Metro Atlanta Airsoft

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A network of airsofters in the Metro Atlanta area.


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    Perks in airsoft?

    Twitch
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    Post  Twitch 07.09.11 8:07

    So what is your take on perks in airsoft? Im talking about things like Random mortar and Artillery Strikes, Helicopter Transport, Impervious body armor suits and what not. I for one, hate them. Here are several comments about them from the Op: Venom thread:

    Twitch wrote:Is this game going to have perks? If I can add my input I would say NO PERKS. the best games in my opinion have simple objectives to complete, and no perks.

    Jaguar12airsoft wrote:
    I'd agree, but a little to soon to say no perks. I think that the use of perks would depend on team strength, numbers, terrain advantages/disadvantages, etc.

    Aggressor wrote:I'm with Twitch on that one. No perks. No trying to make sure the playing field is even the entire time. If one team is suffering, so what. Put more players on their team for the next round. The perks at OP Blackhawk were disastrous.

    Twitch wrote:Yeah. I remember how at at the end of Red Dragon, it was like 30 vs 80 or something like that. did we have any perks? No. Did we lose? Yeah, but it was still a blast and we almost won. And I remember how at OCD how the Swat team I was on was being DESTROYED by the Cartel teams. But we never had any perks and it was actually pretty fun trying to fight you way out of it.

    Simply put, Imo. Perks ruin the game. Objectives like find the parts to the helicopter? ok cool. Find the parts to the helicopter so you can use it at seemingly random times through out the game when you need it? not cool. Not cool at all.

    savoy6 wrote:perks = more COD stupidity finding it's way into airsoft....... Rolling Eyes Rolling Eyes


    So what is your take on Perks and their use in airsoft games? I find that most of the time, perks are given to a team that is getting smashed, in order to even the playing field in an attempt to make it fun for both sides. Imo, this has the opposite effect. A team that has worked hard to get in good position or has used its superior numbers to gain the advantage now finds itself being swamped because of something stupid like a "helicopter gunship". This is airsoft. Not everything is going to be fair. You win some, and you lose some. Get over it. Instead of relying on perks, why not try and have fun fighting your way out of it and using some actual tactics.



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    Post  Guest 07.09.11 8:13

    I think perks would work in an ideal world, but people take advantage of them. I don't want to start any drama, but at Blackhawk the perks were completely taken advantage of, nothing fair about any of that. I'd like to see a game that focuses more on equal footing from the get go instead of strange lopsided intros or uneven spawn points, etc, that get "balanced" by perks.

    I'm going to throw out a perk that I know everyone can agree was a disaster, and even when brought up, was not fixed, and is just proof positive of the failure of the perk system. Brace for it. Brace for iiiitttt......

    NIGHTCRAWLERS

    No one wants to see that again. /thread
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    Post  NJSC 07.09.11 19:09

    Well Nightcrawlers would probably like to be nightcrawlers again.
    Here's my view on perks. There's no chance to run through them. Perks will make a game completely one sided just because they aren't tested and I think that's where the issues stem from. It's just grown into a bad taste in the mouths of airsofters. Another issue is there seems to be no communication about the perks. Rules of the perks, amount of perks, etc. just don't seem to be known till the perk(s) are already active.
    RIP
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    Post  RIP 07.09.11 19:19

    I dont like perks either, I think they make the game confusing.
    I love the big games Airdog hosts, OP-FEAR had like 160+ players attend.
    Having lots of perks and rules can confuse people and make the game unbalanced,especially when you have a ton of players.


    P.S I hate COD it needs to die
    theangryschnoodle
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    Post  theangryschnoodle 07.09.11 19:52

    What I've noticed with the ops I've attended is if you make it too complicated, people just give up. My vote is for no perks, with simple, straightforward objectives. There are some ops where the objectives get pretty complicated, only half of the people on the team will hear about the new objective, and half of them will go do something else because they couldn't understand the instructions. Perks just make this more confusing. Also, IMO radios should be required for larger Ops. From what I've seen the team with the best communication usually wins.
    just some kid
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    Post  just some kid 07.09.11 20:15

    i don't like perks because they are hardly used the way they are supposed to be used which draws away from the game and causes mass confusion: i.e. the helicopter transport perks being used as gunships
    Blackhawk 5
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    Post  Blackhawk 5 07.09.11 21:32

    For major OPs the game should just stick to the basic objective: find x, defend x, rescue x, etc. I think perks are an unfair way to play a game and typically punishes a team that is doing "well" so that the battlefield is "equal". There should be a reward to the team for completing objectives, but not in the use of perks.
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    wolf six


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    Post  wolf six 07.09.11 23:23

    Aggressor wrote:

    I'm going to throw out a perk that I know everyone can agree was a disaster, and even when brought up, was not fixed, and is just proof positive of the failure of the perk system. Brace for it. Brace for iiiitttt......

