Nugget
02-03-2008, 08:38 PM
Okay, so my scenarios is kind of complex. Here is the background:
2012-Western USA
In the deserts of the midwest turmoil has broken out. Patches of Mexican aliens have formed together and created a small camp out in the desert. Meanwhile, Mexican people attacked a US Customs post on the Mexican border. The 6 agents defended themselves with the limited weapons availible, but wree unfortunately overrun and are being held hostage. The Mexicans demand safe passage into the USA for jobs, or they will execute the Customs agents in exactly 2 weeks from July 10th ,2012 at approximately 1:00 AM. The US goverment has sent the US Marines to combat the Mexican terrosrits and rebels. The Mexican Army is currently holding strategic parts of Mexico back from the rebels. As the two armies fight, a team of Rangers has been sent to the camp to free the Customs agents while gathering intel to the opposition.
Uniform requirments:
Mexican Army: DCUs or Tan clothes, about 30 players in total.
Mexican Rebels: OD, BDUs, Black, or Civilian clothes, about 45 in total.
US Marines: Desert MARPAT, about 20 in total
Rangers: Multicam or ACU, only one of the two, 5 in total.
The weapons can be anything. POW rules stand at if you are captured you are taken to a POW compound guarded by 4 enemy troops. If all four troops are killed then everyone is free, but other than that you must be tagged and it is done at the rescuer's risk. So he can only take one person and they can be shot or captured while fleeing.
Medic rules are if you are hit anywhere below the heart you must lie down on the ground or sit down and call for a Medic. You have 5 minutes until you bleed out. You can fire your sidearm and reload until you die or run out of ammo, but you cannot move. It's like Last Stand in COD4. The only exception is right at the time of being hit if you are near cover you can try to crawl to it but you cannot crawl away from the battle. Medics will be marked by medic bands.
Curing the wounded is simple-If you are a medic, you will have 6 strips of white cloth. Wrap one strip around a wounded player's arm and count to 5, then they are healed. If they are hit again, they must go to respawn and turn in the cloth. If the cloth is lost, the players must try to find it. Medics can go back to base and restock on supllies whenever they need to, and medics CAN use weapons. But they cannot heal themselves. When hit, they are a regular soldier. They must be treated by another medic.
Respawn is done in 10 minute intervals. Each team will have a staging area where enemy POWs are kept and they are safe from attack. You cannot hide there and shoot, but if you are in respawn you can move around freely and reload on ammo, fill you CamleBak, etc. A timer will be set for 10 minutes. If you get there at 10 minutes, you wait for 10. If you get there at 15 seconds, you wait 15 seconds. However, if you have 15 seconds left and need to fill you CamelBak, you can stay until it is filled then leave.
Rangers- They cannot come back to base. If they are hit they must hold their ground, however the Ranger medic can heal himself and does not have to count to 5. If they are in dire need of supplies, they must call in for it and a USMC patrol will take it to them.
Points will be given as troops get intel, capture enemies, protect villages, and intercept supllies etc. They first team to 2500 points get quicker respawn and increased health. Each item will have a value.
Villagers will be on the field. They may or may not have weapons. If you see or know a villager has a weapon, you may search them and take the weapon and villager back to the respaawn area. Depending on the circumstances, villagers may feel the need to protect themsleves and can choose a side to fight for. If they are killed they must stay a neutral villager and cannot choose a side.
Supplies will be carried in patrols on both sides. If a patrol is ambushed they must fight to protect the supplies and fight the enemy. If the patrol is wiped out, they get all of the supplies. Villagers may also have supplies so searches of homes and people would be helpful. To search people for supplies, 4 men must set up a checkpoint and search all villagers who pass.
Objectives: USMC and Mexican Amry: Kill the Mexicans and rescue captured friendlies. Protect the villages. Any harmed villagers will result in more enemies. Supplies and intel that are captured will result in points.
Rebels: Kill any USMC, Ranger, Or Mexican Army personnel. Try to protect villagers turned to your side from being captured by the enemy. Same thing with the intel and supllies
Rangers: Infiltrate the camp. First take care of any rebels, then gather as much intel as you can get. Finally, rescue the 6 agents before the end of the op.
