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4 posters

    Game Type - Foam Fortress: Hybrid

    Swatsonia
    Swatsonia


    Posts : 457
    Join date : 2010-07-20
    Age : 30
    Location : Willeton, Perth, WA

    Game Type - Foam Fortress: Hybrid Empty Game Type - Foam Fortress: Hybrid

    Post  Swatsonia Thu Nov 17, 2011 7:05 am

    Foam Fortress: Hybrid
    A class based team game for 6 or more players. The two teams face off in a number of game modes, loosely based on the PC game, Team Fortress 2.

    Silly hats are optional.

    Team colours (Blue and Red) are not essential, but are very useful for larger games.
    This version of the Foam Fortress ruleset are inspired by Winterstrike’s Foam Fortress Pro and Mohrlock’s Foam Fortress: Mohrlock Edition.

    Rules:
    Spawns: Each team has a spawn point. This is normally at the back of the field. Objectives must be placed a MINIMUM of 15 metres away from the spawn point. Each player has three lives per round, for all game modes.

    Gun Hits(GBB): If a players blaster is hit, the player is out. In a dispute, the shooter’s decision has preference.

    Blaster Sharing: Blasters are NOT allowed to be shared out during rounds, but broken ones can be changed out in between rounds.

    Grenades and rockets: If hit by a rocket, the player is INSTANTLY eliminated from the round. Grenades and rockets must be launched or thrown to count. Rockets can be Titan Rockets, Arrows or BuzzBee Missiles. Demos are the only class with grenades. Grenades can be balled up socks, or pocket howlers. Grenades only remove one life from the player, but the player cannot be revived by a medic.

    Barrel Taps: Are not allowed. Each class has multiple weapons, including a pistol or melee, which should be used at close range.

    Shields: Shields must be no bigger than 50cmx50cm. If a shield is hit by a grenade or rocket, shields are then considered “broken”. Any subsequent hit by a dart or grenade is counted as a hit, even if they are still holding the shield. Only Heavies can take shields.

    Movement: The only classes that can sprint are the Scout and Spy. Every other class can move at a slow run/jog, except for Heavies, who have to walk at all times.

    Resurrection: Only Medics have this ability. To resurrect a player, the medic must put both hands on the player’s shoulder, and count to 5 out loud. Player’s are not able to be resurrected if hit by a grenade or rocket.

    Snipers: Minimum engagement distance for a Sniper’s primary blaster is 20 metres. A sniper must ONLY use silicone tip darts in their primary.

    Melee: Melee weapons must be used to “tap” players. No hard swings/flicks should occur. If a “duel” between 2 players with melee occurs, they make block and parry, but still have to “tap” the player to score a hit. You cannot be resurrected if you are tagged by a melee weapon

    Engineer’s Mobile Spawn Point: Represented by an crate or traffic cone, this can be placed anywhere on the field, and provides an alternative spawn point for players. The spawn can be destroyed by being hit by a rocket or sock. When this happens, the spawn must be tipped over to represent that it was destroyed. Can only be placed once per round.

    Game Modes
    Capture the Flag: 1 flag per team, you must capture the enemy flag and return it to your base. Best team out of three rounds wins. The flag carrier is not allowed to fire their blasters, use grenades, melee or hide the flag on their body. The carrier is not allowed to drop the flag.
    If the carrier is tagged, they must drop the flag immediately. If an enemy player then touches their flag, the flag must then be returned to the objective point. The player carrying this flag can still be tagged out, therefore allowing the flag to be picked up by the other team.

    Team Death Match: Classic elimination game. First team to have all team members tagged out loses.

    Payload: Teams must push an "explosive cart" to the other team’s objective. Only heavies can push the cart, and are not allowed to both push and shoot at the same time.

    Classes:
    Soldier:
    Primary: Any blaster that fires a “rocket” or “arrow” oversized projectile. The ammo can either be a Titan Rocket, any form of foam arrow, or BuzzBee missiles. Max ammo that can be carried for this blaster is 6 pieces. They can be picked up and reused.
    Secondary: Any pistol with an ammo capacity of 10 darts or less. Can shoot up to 60ft/20m flat max.
    While the soldier does not have the greatest combat ability, they are also the most lethal with their rockets.

    Demoman:
    Primary: Any non-automatic blaster than can shoot up to 90ft/30m or less.
    Secondary: A pistol with an ammo capacity of 6 darts or less that can shoot up to 60ft/20m flat max.
    Grenades: 2.
    Good for protecting teammates and providing a skirmishing screen.

    Pyro:
    Primary: Raider or Alpha Trooper, max range of 60ft/20m flat max. Only class that can use 35 drums.
    Secondary: Melee weapon.
    Designed to dish out pain with a high ammo capacity and rate of fire. Melee weapon is there in case someone is able to get through the hail of darts you put out.

