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- Aug 2, 2009
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So here's the deal...I came up with a whole bunch of new Wild Card ideas, which I was told that I was more than welcome to share/suggest/put in the drop box. However, I usually like to see if I am the only one who likes an idea, or if there are others who would be into it also. SO, instead of inundating our event coordinators with a bunch of ideas, that is what I am gonna do with these threads--see what interest, if any, there is in them.
Any you like, vote for. You can vote for more than one.
I kinda broke them down/sorted them by general themes and I will present them in such. Lol. This second group is a bit more complicated than the first. The first two are classified as map-specific, and the last four I call "Kid's games revisited":
1- Reverse D-Day
Premise: The goal in this one is not for the Allies to blow the Axis targets, but for the Axis to get just one guy onto one of the Allied boats (or as close as possible...). To start, the Allies are to immediately blow one of the shingle spots so that the Germans can make it onto the beach period. Then it's free-for-all. Either side can go anywhere (so Allies can make an aggressive approach OR just set camp on the beach--but be open to German fire from above then), but the Germans are pretty much just trying to cover the one guy trying to get out on that boat (not one specific guy either--so a few can rush at once).
Special Requirements: Strand only. Turn off invisible wall preventing Axis from entering Allied spawn. If this is not possible, then the goal will change to something close, such as the tank or something similar.
2- Kalt sewer tug-of-war
Premise: Each side, upon coming out of spawn, goes straight into their first sewer entrance and the entire battle is fought in the sewers--all players. Nobody is allowed to go anywhere else. The goal is to get just one person up the other side's ladder--even if they are killed at the top and laying half in the opening and half on the ground, it counts. Might seem impossible, but it will, as the name says, shift back and forth until eventually one side will have the ability to make that final push.
Special Requirements: Kalt only.
3- Duck, Duck, Goose
Premise: This would happen on both sides, probably exchanging turn, but I am going to give one example right now. Say you have ten Allies in a circle somewhere near the Axis spawn. The one Axis who is "it" at the moment goes around the circle, D-D-G style. The Ally they shovel/stab/punch is "goose." They then take whatever route they wish towards the Allied first. Meanwhile, the Ally is in that spawn (this gives the other person a bit of a head start) and they come out and hunt the "goose", trying to shoot them before they can cap their flag. Special rules: Goose can shoot the runner, but not vice-versa. Runner is just trying to make it there safe. ALSO, Goose cannot camp the first flag--they must be heading after the runner. Each map has multiple ways to go, so it works out.
Special Requirements: None
4- Kick the Can
Premise: One person is "it." They count to...30 or so, while everybody else runs and hides somewhere. Then "it" (or the hunter, as I will call them) proceeds to search for everybody. They cannot kill him, but he kills anybody he finds. Meanwhile, everybody is trying to get back to the "can" (some piece of indestructible furniture--preferably a small can, but if none is present then something else, like a barrel), which they mark by shooting it. This, of course, sends it flying (just like kicking the can would) somewhere else. Play continues until all are "safe" or hunted down/killed.
Special Requirements: FF should be turned on, so the hunter can kill anybody.
5- Normal-ish Capture the Flag
Premise: I am gonna explain how it will work with Kalt, but this can be done with any of the flag maps. Also, it all makes a LOT more sense when you SEE it...First off, kills are melee-only. Second, Axis players play defending the Allied Side, and Allied defending the Axis (I will explain why later). Say you're the Germans. The "flag" you are going after is one of the Allied players (randomly chosen--identified by carrying an MG or rocket or something that stands out), who, for the sake of the game, responsibly pays attention and remains objective (they will rotate each game so people don't get bored). If an Axis runs up to them, wherever hidden, they must follow said player if and until that player gets killed. If this happens, the "flag" then freezes in place until another person comes up and touches them (they do not swing at him, as it will kill the flag). Game is won if you get the "flag" back to your own side. Just like real CTF, you are only allowed to kill an enemy in your own zone or "neutral" territory. If you are in enemy territory, you just have to avoid being stabbed/shoveled/punched. Finally, the reason WHY Axis defends Allied side and vice versa is because of "jail." I thought it would be dumb for a player to, if killed (because, remember, in real CTF when you get caught, you go to jail), to have to trek alll of the way back across the map to get to the other side's "jail", but if you defend the other person's side, then it's an easy trip. Jails will be somewhere else, like maybe the second flags (so that little opening next to the Axis second and then "the box" just past the Allied second, for this Kalt example) and when you are killed, crouch-walk your way to "jail" (this way people know you're "caught" and heading there). Players can run to the other jail and, if they make it, bring any one player back to their own side with them (just like real CTF!). They can crouch-walk for this too, to show that they are "safe."
Special Requirements: Map with flags--Kalt, Donner, Flash...maybe even Colmar.
6- Red Rover
Premise: The "action zone" is determined ahead-of-time, for whatever the map is. You want a decent-sized, but probably no more than half the map (the middle two quarters), area. One side chooses which of their two people will be going and then they declare to the other side 'Red Rover, Red Rover, send _____ on over." It can be any specific person on that team, or maybe even "send your sniper on over." Then it's a one-on-two fight. So the game doesn't drag, you can't just sit around, you have to go after each other. If the pair kills "Rover" first, he gets switched to their team. If "Rover" kills one of them first, he chooses either of the two against him to bring over to his team. Essentially, just like Red Rover. Simple.