Okay, that about covers it. So what do you think besides "It's too long"?
2012-Western USA
In the deserts of the midwest turmoil has broken out. Patches of Mexican aliens have formed together and created a small camp out in the desert. Meanwhile, Mexican people attacked a US Customs post on the Mexican border. The 6 agents defended themselves with the limited weapons availible, but wree unfortunately overrun and are being held hostage. The Mexicans demand safe passage into the USA for jobs, or they will execute the Customs agents in exactly 2 weeks from July 10th ,2012 at approximately 1:00 AM. The US goverment has sent the US Marines to combat the Mexican terrosrits and rebels. The Mexican Army is currently holding strategic parts of Mexico back from the rebels. As the two armies fight, a team of Rangers has been sent to the camp to free the Customs agents while gathering intel to the opposition.
Uniform requirments:
Mexican Army: DCUs or Tan clothes, about 30 players in total.
Mexican Rebels: OD, BDUs, Black, or Civilian clothes, about 45 in total.
US Marines: Desert MARPAT, about 20 in total
Rangers: Multicam or ACU, only one of the two, 5 in total.
The weapons can be anything. POW rules stand at if you are captured you are taken to a POW compound guarded by 4 enemy troops. If all four troops are killed then everyone is free, but other than that you must be tagged and it is done at the rescuer's risk. So he can only take one person and they can be shot or captured while fleeing.
Medic rules are if you are hit anywhere below the heart you must lie down on the ground or sit down and call for a Medic. You have 5 minutes until you bleed out. You can fire your sidearm and reload until you die or run out of ammo, but you cannot move. It's like Last Stand in COD4. The only exception is right at the time of being hit if you are near cover you can try to crawl to it but you cannot crawl away from the battle. Medics will be marked by medic bands.
Curing the wounded is simple-If you are a medic, you will have 6 strips of white cloth. Wrap one strip around a wounded player's arm and count to 5, then they are healed. If they are hit again, they must go to respawn and turn in the cloth. If the cloth is lost, the players must try to find it. Medics can go back to base and restock on supllies whenever they need to, and medics CAN use weapons. But they cannot heal themselves. When hit, they are a regular soldier. They must be treated by another medic.
Respawn is done in 10 minute intervals. Each team will have a staging area where enemy POWs are kept and they are safe from attack. You cannot hide there and shoot, but if you are in respawn you can move around freely and reload on ammo, fill you CamleBak, etc. A timer will be set for 10 minutes. If you get there at 10 minutes, you wait for 10. If you get there at 15 seconds, you wait 15 seconds. However, if you have 15 seconds left and need to fill you CamelBak, you can stay until it is filled then leave.
Rangers- They cannot come back to base. If they are hit they must hold their ground, however the Ranger medic can heal himself and does not have to count to 5. If they are in dire need of supplies, they must call in for it and a USMC patrol will take it to them.
Points will be given as troops get intel, capture enemies, protect villages, and intercept supllies etc. They first team to 2500 points get quicker respawn and increased health. Each item will have a value.
Villagers will be on the field. They may or may not have weapons. If you see or know a villager has a weapon, you may search them and take the weapon and villager back to the respaawn area. Depending on the circumstances, villagers may feel the need to protect themsleves and can choose a side to fight for. If they are killed they must stay a neutral villager and cannot choose a side.
Supplies will be carried in patrols on both sides. If a patrol is ambushed they must fight to protect the supplies and fight the enemy. If the patrol is wiped out, they get all of the supplies. Villagers may also have supplies so searches of homes and people would be helpful. To search people for supplies, 4 men must set up a checkpoint and search all villagers who pass.
Objectives: USMC and Mexican Amry: Kill the Mexicans and rescue captured friendlies. Protect the villages. Any harmed villagers will result in more enemies. Supplies and intel that are captured will result in points.
Rebels: Kill any USMC, Ranger, Or Mexican Army personnel. Try to protect villagers turned to your side from being captured by the enemy. Same thing with the intel and supllies
Rangers: Infiltrate the camp. First take care of any rebels, then gather as much intel as you can get. Finally, rescue the 6 agents before the end of the op.
Okay, that about covers it. So what do you think besides "It's too long"?