    Scout:
    Primary: Double Shot or Barrel Break.
    Secondary: Single shot spring pistol with a maximum range of 60ft/20m flat max.
    Tertiary: Melee weapon.
    Scouts are able to sprint, and are ideal for flag running.

    Medic:
    Primary: Magstrike or RapidFire 20.
    Secondary: Pistol with an ammo capacity of 6 darts or less that can shoot up to 60ft/20m flat max.
    Only class with the “Resurrection” ability. Good for a team player less focused on kills and more on objectives/survivability. Max 1 medic per 10 players on a team.

    Heavy:
    Primary: Stampede/Vulcan, limited to 18 round clips/25 round chains only, or a shield.
    Secondary: Pistol with a maximum ammo capacity of 10 that can shoot up to 60ft/20m flat max.
    Only class that cannot run/jog. Able to put out a lot of automatic firepower, and only class that can push the cart in Payload.

    Spy:
    Primary: Maverick or Spectre
    Secondary: Melee weapon.
    Allowed to sprint. Upon a successful melee tag, the spy is then invulnerable for 5 seconds, but is not allowed to shoot/melee for 5 seconds. Must shout “One! Two! Three! Four! Five!” during this time. Good for fast kills without fear of repercussion for daring tags.

    Sniper:
    Primary: Any blaster that can shoot up to 120ft/40m flat max (airguns, high powered springers).
    Secondary: MANDATORY for snipers. Can be any pistol with a maximum capacity of 6 darts, which can shoot up to 60ft/20m max. Are allowed to carry two pistols.
    Designed as a support role to pick off high priority targets. Cannot shoot their primary at a target within 60ft/20m, and must use their pistols within 60ft/20m.

    Engineer:
    Primary: Any single shot blaster (quadshot, singled Triple shot, handcannon) that can shoot up to 90ft/30m flat.
    Secondary: A pistol with an ammo capacity of 10 darts or less that can shoot up to 60ft/20m flat max.
    Max 1 Engineer per team, no matter team sizes. The engineer is able to place a single portable spawn point anywhere on the field.


    Last edited by Swatsonia on Mon Dec 19, 2011 2:56 am; edited 7 times in total
    night stalker
    night stalker


    Posts : 129
    Join date : 2011-04-28
    Age : 24
    Location : beudesert qld

    Game Type - Foam Fortress: Hybrid Empty Re: Game Type - Foam Fortress: Hybrid

    Post  night stalker Thu Nov 17, 2011 9:37 am

    Is hybrid the location?
    Swatsonia
    Swatsonia


    Posts : 457
    Join date : 2010-07-20
    Age : 30
    Location : Willeton, Perth, WA

    Game Type - Foam Fortress: Hybrid Empty Re: Game Type - Foam Fortress: Hybrid

    Post  Swatsonia Thu Nov 17, 2011 9:47 am

    No, it's named Foam Fortress: Hybrid, as it is a combination of FFP and WA foam fortress rules.
    LegionOfShadows
    LegionOfShadows


    Posts : 38
    Join date : 2011-12-20
    Age : 25
    Location : Meringdan, Darling Downs, Queensland

    Game Type - Foam Fortress: Hybrid Empty Reply

    Post  LegionOfShadows Tue Dec 20, 2011 1:40 pm

    Hmm...it appears to this casual onlooker that thou havest created an unnecesarily complicated form of entertainment set in the playing environment of nerf...

    Sounds awesome, but seems like too many rules. It'd probably be better as a computer game, too hard to actually follow the rules.

    However, you put a lot of thoguht into that. I commend you, Swatsonia, however, my comments still stand.

    Legion away!
    Napolean
    Napolean


    Posts : 61
    Join date : 2011-03-05
    Age : 26
    Location : Bomaderry/Nowra NSW

    Game Type - Foam Fortress: Hybrid Empty Re: Game Type - Foam Fortress: Hybrid

    Post  Napolean Wed Dec 21, 2011 2:02 am

    LegionOfShadows wrote:
    It'd probably be better as a computer game, too hard to actually follow the rules.

    Legion: it is.


    Swatsonia wrote:
    loosely based on the PC game, Team Fortress 2.




    Napolean
    LegionOfShadows
    LegionOfShadows


    Posts : 38
    Join date : 2011-12-20
    Age : 25
    Location : Meringdan, Darling Downs, Queensland

    Game Type - Foam Fortress: Hybrid Empty Reply

    Post  LegionOfShadows Wed Dec 21, 2011 4:58 am

    Aha, but my comments still stand. To transfer that to nerf would need a team of professional referees and thigns like the measurements on every side. You'd probably need a ref watching each player.

    I'm sorry, but it seems like the truth. Unless you can concoct a means of making it more simple to play and ref while keeping the rules, I must say it might not work,

    Just my two cents, there. I'm not a veteran nerfer like you guys; the only nerf battles I aprtake in are pathetic and basically have no rules.
    Swatsonia
    Swatsonia


    Posts : 457
    Join date : 2010-07-20
    Age : 30
    Location : Willeton, Perth, WA

    Game Type - Foam Fortress: Hybrid Empty Re: Game Type - Foam Fortress: Hybrid

    Post  Swatsonia Wed Dec 21, 2011 5:10 am

    It's actually not that complicated, you just need to remember your class restrictions and what happens if you get hit by a rocket/grenade.

    90% of the rules are class-based, so there's no need to remember them all.

    Also, unless you play with a bunch of dishonest people, referees aren't needed, it is simply an expansion upon what people already play.

    It basically involves a lot of pre-game checks of equipment, and that shouldn't take more than 5 minutes, especially if you are familiar with who you normally play with.
    LegionOfShadows
    LegionOfShadows


    Posts : 38
    Join date : 2011-12-20
    Age : 25
    Location : Meringdan, Darling Downs, Queensland

    Game Type - Foam Fortress: Hybrid Empty Hmm

    Post  LegionOfShadows Wed Dec 21, 2011 5:16 am

    Now that you say that, I do see what you're getting at...

    And, heh, I play with a lot of dishonest people(friends.) See, a lot of them are the type that get p*ssed when they don't win.

    And then say when they're intentionally annoying me with Nitrons and nitefinders by shooting it at my head, and when I ask them to stop, they say "RAGER!"

    So see, I don't really have an oppurtinity to partake in organised games.
    Swatsonia
    Swatsonia


    Posts : 457
    Join date : 2010-07-20
    Age : 30
    Location : Willeton, Perth, WA

    Game Type - Foam Fortress: Hybrid Empty Re: Game Type - Foam Fortress: Hybrid

    Post  Swatsonia Wed Dec 21, 2011 5:19 am

    Yep, people are definitely a lot more disciplined in the organised wars.

    While this is getting steadily off-topic, I would suggest implementing rules in your games, and making repercussions for breaking those rules, all the time keeping safety in mind.
    LegionOfShadows
    LegionOfShadows


    Posts : 38
    Join date : 2011-12-20
    Age : 25
    Location : Meringdan, Darling Downs, Queensland

    Game Type - Foam Fortress: Hybrid Empty Reply

    Post  LegionOfShadows Wed Dec 21, 2011 6:00 am

    If that woudl be implemented, I might as well just get only the quarter that do any organised action.

    Hmm. If you could release successful footage of this working in-game, I would play it.

    But, my two cents now agree that it is probably very simple once worked out and rules laid out.

    The problem I think is the classes having a specific weapon as one of their things. Double Shot or Barrel Break makes me not wanna be a spy.
    Swatsonia
    Swatsonia


    Posts : 457
    Join date : 2010-07-20
    Age : 30
    Location : Willeton, Perth, WA

    Game Type - Foam Fortress: Hybrid Empty Re: Game Type - Foam Fortress: Hybrid

    Post  Swatsonia Wed Dec 21, 2011 6:12 am

    The specificity of class weapons is to adhere to the formula of TF2.

    That, and a Doubleshot and Barrel Break can't be used by Spies.
    LegionOfShadows
    LegionOfShadows


    Posts : 38
    Join date : 2011-12-20
    Age : 25
    Location : Meringdan, Darling Downs, Queensland

    Game Type - Foam Fortress: Hybrid Empty Oh

    Post  LegionOfShadows Wed Dec 21, 2011 6:13 am

    Oh, I was thinking of the scout.

    You still get it don't you? Unless everyone brought their weaposn that were mentioned as usable, or it was already supplied, I wouldn't see it going anywhere.

    Anyhow, see ya!
    Swatsonia
    Swatsonia


    Posts : 457
    Join date : 2010-07-20
    Age : 30
    Location : Willeton, Perth, WA

    Game Type - Foam Fortress: Hybrid Empty Re: Game Type - Foam Fortress: Hybrid

    Post  Swatsonia Wed Dec 21, 2011 6:15 am

    That's the thing, people do have and use those kinds of blasters at wars. Seeing as FF:H was mainly tailored for WARoF, it is far more compatible with the WA community, which is rather diverse.

    And of course I still get it, I wrote the whole thing

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    Game Type - Foam Fortress: Hybrid Empty Re: Game Type - Foam Fortress: Hybrid

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