A network of airsofters in the Metro Atlanta area.


    Field Perks Defined And Point Cost

    Share
    avatar
    MagisterMortis

    Posts : 149
    Join date : 2009-01-01
    Age : 53
    Location : LaGrange GA

    Field Perks Defined And Point Cost

    Post  MagisterMortis on 21.01.10 4:25

    We put a list together last Sunday and touched base with some folks on what they would like to see as far as field perks go. The following is a list of perks so far. Thanks for taking the rough draft and defining the perks Alpine.

    Field Perks (thus far)

    *Scout perk 75 pts. A team member gets to go out and scout the field for valuables or enemy locations, or ambush points. time is 1 min
    *Bunker Buster 25 pts. can be used on small bunkers or barrels not on crack village or tower or barn or pedator alley. It is good for one kill 6ft radius.
    *Behind Enemy Lines 500 pts allows one person to insert anywhere on the field good for only one insertion once killed insertion is over.
    *Juggernaut 300 pts allows one player to be bullet proof for 30 secs or get up to 5 knife kills for cqb.
    *Intel purchase 100 pts may contain info on enemys objectives or may contain junk
    *Red Cross 50 pts one per game can be used to instantly respawn or respawn another team mate in a single elmination game or respawn game.
    *Shock and Awe 800 pts this can be used to render enemys powerless for 1 minute enemys can not shoot or move they can be bunker tagged knife killed or base killed this is good for the entire team that used it to move freely through out the field and perform the mission with no resistance.
    *Missing in Action 150 pts can be used to pick out a enemy solider to go back to base for 2 minute time limit. only one can be used per game.
    *Airstrike 600 pts area affected 40 meters
    *Mortor strike 300 pts area affected 25 meters

    Please add any that will add to game play. Thanks guy's.


    If you have any suggestions or a perk you would like to see, put it down and we can refine it. Keep in mind this is a list to get things started it's not the end all be all Perk list. This is just what we have so far. As members of Area-13 your input is welcomed.
    avatar
    MagisterMortis

    Posts : 149
    Join date : 2009-01-01
    Age : 53
    Location : LaGrange GA

    Re: Field Perks Defined And Point Cost

    Post  MagisterMortis on 21.01.10 4:30

    Yay or Nay?

    *Propaganda 500 points. Your side has waged a campaign of rhetoric to try and get into the enemies head. Target one person from the opposite team. It cannot be the Leader/General. The targeted player will then switch to your side for one game/match then go back to his designated team after the game. This perk must be used prior to the game/match, not during.
    avatar
    Tinman

    Posts : 865
    Join date : 2009-01-13
    Location : Newnan, GA

    Re: Field Perks Defined And Point Cost

    Post  Tinman on 21.01.10 6:46

    That perk game was a blast!
    Maybe make it "Double Agent" and have it where a token is secretly slipped to an opposing player prior to the match and he has to turn on his team during a game?
    avatar
    Q-bald

    Posts : 855
    Join date : 2009-02-10
    Age : 47
    Location : Newnan Ga

    Re: Field Perks Defined And Point Cost

    Post  Q-bald on 21.01.10 7:30

    Tinman wrote:That perk game was a blast!
    Maybe make it "Double Agent" and have it where a token is secretly slipped to an opposing player prior to the match and he has to turn on his team during a game?

    Yes I like this ...I was thinking "Mole" when driving home from the field last Sun.
    Mole can be activated 5 min after game start to prevent the Mole from killing the whole Op-for in the start spawn.
    If the Mole is discovered by the Op-for, Mole must fight his way back across enemy lines.
    This "Mole Perk" would be good for a single elimination game with no re-spawns so his identity would be protected
    (Dead men don't talk rule).
    avatar
    Kodiedogs

    Posts : 41
    Join date : 2009-11-26
    Age : 49
    Location : woodstock

    Re: Field Perks Defined And Point Cost

    Post  Kodiedogs on 21.01.10 17:41

    Q-bald wrote:
    Tinman wrote:That perk game was a blast!
    Maybe make it "Double Agent" and have it where a token is secretly slipped to an opposing player prior to the match and he has to turn on his team during a game?

    Yes I like this ...I was thinking "Mole" when driving home from the field last Sun.
    Mole can be activated 5 min after game start to prevent the Mole from killing the whole Op-for in the start spawn.
    If the Mole is discovered by the Op-for, Mole must fight his way back across enemy lines.
    This "Mole Perk" would be good for a single elimination game with no re-spawns so his identity would be protected
    (Dead men don't talk rule).

    I'm like Q I like the mole perk that sure put some excitment in the games
    avatar
    NJSC
    Admin

    Posts : 2646
    Join date : 2008-12-31
    Age : 31
    Location : Buford, GA

    Re: Field Perks Defined And Point Cost

    Post  NJSC on 21.01.10 23:56

    So how do you get these points?


    _________________
    Boom that just happened.

    Guest
    Guest

    Re: Field Perks Defined And Point Cost

    Post  Guest on 22.01.10 0:45

    I believe that only members of the Area13 Airsoft can accumulate the points (a perk of being a member).
    avatar
    Alpine

    Posts : 440
    Join date : 2009-01-01
    Location : Newnan Ga.

    Re: Field Perks Defined And Point Cost

    Post  Alpine on 22.01.10 8:16

    You can be a walk on player to play. We have games that we give out points on usually one or two games a month that are about an hour long. We do them either before or after a regular game.


    _________________
    "Victory is reserved for those who are willing to pay it's price." - Sun Tzu

    Sponsored content

    Re: Field Perks Defined And Point Cost

    Post  Sponsored content


      Current date/time is 23.08.17 11:48