This is a series of concepts to be used within games. The purpose of these add ons is to increase the amount of fighting and to give a certain nonlinear experience to the game. Games such as Outposts and 1 flag CTF have taken our wars to a whole new level of play in terms of game tempo and actual amount of time spent fighting. The following concepts, known loosely as "Checkpoints," are intended to up the tempo and fighting in standard 1hs and other respawn games.
Heavy Weapon Control Point
A specific location on the battle field contains a CPS 2000 or other heavy weapon. The heavy weapon may be used only within the confines of a specified space. Gamers may better understand this concept by visualizing a railgun or minigun in a video game and imagining that said minigun could be moved within a certain area (however far the war's host deems apropriate or marks off with engineering tape, etc). This checkpoint can be used to increase the value of certain areas on the battlefield. For instance, a CPS 2000 checkpoint may be located on a bridge, next to a path intersection, 15 feet from a flag, etc. This checkpoint is best used in games where blasters with 10x + nozzles are off limits, since the heavy weapon represents a true advantage over other weapons on the battlefield.
Key positions are worth a specified number of points at the end of the game. For instance, if you control a bridge deemed a key position your team gets the amount of points allocated to that bridge. I took inspiration from the later Vermin Wars, where we played CTF 1hs and CTF 1hk, where the flags were worth 5-10 points and shooting someone was worth 1. In this instance, however, you don't move the flag, it is a static strategic position ala the flags in Outposts. When incorporating key positions into a 1hs game one may imagine it as a hybrid of Outposts and 1hs where the flags are worth points. To avoid confusion you can use colored tape, engineering flags, etc. with the amount of points written on them with a sharpee; or a ruleset can be established where a certain color tape or flag is worth a certain amount of points.
Games get boring when one team climbs to the top of a hill and waits for the other to attack. On the other hand, battlefields with little variation in height can become linear and boring since any bit of ground may be just as good as another. When hills, ditches, etc. get thrown in teams are more likely to stand and fight for a special piece of ground, even when outnumbered. Think of the Union Cavalry's insistence on fighting and stalling the Confederate advance on the first day in order to keep the Confederates from seizing the high ground. For our games we can mark off specific pieces of high ground that are fair game to use. Today I saw a mini bluff overlooking a path which was following a creek. The bluff was about 5 feet off the ground and was part of a finger or ridge that led up to a much much higher hill that paralleled the creek and the path. Using high ground check points you could mark off the bluff overlooking the stream and the path, but keep the rest of the hill off limits. This way one person could hide on the 5 ft enbankment looking over the path/stream, but you couldn't position an entire team on the ridge as a whole.
Teams get respawn zones. When you are hit you must go back to your team's respawn zone. An Outpost flag with your team's color facing up is located at your respawn zone. When another team seizes your respawn zone they flip the flag so that their color is facing up. When this happens your team no longer has a respawn zone and the game turns into 1hk for your team until you retake your respawn zone, or take the enemy's.