Author Topic: BASIC RULES: Allowed & Not Allowed  (Read 10370 times)

TeamSuicideRun

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #15 on: Nov 14, 2006, 09:13:14 PM »
idea for the tank .....

how about this a speacail bonus ball round?? one side is  15 players (one team full roster or max 15) and the other 7 and a tank with a max of 2 guns going atany given time? like the 7 + tank defend and the 15 attack?  possibility

Hashido Cpt

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #16 on: Nov 16, 2006, 12:07:48 PM »
many scenario teams have tanks now. id let tanks be in use, just put certain rules on them. a tank is an advantage, but so are launchers, full auto and other exotics.

If u allow tanks, we will bring ours.
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Chief Rut

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #17 on: Nov 16, 2006, 01:47:36 PM »
I don't know but I think we should leave the Tanks out. At lease for the first season. Lets get some good 10 on 10 tactical games in then see if the tanks would fit in. Don't get me wrong I love to take out tanks with the my LAWS right Herc. I think we can start this off without them.
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HitMan.

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #18 on: Nov 16, 2006, 07:22:06 PM »
I'm good with what ever the players want.  ;D

Nightviper Elite

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #19 on: Nov 19, 2006, 07:07:49 AM »
     The rules I would like to see in place are simple.  Limited hoppers and limited paint.  Medic can heal 3 times which will cost a team points.  Engineer can repair damaged guns.  Heavy gunner with normal hopper but only 300 rounds.  All others with 150 rounds.  You can share ammo and markers with team mates however you must obtain there permission.  If dead players on the opposing side give you there ammo that's fine but I don't see that happening in a competition.  Teams should acrue points for time remaining during the game (x? for every minute remaining on the game clock).  No tanks.  Depending on locations, a tank may not be able to get in anyway.  This seems like a mil-sim league.  Aside from the medics special ability, when you are dead you should be dead.   Sniper should be allowed to carry 15rounds of a different color paint.  Players hit with this color should be dead dead.  No medics ability.  Limiting total amount sniper paint carried prevents players from saving it and stockpiling a heavy gunner with it.  Others have said it before, this should be a real tactical league.  As long as one side posses's the ability to counter the opponents special abilities they should be legal.  NVG can be countered by bright lights.  It only gives an advantage to a team in one instance of play, low light and darkness.  The entire league will not be based solely around that.
         
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Viper6

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #20 on: Nov 20, 2006, 07:46:41 AM »
     The rules I would like to see in place are simple.  Limited hoppers and limited paint.  Medic can heal 3 times which will cost a team points.  Engineer can repair damaged guns.  Heavy gunner with normal hopper but only 300 rounds.  All others with 150 rounds.  You can share ammo and markers with team mates however you must obtain there permission.  If dead players on the opposing side give you there ammo that's fine but I don't see that happening in a competition.  Teams should acrue points for time remaining during the game (x? for every minute remaining on the game clock).  No tanks.  Depending on locations, a tank may not be able to get in anyway.  This seems like a mil-sim league.  Aside from the medics special ability, when you are dead you should be dead.   Sniper should be allowed to carry 15rounds of a different color paint.  Players hit with this color should be dead dead.  No medics ability.  Limiting total amount sniper paint carried prevents players from saving it and stockpiling a heavy gunner with it.  Others have said it before, this should be a real tactical league.  As long as one side posses's the ability to counter the opponents special abilities they should be legal.  NVG can be countered by bright lights.  It only gives an advantage to a team in one instance of play, low light and darkness.  The entire league will not be based solely around that.
         
"Viper"
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I dont agree with the Hvy Gunner ammo amount limit. I have humped a m60 and its little brother the saw. I have carried 400+ for a 60 and over 800 for a saw. When carring a m16 it was almost 400rds. Snipers should carry special paint. Mag caps are cool for markers that dont use a physical magazine. But Amount of ammor carried should be up to the team memeber.

Myself and many I know learned the hard way never go in to a Hot area light on ammo. True you might not needed but what if you do.

Hat
Viper6 (HAT)
E-Mag or any Mag thats in my Kit.

wmcommander

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #21 on: Dec 01, 2006, 12:33:41 PM »
I perosnally dont like the idea of a tank because we dont have one and if you have an experienced tank team then they can demolish a 10 man team even of the best team especially when they dont have a launcher. I mean if it was a bigger game like 30+ players per team than that would be way different however a tank can take on a 10 man team without a tank hunter like a hot knife slicing through butter.  :-\
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HitMan.

