Awesome, the more the merrier.
This is what the playlist currently looks like. It's still subject to revision, as I'm trying to work out how long things might take, when to slot lunch, when to refill at the factory, setup, etc.
Friday night: Night rounds if desired.
At the Factory:
Round 1: 2 Flag CTF (East vs West)
1 flag in the East Warehouse, lower level
1 flag in the West Warehouse, lower level
If uneven teams, West gets the extra player as they have one more entrance to cover.
Round 2: CTF Rematch (Switch sides)
If uneven teams, one player will need to volunteer to play as West twice.
Round 3: 5 Base Outpost
Bases marked by PVC sticks on bell reducers, each end of the stick has a different team color on it.
1 stick in the East Warehouse, upper level
1 stick in the East Warehouse, lower level
1 stick on the Central Courtyard Platform
1 stick in the West Warehouse, upper level
1 stick in the West Warehouse, lower level
The team with the most bases at the end of time wins.
Bases start out "neutral" and may be captured in any order.
To capture a base, flip the stick so your team's color is showing. You must write your name and team color in the book next to the base in order to complete the capture. If hit during this process, the base is not captured and you must reset the stick.
Infinite lives, but you can only respawn at a base your team controls. If you have no bases and are hit, you cannot respawn until a surviving teammate captures a base.
Round 4: Outpost Rematch (Switch sides)
Round 5: Protect the VIP (maybe Rivalry)
Ben's nephews are the VIPs for each team. Everyone has unlimited lives except the VIPs, who have 1 life. If your VIP gets shot, you lose.
Round 6: Regular OHS (maybe Rivalry)
Unlimited Lives. However, you are eliminated when you run out of water.
At the secondary site:
Round 7: Uncapped OHS (Rivalry)
Normal OHS, but everyone starts with their guns empty. Main primaries, long round.
Round 8: Friendly OHS
If you get hit, you switch teams after respawning. Team score only. Ends with elimination of one team.
Round 9: Juggernaut OHS/OHK mix
Everyone plays OHS (light primaries), but if you get hit by a juggernaut (main primaries), you are eliminated from the round. Ben's nephews are the juggernauts.
End of Day
Round 10: Regular OHS (Rivalry)
This round is mainly so that players can get a feel for the abandoned estate and see where things are.
Round 11: 7 Base Outpost
2 sticks in the mansion
1 stick in the greenhouse
2 sticks in the middle buildings
1 stick in the side shed
1 stick in the tunnel building
Same rules as Saturday's Outpost rounds.
Round 12: Outpost Rematch (Switch sides)
Round 13: Offense-Defense: 2v2v2v...x OHK around the abandoned estate. Each pair has a veteran and a newer player, the veteran uses a light primary and the newer player uses a main primary. Ends with elimination.
At the secondary set of buildings:
Round 14: 2 Flag CTF
1 Flag at the Barn
1 Flag at the Foundry
Round 15: CTF Rematch (Switch sides)
Round 16: Barn Siege (HTL)
Defend the barn. Defenders have light primaries, attackers have anything goes.
Round 17: Siege Rematch (Switch sides)
Round 18: Lottery OHS (maybe Rivalry)
Normal OHS, but each player draws from a hat to see if they get a light primary, a medium primary, or anything goes. Then they flip a coin to see if they start the round loaded or empty. Team starting positions are at the barn and foundry. Long round.
End of day
Monday: Rounds if desired.
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers