Scenario Spying Tips
Posted 22 April 2008 - 04:02 PM
In order to begin your work as a spy there are going to be rules you abide by for the game. I suggest when you become a spy brief yourself with the game director with all the rules of what you can or cannot do. My first time as spy I had no clue about my special abilities, I later went on to learning them, and kept learning about them to the point where I was assassinated. I could have helped out a lot sooner and created a lot more mayhem earlier if I took some time to discuss what I was able to do.
I’ll admit some of the things contained in the guide seem unusual in the game, but as my XO for a game put it, “If you accept this position, you’ll be the most hated player on the field.”
With that out of the way, a Spy should abide by game rules first, and then guide rules. Think of them as core beliefs that will help you out to maximize gameplay as well as benefit your team.
Rule #1- Never ever do anything that will hurt your team.
This could be feeding info to the other team or betraying the upper chain of command. You’re suppose to be helping and making sure your team wins, not hurting them. When it comes down to a trade for information, keep the other team on a hook. Feed small amounts of info that won’t help them (but play it up like it will) here and there in order to get what you have to… Or just lie.
Rule #2- The mission comes first.
If it comes down to taking out a teammate to remain undercover, Hallmark makes an apology card. It may go against the whole friendly fire rule and honor code in paintball, but your mission is to remain hidden from the enemy while you do your job.
Rule #3- Never Stand Out
If you’re wearing multicam in a field of digital or regular woodland, people will remember you. If you’re sporting a really nice marker, people are going to remember you. If you’re bragging, loud, outlandish, extremely quiet, or anything that will stand out, you’re going to be remembered. You don’t want to be remembered. You want to be able to be noticed, but not remembered. You will be That Guy (or Girl) where you show up now and then to chat or talk about the mission, but never will you be well known. This applies even at your base. You should be viewed as another walk-on player. Also a head tilted towards the general to listen to what he’s saying when you’re not in the conversation is a tip off of suspicion. (I’ve worked base security before being a spy, which netted me my spy role)
Rule #4- Report Directly to the Commander.
There’s no need for a middle man. Secrets are key, and security is important. Having people on the team know you’re the spy leads to trouble, people talk. This rule can even be apart of Rule #3, but it’s important enough to be a separate rule.
Following the guide rules is only the first step. The rest of this is going to be what I learned and practiced during the game where I won MVP as a spy. They’re effective, they’ve been tried and tested.
-Your marker should be something standard and nothing worth a second glance at. A generally stock 98c will do the job, even a spyder. Something fancy and flashing like a Longbow will get looks… Those looks draw attention, attention you don’t want. I haven’t played in awhile, but if paintball has remained constant people remember your marker and you… That’s not very good considering this is one of the reasons rule #3 was made.
-Vests are dependant on the field. If everyone is wearing one and you’re not, you’re going to be remembered, if you’re wearing one and few people are, they’ll remember you. Best bet: When the mercury skyrockets cargo pants and a camelback are your best option for keeping that extra gear. Plus if you’re gathering info you won’t need a lot of paint, you’d be surprised at how long a hopper can last.
-Camo is definitely field dependant. Scout out the enemy’s team and find the most common. Avoid anything with logos are rare clothing. You want to be bland and unrecognizable. Standard Woodland and a green t-shirt works fine in the summer… Though a recent trip to a sporting goods store suggests digicam to make an arrival.
-Pistols are something I’ve never used before as a spy, but this is a theory section because I’ve been in situations where I would have liked one. For example, I had a mission that involved meeting with an agent, they were told to expect trouble and brought along some company… Unfriendly company. Not expecting this, they told me to put my marker down and walk away from it for the meeting to begin. A pistol tucked in my pants (with the safety on) would have been useful in case things went sour. Having something small and concealed can prove useful.
-Vastly underestimated is a pack of cigarettes… Now smoking is bad, it kills, but it’s a useful tool for gaining entry into the command shack where refs & players usually light one up because the field allows your mask to be removed in the command bunker. Don’t smoke don’t worry… Gaining entry is all you need, you can “forget“ your lighter and if offered one you can save the cigarette for later. No one really questions someone with a smoking addiction who has to smoke. If you're underaged for cigarettes and you're in the heat of summer, you can most likely gain entrance by stating your mask is either fogging up or sweat is pouring down from the inside instead. Just remember, your FACE is going to be shown compromising any off field intelligence if you get busted.
-If you report directly to your commander, I highly suggest leaving a radio with him as you take a throat mic & radio out on the field with you. You can even state that you have a (imaginary) friend out on the field who wants to know what to do or is feeding you information when it is the commander himself. Just don't hand out the frequency to anyone else.