    NIGHTCRAWLERS

    No one wants to see that again. /thread

    i still have scars from that, i think perks are fun. I like the gunship one in black hawk. Because it allowed you to drop troops into the heart of a fight and re-enforce a fight. i just wish we could get an ac-130 that would be so cool.


    the only major problem I've seen at all the ops is a lack of good communication through the leadership to the players.
    Half the time at Fear and Black hawk i had no idea what was going on.
    Its the lack of communication from what i saw taking the fun out of the fight not perks.
    Twitch
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    Post  Twitch 08.09.11 9:05

    wolf six wrote:

    i still have scars from that, i think perks are fun. I like the gunship one in black hawk. Because it allowed you to drop troops into the heart of a fight and re-enforce a fight. i just wish we could get an ac-130 that would be so cool.


    I will agree with you that a lack of communication at the larger ops is a problem. simply put, not enough people have 2 way radios, or they just dont want to use them. I am guilty of this, as I dont really like using 2 way radios. But yes, communication has been a serious problem in the last few BIG ops.

    However, i have to disagree with you on the helicopter perks.Perks like that are whats ruining the games because they are taken advantage of. The opposing team can do nothing as you wlak around and just kill everyone. where is the fun in that? Anyone can walk around and shoot people when no one can shoot back at them.

    If I was a PSG and a helicopter was raining death on my men, I would get the 240's and the SAW's in a good position and open up on that son of a @^!#^. The choopper already knows we are there, so we arnt really losing anything by firing back. And 2 240's plus 3 or 4 SAWS firing at a Blackhawk would bring it down.

    Just my 2 cents.
    poopdaddy
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    Post  poopdaddy 08.09.11 9:43

    at blackhawk they had tennis balls,if you hit the chopper it was down and all
    players on it.
    i think the point of perks like that are to give you a advantage when you need it.
    they stopped the chopper perks at blackhawk before i used all of them(US side used more)
    i think perks work
    but i think ( and i am guilty of it) when they work against you they suck.

    as for the nightcrawlers at fear
    they worked
    the job was to help the game along
    it was not a problem when we helped a team get to a objective.
    but when we helped the other team it sucked

    if fear 2 happens i would like to see the nightcrawlers be a earned perk
    you find a card or object and you can call them in for backup in that area only.
    other than those times they just walk around with alma and only attack when attacked.
    so if you shoot them by mistake you get wiped out
    bring some know your target to the game play


    Twitch
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    Post  Twitch 08.09.11 12:29

    poopdaddy wrote:
    i think the point of perks like that are to give you a advantage when you need it.

    But that is where the problem lies for me. Like I said, YOU WONT ALWAYS HAVE AN ADVANTAGE. Your not going to win every battle. This is coming from a guy who has been on the losing side plenty of times (Ive been on the losing side at OCD, Red Dragon, OG, Old Skool, and plenty of open games). When you try and "level the playing field" to make it enjoyable for everyone, you end up ruining the game. People need to understand that they are not airsoft gods and they will not win every time.
    savoy6
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    Post  savoy6 08.09.11 12:39

    stirring ..with a purpose.....
    given the number of folks that want milsim type games on this board..i'm even wondering why video game crap like perks are used at all....personally i think this comes from a gamer vs. player mentality...but that's a whole other post.....lol..

    com's are very crucial to most modern themed games....actually ,the best format would be for event staff,(i.e. having a command staff in a HQ running the game from there), to have control of both teams via coms and just circulate groups through differing areas of the field and objectives and keeping folks in contact and moving as much as possible.that way everyone gets a good amount of trigger time and you can do the points thing for missions that are accomplished....just having staff go "ok..alpha...take this,this,and this for points"....then turning people loose on the field does nothing but get groups stalemated against each other ,which then has to be broken up by a "perk"?....kinda treating the symptoms,not the cause.....
    actually i think that too many events are based on video games and as such players want to have the same perks they have in-game......so it's kind of self fulfilling..
    and what twitch said too....lol....look, this isn't soccer or little league where everyone gets a trophy because they are all special.....
    poopdaddy
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    Post  poopdaddy 08.09.11 12:48

    its like time out in football
    if i have three perks and you have three perks
    if you use up all yours in the first half of the game
    and i save mine and use them the last half and win
    then that was wise on my part
    at one point at blackhawk each side was running a copter perk at the same time in the same place,it evens out

    you said earlier that if a chopper was firing on you in real life you would light it up with 249s and saws.
    things like tanks and airstrikes happen
    not always in the real world do both sides have the same options (no taliban airforce)
    this is airsoft and we do
    that said if both sides have a big stick,then the battle outcome goes to the side who swings at the right time.
    thats why they are perks
    its a tactical response
    a pinch hitter
    and if you use them at the wrong time,you lose and they suck

    savoy6
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    Post  savoy6 08.09.11 13:32

    its like time out in football
    if i have three perks and you have three perks
    if you use up all yours in the first half of the game
    and i save mine and use them the last half and win
    then that was wise on my part
    sooo when was the last time a team got to score during a time out while the other team had to stay in one spot?.....kind of an apples and oranges analogy...simple fact is that most of the time perks do not work out as intended and usually mess with game flow in a big way....usually more than the situation that may "necessitate" use of said perks....why not just have the staff and spend the effort running the game properly instead of just using perks as a "cure-all"...
    poopdaddy
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    Post  poopdaddy 08.09.11 14:24

    i think the word perk is a problem,it gives a one sided feel to it
    (you used a perk that we did not have)
    how about command asset
    they are for command,it gives the team leaders in big ops
    a little more hands on.you can use them strategically.
    if you suck at planning attacks,or you don't have players that carry out orders
    then they suck,if you use them and your team follows orders they work.
    for the most part i see it as an advantage
    if your team is over run then you use a perk/asset
    it's is a tactical response.
    it allows a lesser force (maybe not in numbers,but in number of skilled players-we have all had teams stacked with newbs)the ability to rival a stronger one.

    savoy6
    sooo when was the last time a team got to score during a time out while the other team had to stay in one spot?.....kind of an apples and oranges analogy...simple fact is that most of the time perks do not work out as intended and usually mess with game flow in a big way....usually more than the situation that may "necessitate" use of said perks....why not just have the staff and spend the effort running the game properly instead of just using perks as a "cure-all"...


    most games the perks are used when the team leader wants it.
    not when the staff want it,so it is player controlled
    AK-Andrew
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    Post  AK-Andrew 08.09.11 14:47

    IN OpBH, some kind of mechanic or "perk" was absolutely nessasary to break the inevitable stalemates that deadlocked the center of the field all day. Played end to end, the field is an hourglass, making strategic flanking near impossible. The helicopter thing was a good idea, badly implemented and excecuted.
    First, it was only revealed in the final moments before the game started. Many players had vague or no idea how it worked, or even why they should use it.
    Second, it was immediately warped by dishonest players whose first thoughts were not of how to strategically use the perk within the set rules, but rather how to use the perk to gain an unfair advantage in a way that it was not ment. Cheating. Some guys holding the rope and others not? Thats not "against the rules", but it's low and dishonest.

    As well: "keeping the missions and perks Secret" from the players in the days and weeks leading up to an OP to "build suspense", is wrong.
    "You'll get your Missions on the fly...as the battle happens"....Oh really?
    So in the middle of the extreme chaos of an airsoft game, you're going to try to make it more confusing? Sounds like a cop-out to working.

    If the field and scenario are good, then little or no "perks" should be needed. In Mil SIMULATION, you are trying to take as much of the "Make Believe" out of it as possible. There's enough LARPing as it is.

    It's even worse when the Perks are used as punishment....One team's doing well, so the other team gets a Perks to "even it out"? What you are actually doing is retarding Victory. If your goal is to keep giving Perks to the losing side to balance the game, how can there be a winner. Are you trying to prevent a winner? Let the winner Win!


    You take twenty minute to assault and overwhelm this building. How many rounds? How much sweat? How many tears?...maybe even a wee scratch of blood..LoL..
    ADmin: "Ok,everybody in this building is dead. Airstrike. Pull out your dead rags...Airstrike..everybody dead."

    .....Are you kidding me? lOl
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    Post  NJSC 08.09.11 16:48

    So maybe a different style of "perks" are ok. For those of you who were not at Pinnacle one of the perks was a 3rd team who had control of giving either side a decent amount of points. I was part of that 3rd team and I think with a few more members of a 3rd team this idea is great. So maybe it's just a different style of perk is a good idea.
    theangryschnoodle
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    Post  theangryschnoodle 08.09.11 17:52

    Maybe a different style would work but in my opinion it should come down to the skill of the players and leadership of that team. From what I've heard, most of the national ops are very simple, and usually go off without a hitch. The winning team has to have superior leadership and skill, there usually isn't much to even the playing field. (this is what I've heard from people who have been, I personally never have.) This video kind of shows how involved the leadership of the teams is in planning and execution (starts at 1:35) https://www.youtube.com/watch?v=ndrc19O5suo.
    poopdaddy
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    Post  poopdaddy 08.09.11 18:07

