| Scenario Paintball |
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While the average Speedball game lasts around 5 minutes, Scenario games are much longer, and generally last between 6-26 hours. GAMEPLAY Scenario paintball games are often larger-scale re-enactments of historical battles involving hundreds of people, such as the Battle Of Normandy , or modern scenarios such as storming a building and rescuing hostages. Occasionally, the scenario director may create wholly fictional settings, allowing for more creativity and imagination on the part of the participants. To enhance the realism of the game, scenario games may also incorporate faux " Air Strike s", "helicopter insertions", " Booby Trap s", and an extensive intelligence network both before and during the game. Objectives Each team (often 100+ players) has a base of operations called a command post or "CP", which is surrounded by various bunkers. Missions are called in to the command post via radio. The General, having received the mission, then decides if it is feasible to undertake the mission and which players to assign to it. Completing the mission earns points for the team, with the side accomplishing the most missions/points winning. Eliminations have no effect on teams' scores. When a player is eliminated, he checks in at his team's "dead box" and awaits the next "insertion window" (about every 15-30 minutes or so). Thus, eliminated players aren't out of the action for long. Player roles When a player starts the game he is issued a character card. The character card is the proof of a player's game ID and what side s/he is on. Players will most likely not be allowed to the CP without it. Some character cards will also be indicate the player's "role" in the team: a demolitions expert, medic, computer technican, pilot, accountant, or even a mad scientist. In most games, there are players who show up just for the Role-playing aspect. Players do not ''have'' to play a role in the game, but those that accept a role to play will be provided with specific goals to accomplish in the game. An important point to remember about most scenario games is that Missions win games, but Role-Players will develop information about those missions that gain more points. This role-playing aspect extends off the field too, so it is not uncommon for players to be "in character" both on and off the field during the game. Role players will be in negotiation between teams for props, real and faux deals for gear or info, and even attempt to get teams/players to defect. For Role-Players the event starts before the game with discussions on Internet BBS / Forum s, character research, phone calls between teams, and costuming. This "Pre-game" may start weeks or months before the first paintball is fired. THE END During the last few minutes of the game, one team will attempt a last-ditch effort to take control of the opposing HQ or another strategically important area. These battles, while not necessarily important for points, are a fun way to end the match and allow players to let off some steam by engaging in a climatic final battle after hours of sneaking and hiding in the woods. After the game, there is usually an awards ceremony where the scenario director thanks the attendees for their participation, gives out awards like most valuable player, best costume and the like. It's also an opportunity for the generals of each team to acknowledge the hard work of his team and to give a nod to players that went above and beyond their call of duty. Frequently the sponsoring companies will have donated several items for a raffle and give these away as prizes. This is primarily a chance for the players who have been enemies for the past few hours to get together one last time to shake hands and walk away as friends and good sports. EQUIPMENT AND PROPS Scenario players tend to lean to the "Mil-Sim" style of gear, choosing equipment that emulates real military gear in form and function. It is also not uncommon to see elaborate costumes, paintball " Bazooka s", walkie-talkies, Electronic Bug s, and other props built for the game. Because players tend to be on the field for many hours at a time, they tend to pack more gear than in a regular woodsball game. Players will have a whole host of items such as maps, ID Cards, grenades, night vision systems, and possibly a radio or two. Companies such as Opsgear.com and Blackhawk Industries make vests based on Law Enforement and Military Personell vests. Because scenarios tend to be played in the woods, or in a mix of woods and buildings, camouflage uniforms are worn which are made by Tru-Spec and Proper. Although most players in the paintball realm use shiny small neon colored markers, some players lean to the more realistic-looking paintball guns like the Tippmann A-5, Smart Parts SP-8, Ariakon SIM4, and the War Sensor WG-47. Apart from look and feel, most who use that style like the fact they can use a sling or holster to keep their hands free. In addition, this style of gun will have the mounting rails for lights, lazers, red dots, scopes, and night vision optics that are used in night play. Paintball pistols, such as the War Sensor WSP, are carried as backup guns. It is not uncommon to see a Paintball rocket launcher that shoots Nerf balls, or a land mine that sprays paint on the field. Also, at big scerario games such as Oaklahoma D-Day and Skirmish Invasion Of Normandy people gather to the mass. At big games such as those they can last to a week or so. There are vendors which house the latest equipment from Mil-Sim paintball companies. And don't forget some players construct paintball "tanks" with working turrents that shoot out nerf rockets. |
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