Special Requirements: Admins either need to be able to manually shift players from one team to another and have unbalanced teams...or just put FF on.
(*If one of my ideas has already been done or proposed, I apologize. I was unaware.)
Any you like, vote for. You can vote for more than one.
I kinda broke them down/sorted them by general themes and I will present them in such. Lol. This second group is a bit more complicated than the first. The first two are classified as map-specific, and the last four I call "Kid's games revisited":
1- Reverse D-Day
Premise: The goal in this one is not for the Allies to blow the Axis targets, but for the Axis to get just one guy onto one of the Allied boats (or as close as possible...). To start, the Allies are to immediately blow one of the shingle spots so that the Germans can make it onto the beach period. Then it's free-for-all. Either side can go anywhere (so Allies can make an aggressive approach OR just set camp on the beach--but be open to German fire from above then), but the Germans are pretty much just trying to cover the one guy trying to get out on that boat (not one specific guy either--so a few can rush at once).
Special Requirements: Strand only. Turn off invisible wall preventing Axis from entering Allied spawn. If this is not possible, then the goal will change to something close, such as the tank or something similar.
2- Kalt sewer tug-of-war
Premise: Each side, upon coming out of spawn, goes straight into their first sewer entrance and the entire battle is fought in the sewers--all players. Nobody is allowed to go anywhere else. The goal is to get just one person up the other side's ladder--even if they are killed at the top and laying half in the opening and half on the ground, it counts. Might seem impossible, but it will, as the name says, shift back and forth until eventually one side will have the ability to make that final push.
Special Requirements: Kalt only.
3- Duck, Duck, Goose
Premise: This would happen on both sides, probably exchanging turn, but I am going to give one example right now. Say you have ten Allies in a circle somewhere near the Axis spawn. The one Axis who is "it" at the moment goes around the circle, D-D-G style. The Ally they shovel/stab/punch is "goose." They then take whatever route they wish towards the Allied first. Meanwhile, the Ally is in that spawn (this gives the other person a bit of a head start) and they come out and hunt the "goose", trying to shoot them before they can cap their flag. Special rules: Goose can shoot the runner, but not vice-versa. Runner is just trying to make it there safe. ALSO, Goose cannot camp the first flag--they must be heading after the runner. Each map has multiple ways to go, so it works out.
Special Requirements: None
4- Kick the Can
Premise: One person is "it." They count to...30 or so, while everybody else runs and hides somewhere. Then "it" (or the hunter, as I will call them) proceeds to search for everybody. They cannot kill him, but he kills anybody he finds. Meanwhile, everybody is trying to get back to the "can" (some piece of indestructible furniture--preferably a small can, but if none is present then something else, like a barrel), which they mark by shooting it. This, of course, sends it flying (just like kicking the can would) somewhere else. Play continues until all are "safe" or hunted down/killed.
Special Requirements: FF should be turned on, so the hunter can kill anybody.
5- Normal-ish Capture the Flag
Premise: I am gonna explain how it will work with Kalt, but this can be done with any of the flag maps. Also, it all makes a LOT more sense when you SEE it...First off, kills are melee-only. Second, Axis players play defending the Allied Side, and Allied defending the Axis (I will explain why later). Say you're the Germans. The "flag" you are going after is one of the Allied players (randomly chosen--identified by carrying an MG or rocket or something that stands out), who, for the sake of the game, responsibly pays attention and remains objective (they will rotate each game so people don't get bored). If an Axis runs up to them, wherever hidden, they must follow said player if and until that player gets killed. If this happens, the "flag" then freezes in place until another person comes up and touches them (they do not swing at him, as it will kill the flag). Game is won if you get the "flag" back to your own side. Just like real CTF, you are only allowed to kill an enemy in your own zone or "neutral" territory. If you are in enemy territory, you just have to avoid being stabbed/shoveled/punched. Finally, the reason WHY Axis defends Allied side and vice versa is because of "jail." I thought it would be dumb for a player to, if killed (because, remember, in real CTF when you get caught, you go to jail), to have to trek alll of the way back across the map to get to the other side's "jail", but if you defend the other person's side, then it's an easy trip. Jails will be somewhere else, like maybe the second flags (so that little opening next to the Axis second and then "the box" just past the Allied second, for this Kalt example) and when you are killed, crouch-walk your way to "jail" (this way people know you're "caught" and heading there). Players can run to the other jail and, if they make it, bring any one player back to their own side with them (just like real CTF!). They can crouch-walk for this too, to show that they are "safe."
Special Requirements: Map with flags--Kalt, Donner, Flash...maybe even Colmar.
6- Red Rover
Premise: The "action zone" is determined ahead-of-time, for whatever the map is. You want a decent-sized, but probably no more than half the map (the middle two quarters), area. One side chooses which of their two people will be going and then they declare to the other side 'Red Rover, Red Rover, send _____ on over." It can be any specific person on that team, or maybe even "send your sniper on over." Then it's a one-on-two fight. So the game doesn't drag, you can't just sit around, you have to go after each other. If the pair kills "Rover" first, he gets switched to their team. If "Rover" kills one of them first, he chooses either of the two against him to bring over to his team. Essentially, just like Red Rover. Simple.
Special Requirements: Admins either need to be able to manually shift players from one team to another and have unbalanced teams...or just put FF on.
(*If one of my ideas has already been done or proposed, I apologize. I was unaware.)