    AK-Andrew wrote:IN OpBH, some kind of mechanic or "perk" was absolutely nessasary to break the inevitable stalemates that deadlocked the center of the field all day. Played end to end, the field is an hourglass, making strategic flanking near impossible. The helicopter thing was a good idea, badly implemented and excecuted.
    First, it was only revealed in the final moments before the game started. Many players had vague or no idea how it worked, or even why they should use it.
    Second, it was immediately warped by dishonest players whose first thoughts were not of how to strategically use the perk within the set rules, but rather how to use the perk to gain an unfair advantage in a way that it was not ment. Cheating. Some guys holding the rope and others not? Thats not "against the rules", but it's low and dishonest.

    As well: "keeping the missions and perks Secret" from the players in the days and weeks leading up to an OP to "build suspense", is wrong.
    "You'll get your Missions on the fly...as the battle happens"....Oh really?
    So in the middle of the extreme chaos of an airsoft game, you're going to try to make it more confusing? Sounds like a cop-out to working.

    If the field and scenario are good, then little or no "perks" should be needed. In Mil SIMULATION, you are trying to take as much of the "Make Believe" out of it as possible. There's enough LARPing as it is.

    It's even worse when the Perks are used as punishment....One team's doing well, so the other team gets a Perks to "even it out"? What you are actually doing is retarding Victory. If your goal is to keep giving Perks to the losing side to balance the game, how can there be a winner. Are you trying to prevent a winner? Let the winner Win!


    You take twenty minute to assault and overwhelm this building. How many rounds? How much sweat? How many tears?...maybe even a wee scratch of blood..LoL..
    ADmin: "Ok,everybody in this building is dead. Airstrike. Pull out your dead rags...Airstrike..everybody dead."

    .....Are you kidding me? lOl


    remember
    at blackhawk paul and i had control over our perks
    not the airdog staff

    so the blood sweat and tears to get to that point was great playing
    the airstrike on that point was good leadership
    thats key
    its a asset to use when you need it
    AK-Andrew
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    Post  AK-Andrew 08.09.11 21:29

    poopdaddy wrote:

    remember
    at blackhawk paul and i had control over our perks
    not the airdog staff

    so the blood sweat and tears to get to that point was great playing
    the airstrike on that point was good leadership
    thats key
    its a asset to use when you need it

    Sorry Poop,.. The perks at BH were fair on paper. Only in respect to the helicopter perk was I talking about BH. At recent South Carolina Ops was where Ive had the worst experience with "punishment" perks and Off the cuff missions.
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    Post  bulloch proof 09.09.11 1:50

    Aggressor wrote:I think perks would work in an ideal world, but people take advantage of them. I don't want to start any drama, but at Blackhawk the perks were completely taken advantage of, nothing fair about any of that. I'd like to see a game that focuses more on equal footing from the get go instead of strange lopsided intros or uneven spawn points, etc, that get "balanced" by perks.

    I'm going to throw out a perk that I know everyone can agree was a disaster, and even when brought up, was not fixed, and is just proof positive of the failure of the perk system. Brace for it. Brace for iiiitttt......

    [size=18] NIGHTCRAWLERS [/size

    No one wants to see that again. /thread

    Agree I had to work and stooped by to watch a prospect for my team and I saw how stupid that helicopter looked stupid if you want motar. Strikes bring one you need a bazooka bring one

    I think perks should stay in COD
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    Post  bulloch proof 09.09.11 1:59

    AK-Andrew wrote:IN OpBH, some kind of mechanic or "perk" was absolutely nessasary to break the inevitable stalemates that deadlocked the center of the field all day. Played end to end, the field is an hourglass, making strategic flanking near impossible. The helicopter thing was a good idea, badly implemented and excecuted.
    First, it was only revealed in the final moments before the game started. Many players had vague or no idea how it worked, or even why they should use it.
    Second, it was immediately warped by dishonest players whose first thoughts were not of how to strategically use the perk within the set rules, but rather how to use the perk to gain an unfair advantage in a way that it was not ment. Cheating. Some guys holding the rope and others not? Thats not "against the rules", but it's low and dishonest.

    As well: "keeping the missions and perks Secret" from the players in the days and weeks leading up to an OP to "build suspense", is wrong.
    "You'll get your Missions on the fly...as the battle happens"....Oh really?
    So in the middle of the extreme chaos of an airsoft game, you're going to try to make it more confusing? Sounds like a cop-out to working.

    If the field and scenario are good, then little or no "perks" should be needed. In Mil SIMULATION, you are trying to take as much of the "Make Believe" out of it as possible. There's enough LARPing as it is.

