COME AND JOIN OUR SUMMER BIG GAME!!
Hosted by Rogue Legion Paintball Team!
SPLAT OPS II Player Briefing
-There will be no safety briefing today, only game rules. New players report to shack after game briefing to get a full safety briefing. Some friendly reminders for all players. 1) You must have your gun checked and tagged at the chrono range. 2) Gun/hopper/tank hits do not count. 3) No shields allowed for players.
-Our schedule for today is as follows. Round one begins at 11:00 and goes to 1:00. Lunch is from 1:00 to 2:00. Second round begins at 2:00 and goes until 4:00. Game begins regardless of how many players are ready to go.
-Red and Blue teams. All players must wear an armband or duct tape for their team. Teams will be split up after the briefing. Groups of players can stay together, all others will be counted off randomly.
-Unlimited respawns throughout the entire game. Each team spawns at one of the two entrances and will swap sides for the second half of the day. Red starts at the road side, Blue starts by Hyperball.
-Three areas of the field are out of bounds and are taped off: Hyperball, Woodsball 101, and Mounds. These areas are reserved for private groups for the day. Do not go past or shoot over the tape. If you see players in those areas, ignore them. If you are accidentally hit by one of them, it does not count.
-No spawn camping. Referees will call out players who are shooting at the entrance areas. Players must be given an opportunity to enter the field before engaging them. Don’t shoot within about 100ft of the entrances. Players caught spawn camping must respawn at their own entrance before continuing to play. Upper Castle and Fort Pitt are very close to the entrances, so be courteous when fighting over those bases. Refs will be watching you.
-The two safe zones on the field are open to all players who need to use them. If you are still alive when you go into the safe zone, you are alive when you come out of it, otherwise you must respawn normally. Safe zones are not spawn points.
-Nerf Rockets are allowed against bunkers and the tank (more on that in a minute). If you are in a bunker that is hit by a rocket, you and everyone else in that bunker are out. If the rocket hits the ground, it’s a dud. If your bunker is hit you’ll probably be able to tell. They make a boom sound when fired and a loud thump when they hit (demo rocket sound). There will probably be people yelling that you’re out or your bunker was hit as well. Don’t make the referees come in and get you. Just take the hit and go respawn. If you happen to find lost rockets on the field, please hand them over to refs or the shack.
-The main focus of the game is flag control. There are eight bases around the field that are all worth points every half hour. Cobra Command, Hobo Hideout, Ke-Sahn, Deadwood (a.k.a. the Village), Fort Pitt, Fort Rebel, Upper Castle (Shortshanks on the map), and Lower Castle (Scotty’s on the map). Mini maps are available at the shack. Get one. All of the bases have a flag pole with red and blue ends. The only thing that matters is what color is raised. The refs will check all bases every half hour and assign points. Most bases are worth 10 points every half hour, but one base will be worth triple points. Referees will call out the new objective base every time it changes. The first objective base is Cobra Command, far in the back of the field. Since we are playing for two hours at a stretch, this is an endurance game. The longer you can stay in the field, the better your team will do.
-Special missions will be given to the team captains but they will rely on other players to carry them out. You may, at any time, be asked to help with one of these missions, which might involve retrieving an item, escorting a hostage, etc… Special missions are worth 100 points, but only a few will be given throughout the entire day and they must be completed in a narrow time limit. If you have the opportunity to help with one of these missions, it is worth trying to complete it.
- Each team has a Captain and Sergeant (introduce Joe, Ron, Curtis, and Darius). They have three jobs: carry out a plan of attack, coordinate special missions, and call in perks. You will want to keep an eye out for them as they are critical to victory. They will be posted at the field entrances about fifteen minutes before the game starts to go over the initial strategy for each side. If at any point you need some direction on the field, find one of these guys. Most importantly, you want to find them to turn in coins.
-Spread across the field, there are two dozen red bags filled with coins. If you find one of these, give them to your captain or sergeant. They will use them to purchase perks for your team. The coins do not count for anything unless you give them to a captain or sergeant. The perks available for them to purchase with those coins are Mercs, artillery, supply drops, and armor support.
-For the merc perk, a small team of elite players will aid your team. The captain will determine what base they attack. The mercenaries can start off at any point in the field, including right by the base they are ordered to attack. Don’t be shocked when they pop up out of nowhere.
-The artillery perk clears out an entire base all at once. A referee will enter the base and drop a smoke grenade, then call every player inside out. Anyone inside the smoke while the grenade burns is eliminated. Once the grenade goes out, the referee will call it out and the base can be entered again.
-The supply drop perk calls in a truck carrying free paint, water, and air refills. Each team can get up to five pods of paint, one per player. Five full air tanks will be available for rental players to swap out and a SCUBA tank will provide partial fills for other players. Do not shoot at the truck or at any players using the supply drop. They must be allowed to use the drop freely and continue playing from there. Paint and air are only for the team that called in the drop, but any player can come to the truck if they need water. Don’t get dehydrated.
-The armor perk calls in a truck carrying several players in the back. It will drive down all of the roads in a loop and shoot at any players on the opposing team. While the tank can shoot you, you cannot shoot the tank. One more time, do not shoot at the tank. The players inside are immune to all hits. Anyone seen hosing down the tank will be called out. The tank can only be taken out with rockets. It takes two rocket hits anywhere on the tank to destroy it. If not destroyed, the tank will complete its loop and then exit the field.
-Finally, there will be a chopper that roams the field near the areas of heaviest action. This chopper is disguised as a referee swinging a rope. If you see this referee walking near you, swinging said rope, then you can board the chopper. Just approach them with your hand out and they will throw you the rope. Once you have it in your hand, you have boarded the chopper. You can now ask the referee to lead you to any base on the field and drop you in an area nearby. While you are on the chopper, you are immune to all hits. The ref will call out as you walk to prevent players from shooting at you, but it would be wise to keep your gun pointed up if you are moving through a firefight. Do not intentionally shoot at players on the chopper. The chopper can drop you anywhere you want, as long it is not inside a base itself or right next to enemy players, though you can be close to them. After dropping players, the chopper ref will move away from that area before picking up more players. The chopper can only be used when you see the referee swinging the rope.