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #22 on: Dec 01, 2006, 03:04:35 PM »
For tanks. Right now we won't add them in. What we might do or have is a nutral tank thta may be used by both sides depending on the mission that needs to be done. For example a large milk truck painted as a SWAT truck and dropping off the units. Just am idea.

wmcommander

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #23 on: Dec 01, 2006, 05:09:08 PM »
that sounds ok.
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woodwalker

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #24 on: Dec 03, 2006, 04:06:05 PM »
got a couple of problems with the rules, obviously you guys arent going to change for me, lol, but its stuff to think about. i like the idea of the minimized hoppers, but i think this will present problems for the faster guns, as many need electric hoppers. also, will you be making an a-5 version for those guys? 'cause they cant use the same hopper as most can.

then, i agree with delta. my team would probably not be wearing bdu's, as our uni is actually mobster get up; suit and tie and the like.

then theres also the problem with the gun color. all my guns are black, lol so it wouldnt be a problem for me, but even scenario guys get their guns annoed, often times team colors and such.

i like where you're going with the league though, and these are all only minor problems that im sure will be worked out before long, whether its my way or otherwise. im looking forward to playing when you get to some fields my way like you plan on.  good luck!
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HitMan.

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #25 on: Dec 03, 2006, 06:10:45 PM »
Yes the A-5 you may use the hopper cap that they have ready for it. It holds 20 - 30 - 50 balls. As for the Jerseys, I will post a poll and have players vote on it and see how players really feel about the matter, how does that sound?

Paradox

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #26 on: Dec 04, 2006, 07:37:57 PM »
If you want this to be as successfull as you say you want it to be, nationwide etc. I think you should consider some big changes.  There are a lot of things you have in mind that seem to me to be aimed at the mil-sim purists.  In my humble opinion, if you ignore the larger market of paintball players you will not attract enough players to make a success of this. 
Jersey restictions on players who have spent years building a reputation that is immediatly identifiable by a team jersey.
Marker and hopper restrictions on people who have spen a LOT of money time and thought on customizing.
$75 to register for a league that I may or may not play in more than one day.  If I don't like it or if the league dosn't make it.

And now a question.  Reinsertions were mentioned several times.  Please clarify.  45 min half . . . reinsertions at 15 and 30?

Finally a suggestion about tanks.  Bring 'em if you got 'em.  An advantage for a SWAT or Special Forces unit that has them, an advantage for a TTPL team that has one (or more).  Work out the rules in the first season (or 2) and allow them in appropriate situations or fields, but wait 'til next year.  To offer a countermeasure for the teams that don't have a tank or anti-tank weapons, have a launcher or other anti-tank weapon available for rent on site .

woodwalker

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #27 on: Dec 05, 2006, 05:45:19 AM »
Yes the A-5 you may use the hopper cap that they have ready for it. It holds 20 - 30 - 50 balls. As for the Jerseys, I will post a poll and have players vote on it and see how players really feel about the matter, how does that sound?


ah, good deal. and im already at that jersey thing, haha.

oh and i retract the thing about the needing electric hoppers. obviously that sort of speed shooting is what you're trying to eliminate.

part of what i really like about this group is that it presents woodsball in a near marketable form, for tv and such. will it catch on like that? probably not for a long while if ever, but its got set rules and the like that  makes that sort of thing feasible. good job and good luck.
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Drizit

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #28 on: Feb 09, 2007, 10:44:06 AM »
Now I'm all for the 50round limit in hoppers,  However my though is let them use whatever hopper they want as long as there are only 50 rounds in it and it's black.  Reason being fast shooting guns with fast feeding hoppers arn't just for long stings, they are also for getting 2 or 3 balls in the air with as little time being exposed as possible.  I do verry fast 2 or 3 round bursts with my longbow as an example.  Possibly only let people bring 50 round pods on the field with them.  Anyone cought with a 140 other then the HG gets tossed.

HitMan.

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Re: BASIC RULES: Allowed & Not Allowed
« Reply #29 on: Feb 09, 2007, 05:21:44 PM »
Now I'm all for the 50round limit in hoppers,  However my though is let them use whatever hopper they want as long as there are only 50 rounds in it and it's black.  Reason being fast shooting guns with fast feeding hoppers arn't just for long stings, they are also for getting 2 or 3 balls in the air with as little time being exposed as possible.  I do verry fast 2 or 3 round bursts with my longbow as an example.  Possibly only let people bring 50 round pods on the field with them.  Anyone cought with a 140 other then the HG gets tossed.


That wont work, because that way a hopper can stay open and a player might just keep feeding it. If caught they will be asked to leave the field and as a penalty the team will play short handed.

 

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