    It's even worse when the Perks are used as punishment....One team's doing well, so the other team gets a Perks to "even it out"? What you are actually doing is retarding Victory. If your goal is to keep giving Perks to the losing side to balance the game, how can there be a winner. Are you trying to prevent a winner? Let the winner Win!


    You take twenty minute to assault and overwhelm this building. How many rounds? How much sweat? How many tears?...maybe even a wee scratch of blood..LoL..
    ADmin: "Ok,everybody in this building is dead. Airstrike. Pull out your dead rags...Airstrike..everybody dead."

    .....Are you kidding me? lOl
    bulloch proof
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    Post  bulloch proof 09.09.11 2:01

    bulloch proof wrote:
    AK-Andrew wrote:IN OpBH, some kind of mechanic or "perk" was absolutely nessasary to break the inevitable stalemates that deadlocked the center of the field all day. Played end to end, the field is an hourglass, making strategic flanking near impossible. The helicopter thing was a good idea, badly implemented and excecuted.
    First, it was only revealed in the final moments before the game started. Many players had vague or no idea how it worked, or even why they should use it.
    Second, it was immediately warped by dishonest players whose first thoughts were not of how to strategically use the perk within the set rules, but rather how to use the perk to gain an unfair advantage in a way that it was not ment. Cheating. Some guys holding the rope and others not? Thats not "against the rules", but it's low and dishonest.

    As well: "keeping the missions and perks Secret" from the players in the days and weeks leading up to an OP to "build suspense", is wrong.
    "You'll get your Missions on the fly...as the battle happens"....Oh really?
    So in the middle of the extreme chaos of an airsoft game, you're going to try to make it more confusing? Sounds like a cop-out to working.

    If the field and scenario are good, then little or no "perks" should be needed. In Mil SIMULATION, you are trying to take as much of the "Make Believe" out of it as possible. There's enough LARPing as it is.

    It's even worse when the Perks are used as

    punishment....One team's doing well, so the other team gets a Perks to "even it out"? What you are actually doing is retarding Victory. If your goal is to keep giving Perks to the losing side to balance the game, how can there be a winner. Are you trying to prevent a winner? Let the winner Win!


    You take twenty minute to assault and overwhelm this building. How many rounds? How much sweat? How many tears?...maybe even a wee scratch of blood..LoL..
    ADmin: "Ok,everybody in this building is dead. Airstrike. Pull out your dead rags...Airstrike..everybody dead."


    Wow I came at last min to see prospect glad I was not there
    .....Are you kidding me? lOl
    fallout11
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    Post  fallout11 16.09.11 10:01

    I've put on airsoft events off and on over the years, and I've occasionally used "perks" to simulate common battlefield components that which could not be feasibly or affordably simulated in an airsoft venue environment (i.e. artillery barrages, limited airstrikes, helo transport/evac, chemical/gas attack, etc). I don't feel these are video game inspired, but rather, standard battlefield fair that soldiers regularly encounter. Such, however, are discussed pre-game or at least pre-mission, and rules covered, questions posed and answered. Such should NEVER be employed as a penalty for success, however...such disincentives suck the very life (and interest) out of players. They also need to be tested and proven out (I often stuck with the same ones year in and year out....knew they worked) and should not be unbalancing in and of themselves.

    In the event of unbalanced teams (i.e. 40 vs 30), giving the weaker team a "perk" to partially offset may be appropriate, so long as it is not unbalancing and a counter can also be provided (in the form of a countering weapon, i.e. AT weapon vs. a "tank", intelligence, etc). In fact intel itself could be considered a "perk", if applied right....perhaps one team knows something the other does not yet, and can use that to their advantage. Flip side, seldom are the sides in any fight completely mirror image opposites and completely balanced. Deal with it, rise and overcome.

    Administrative kills, such as the "you're all dead, airstrike just hit this building" are legit, imho however, provided they are randomly, fairly, or uniformly applied (i.e. the 'airstrike' was on a prepared timetable, or had been requested by one side or the other....friendly fire ones were, from an admin's perspective, the funniest). Again, in actual combat buildings do get hit by airstrikes, friendlies do get hit by their own air assets, bad luck for those guys, perhaps the opfor planned it that way and you walked into a trap.
    Anyway, just my 2 cents worth.
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    Post  Guest 16.09.11 13:42

    I went to FuldaGap last year and the perks there worked GREAT. But they were all very well governed. Refs made sure they were followed, and they gave neither side a distinct advantage. Gas Attacks were EXCELLENT! Thats the one time I've seen perks that I truly enjoyed.

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