The first evening, everyone just kind of ran around the property shooting at each other. That was fun, but I knew that eventually we'd have to do something a little more substantial to keep everyone interested, even though every twenty minutes for the next week one of the four-year-olds kept asking "Can we play with those guns?"
So, for our second round, I set up some stuff to make things more interesting. Out in one corner of the property we have a zip-line, and there's a two-story fort/swing set set up underneath it. I tied some twine in three locations on the fort and hung a Light Strike target on each one.
Almost 100 yards away, near the house, there is a picnic table. I set our LED lantern out on that. Then, halfway in between, I tied another bit of twine to a tree and hung a target on it. The rules of the game for the evening were as such:
- Whichever team color the targets on the fort are is the team that controls the "base." To capture the base, the opposing team must change all three targets to their color. Once this happens, "losers walk" - the team previously occupying the fort has to hoof it to the picnic table before coming back accross the playing field to try to take back the fort.
- When you are "dead" you must return to your "base" before respawning. If your team does not control the fort, this means the picnic table with the lantern on it.
- The target in the middle of the field is a "check point" - if it is your team's color, you may use it as your respawn point instead of going all the way to your base.
So this is a game type we will definitely be playing in the future. I'm also going to build a second fort, as well as determining some other points on the field that could be set up as "check points." This will allow for some other game ideas, such as Take and Hold - Timed rounds, with whichever team controls the most targets at the end of the round being the winner. Another idea - with the two ITS systems I have, they could be set up in Bomb Mode in the bases, and the first team to detonate the bomb in the opposing team's base wins. Working on ideas for how to play a Capture the Flag game, as well - though the traditional idea of dropping the flag when you're "Killed" probably doesn't need too much tampering. It would be cool to come up with an electronic way of carrying the flag, though.
I have a few ideas for "classes" as well, sort of "Team Fortress" style... I read an idea over at Rich Whiffen's blog about possibly capturing the ITS' medic pulses with a universal remote and it gave me the idea of doing just that and building the remote in to a "medipack" that a "medic" could carry with them. Equipment loadout ideas for the basic classes would look something like this:
- Sniper - Assault Striker with scope attachment
- Heavy Weapons - Assault Striker with Refractor Launch System (grenade launcher) or Rapid Fire System
- Soldier - Assault Striker
- Medic - Striker and Medipack
Additionally, we have some of the NERF N-Force weapons - fiberglass core foam swords, and shields. I've been thinking a Scout class could carry a Striker and a shield, though I haven't determined if the shield would badly imbalance gameplay by giving the Scout something to hide their Striker behind. Along similar lines, an Assassin/Ninja class could wear a sensor vest and carry just a sword - if they hit someone with the sword, they are effectively "dead" and must go to a respawn point. Since neither of these ideas integrate fully in to the games electronic system though, I'm still working out whether or not they are viable... and whether or not I can think up ways to add electronics to them if necessary.
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