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 alternate game modes

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Lippa [193rd RET]
Honorably Discharged.

Lippa [193rd RET]


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PostSubject: alternate game modes   alternate game modes EmptySat Jun 02 2018, 14:33

hey guys, apparently at the last public realism event you all decided to throw in some of the alternate game modes in the mix, such as rifles only, and the public really enjoyed it. with that said i think that we should brainstorm some more game modes on here and post them in the discussion so maybe we can try them out in the future.

one idea i had a couple nights ago, i was thinking an old west mode, (revolvers, shotguns, and knives only.) the only thought on this is we cant start the Germans off with revolvers and shotguns, so we would have to kill share before the game mode started.

below please post some of your ideas down.
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Kirch [193rd GIR]
Second Lieutenant, O-1.

Kirch [193rd GIR]


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PostSubject: Re: alternate game modes   alternate game modes EmptySat Jun 02 2018, 18:38

I wouldn't be surprised if we could get the public interested in our zombie event, though I think we need to figure out how to put up MoTDs for events like this because last time there were guys who were basically forced to spam chat or go spec to make sure people were following rules. So much for a small event lol.
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Africa [193rd RET]
Honorably Discharged.

Africa [193rd RET]


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PostSubject: Re: alternate game modes   alternate game modes EmptyWed Jun 27 2018, 02:12

Is there a way to run maps that are different than the vanilla maps on the public server? Or we don't do it because it is too unstable?
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Kirch [193rd GIR]
Second Lieutenant, O-1.

Kirch [193rd GIR]


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PostSubject: Re: alternate game modes   alternate game modes EmptyWed Jun 27 2018, 11:13

I think the reason we kept custom maps off the public server so long was because it kills server population in DoI having your server listed away from the official servers but I wouldn't be opposed to it, the vanilla maps are burnin me out.
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Winters [193rd RET]
Honorably Discharged.

Winters [193rd RET]


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PostSubject: Re: alternate game modes   alternate game modes EmptyThu Jun 28 2018, 12:18

Yeah I am up for zombie mod
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Payne [193rd RET]
Honorably Discharged.

Payne [193rd RET]


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PostSubject: Re: alternate game modes   alternate game modes EmptyThu Jun 28 2018, 12:41

Here's an old post I dug up from back in the 5th RB. (Feels like yesterday when we tried these on Days of War Carentan. :/ Time flies!

Patrol: (15 minute round.)
- Allies must attack and get at least 1 team member to either guard hut near axis spawn. Axis must defend and prevent allied member from getting into a guard hut.
Once dead, remain in spawn with knives out until living squad leader calls reinforcements. (Squad leader may NOT call reinforcements if he dies.) Reinforcements may be called at any time while the SL is alive. Once you die a second time after reinforcements are called, you must stay in spawn with knives out.


Search and Destroy: (10 minute round)
- Allies must plant bomb on either the AA gun ("A" objective) on church street or the axis truck ("B" objective) on statue street. To plant a bomb, you simply type in chat "A [round time]" or "B [round time]" for either one of the objectives chosen to blow up. Attackers only have to blow up one of the two objectives. Once the bomb is placed, the defenders have 1 minute from the time of the bomb plant in chat to defuse the bomb by repeating the bomb site name and the round time for defuse. Typing in chat acts as if you are planting or defusing the bomb notionally. Once you die, you stay in spawn with knives out.

Secure/Counterattack:
- Allies must secure either the double flag, or 1 of the 2 axis flags. Germans defend the flags. Once a flag is secured, the allies type in chat and say over all talk "secure [round time]". All axis then must retreat back to spawn or stay in axis spawn if dead. Axis may not shoot when retreating. Allies have 1 minute to get their members in spawn back to the secured location acting as reinforcements. After 1 minute is complete, the Axis leader type in chat and over all talk "counter attack [round time]. The axis then have 5 minutes to counter attack and retake the flag. If you die after reinforcements/counterattack phases, you must stay in spawn with knife out.

POW:
- Axis begins in allied spawn, Allies begin in axis spawn. Axis must hide 1 allied POW anywhere east of the main street in Carentan. The POW may not talk over all talk until he is recaptured by allied forces. The POW must drop his gun near the location of his capture. The pow may not move from the location he is placed. However, the pow may hit objects, jump up and down or shake (as if bounded with rope) to get the allies attention. Once the allies have secured the POW, the POW must get back to one of the axis guard huts near axis spawn. When the POW is captured, all living Germans must commit suicide and be re spawned in axis spawn. (This is different from how we did it today. Germans did not suicide after POW was captured, what do you guys think of this change to make it a bit more organized and fair?) The axis must try to keep the POW from getting back to axis spawn hut. Also, dead allies in spawn may reinforce allied team once the POW is retrieved and the germans have committed suicide. If the POW dies after the allies retrieve the POW, the axis win. Only the POW must get to the guard hut to win. No other allies can act as the POW, however you can act as a disguise to trick the Germans.
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Tadlock [193rd RET]
Honorably Discharged.

Tadlock [193rd RET]


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PostSubject: Re: alternate game modes   alternate game modes EmptyFri Jun 29 2018, 17:56

Prison Break

Where you have prisoners and you also have prison guards and the prisoners are alowed shanks or knifes and they have to secretly and quietly take out all the guards hhah
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