have any questions about the scenarios please PM me. Please don't post any replies or comments on this thread. I would like to keep it clean.

Last edited by Ranz : 06-01-2011 at 03:56 PM.
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Old 06-02-2011, 04:15 PM
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Ranz Ranz is offline
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Posts: 133
Post More scenarios...

Attack and Defend
One team will attempt to breach and clear a designated area of the arena, while the other team will try and defend the designated area till the end of the round.
If the attacking team can successfully breach and clear the area, the round will end and the attacking team wins the round.
If the defending team successfully defends the area til the end of the round, the defending team wins the round.
Players on the defending team can leave the designated area but must stay within that quadrant of the arena. Players on the defending team will also have a closer, remote respawn allowing for faster respawn rates.
Teams will continue to switch between attacking and defending until the 45 minute time limit is reached

Domination
An area of the arena will designated the Domination Zone. Teams must compete to capture and dominate that area of the arena for as long as possible.
The team that occupies the Domination for the majority of the round , wins that round.
A minimum of one player is required to be within the Domination Zone.
Floor markers will be clearly placed to designate the Domination Zone and a league official will be placed in nearby cover to observe and record the total minutes of each team in the Domination Zone.

NEW! Last Man Standing (aka Train) Max 10 players
Players will split into two groups and take their lines on either side of the respawn.
Every 10 seconds, one player on each side will enter the arena alone. This will continue until all players have entered the arena.
Once in the arena, players will engage in normal deathmatch but instead of returning to respawn, players will join forces with the player that killed them.
Once a player is hit, that player is neutral until they join with their new team. Dead players moving towards their new team cannot be moved onto other teams during the transition, so do not shoot at dead players.
If a live player is killed right after killing another player, both players will join the live player that killed the former.
The game will end when there is one player left versus the remaining players.

NEW! Medic
Each team will be assigned one medic. Each medic will be given 5 armbands to heal teammates.
When a player is hit, that player must drop to the ground and call for their medic. Dead players calling for a medic can only yell "medic" and cannot communicate with surrounding teammates or fire upon opposing players.
Once a medic reaches a dead teammate, they must use 1 of their 5 armbands to heal the dead player. After the armband is placed on the dead player, that player is back in play.
Players can only wear a maximum of 1 armband throughout gameplay. If a healed player is hit again, that player must return to respawn and leave their armband at respawn in their team's designated box.
Medics cannot be healed and must respawn every time they are hit. If the medic is hit while healing a player, the dead player will remain dead and the medic must return to respawn. Once at respawn, the medic can pick up any returned armbands in their team's designated box and re-use them when they return into the game
If the medic is unable to reach a dead teammate, the opposing team can send the dead player back to respawn by lightly tagging them on the back or shoulder. Please be aware of your target's foreground and background, so do not shoot at dead players who caught in the crossfire and do not use dead players as a shield.

Possible future scenarios (still in the works)...

Care Package
Each team will be given a key that will unlock a case within the area. There will be multiple cases within the arena to unlock. Within each case there will be a radio that will contact one of the officials.
The official will then drop a care package in a designated spot within the area. The official will let the teams know where to pick up their package.
The contents of each package will vary from spare magazines, grenades, or other types of support equipment.

Radio In
Located throughout the area will be multiple cases containing radios. Depending on which radio each team locates, once contacted, distance support will be available to that team (sniper support, grenade strikes, etc.)
Distance support will make known that contact has been made and will attack the opposing team as per directions given over the radio.

Last edited by Ranz : 06-03-2011 at 04:03 PM.
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