-You most important mission is this. Knowledge is power and with enough of it, your team can control the field. The best way to get this is gossip. Players walking on an off the field like to talk. Missions are chatted about, especially ones carried out. No one really pays that much attention to other players when they’re chilling off field. You’ll get the best intel on gossip and overhearing conversations… That is if you’re still a super secret spy, a blown cover can lead to people planning to feed you bad info. Plus sometimes special missions usually means someone is sent off field to recruit players. I was filling up my camelback with the other team’s armband still on when a guy walked up to me saying they needed yellow players for a “special mission”, I asked what and was told they were launching an attack on my base. After talking with some other yellows about it, they confirmed it (plus this guy was going through camps trying to find players)
-Remember when I said to never stand out? On field info is hard, but manageable to get. Asking too many questions can blow your cover, randomly showing up to ask “Where we at and what needs done?” can net you some info on what is going on. Starting up a chat with a "friend" on how you’ve been playing and then gradually leaning towards questions you want asked raises no suspicion. After all, you were only talking. Lame stories on how you’ve been playing are nice for talking and people tend to forget about that time you were hiding in bushes when the other team passed by and how intense you thought it felt. It’s boring yet effective.
-Stealing props is very tricky. Stealing props straight on can get you busted if you’re not careful. Sending the location and enemy strength around the area back to your team for them to organize a retrieval squad is a lot safer. Don’t know the location of where they hide their props? Say you found something that might be a prop (but it really doesn’t exist or is an item you planted) but didn’t know where you should have brought it, someone will direct you where to drop it off. If you end up having to give up the item, make sure it’s something big that can’t be hidden easily and shadow the person who has to deliver it. A large Tupperware box with things spray painted on can be mistaken for a prop.
-Probably the most fun you’ll have as a spy is these missions. If you do it right, you’ll destroy the HQ or kill the general and get away without anyone notice. One time I took out the general after talking with him about some non-paintball things in the HQ with my mask up for a good 5 minutes, then took him out. Later off the field he said it was great to see his team still out there at night… The head ref walked up to me and said it was the funniest thing he’s ever seen.
-Stealth is of the importance. Once you’re in you’re blown. It’s best to do these missions at night when it’s hard to make out clothing… Even keeping extra gear & clothes around is useful to blend right back in, after all they are looking for clothing, gear, and a marker you’re no longer using. When you do plan on taking out the general make note of the following: base security location, reinsertion points & times, and have an escape route planned. For greatest effect, take out the commander when a mission gets called in (stopping the mission) or right after a mission. While the mission is getting called in, you’ll have the most security, try to do assassinate the commander at night and pull the cigarette trick to gain entrance (if you can’t game entrance argue you don’t want to become a target) and after the missions are called in you can relay the info of the mission back to HQ and then assassinate the general with the reduced security. Remember even players just milling around the base are still security, anyone carrying a marker or has access to one is a threat.
-There isn’t a quick and easy solution to doing these missions, so my suggestions aren’t really gone into much depth as rules vary between scenarios. Besides, What if one of you will be a general I have to take out one day? Use stealth and discretion whenever possible.
I-’ve covered some of the general Spy abilities that seem to be common in a lot of scenario games that offer the Spy position. But remember there are times when you can get taped up by the enemy team and gather intell or lead missions astray, though assassinations may not be beneficial. Getting taped up by the enemy team is pretty much impossible with the whole role player card that is color coded to the team you’re suppose to be on. Your best bet in that situation is to play stupid like it’s your first scenario, walk in armbandless with your chronocard and present that. Keep asking if that card is the card they need, then say this is your first scenario and hopefully they’ll understand you don’t know what you’re doing. A “walk-on” player load out and appearance will get this job done… You can even show up in rental gear for a “this is my first time I‘m obviously not the other team“ appearance. Just remember being taped up as a different color doesn’t mean you can insert in the same are as that team.
-If you are serious about being a spy know yourself. Who stands out to you, what clothes catch your eye, what makes you remember someone or trust them, and what looks suspicious? Odds are that the way you view these people that fit those categories will also fit other’s categories. Then you apply them to be “invisible”, that’s your best camouflage. Also don’t be afraid to talk to people, if you’re anti-social or just don’t like talking playing as a Spy isn’t for you. Like I said earlier, the best intell you’ll gather will come from gossip and unless you want to raise suspicion, walking around directly asking people won’t cut it. Try ranting about the game, the paint used, your marker, anything before you start asking about the game. If you’re looking for a run around shooting them up James Bond style role, this spy isn’t for you. There are no fancy gadgets, no arch nemesis, and if you do your job correctly you won’t be hunted or well known until you’re shaking hands with your team’s commander on a job well done. Spying isn’t traditional woods ball, you’re alone and the best weapon you have is your head, using your marker to carry out this role isn’t an option: it’s a tool to be used to avoid being noticed and when necessary get you out of trouble. You also won’t be very honorable in your actions… Stealing, lying, and assassination won’t win you the sportsmanship award. Your mission, if you choose to accept it, is to lie, steal, and do whatever is bound by rules necessary to obtain critical first hand intell on the other team, you will betray and backstab “friends” made on the field to carry out your mission. For your actions you will be the most hated and dreaded player on the field, and you’ll be alone surrounded by those people. Unseen and unnoticed, but your actions will be felt.
Posted 29 April 2008 - 03:21 PM
Although I have yet to play the spy positon, I've seen some really good moves pulled in my years of RP Scenario.
Here's some additions:
Try and get in with a team pre-game so you blend in and the command staff will think you are part of said team.
If allowed, try to get another role - anything BUT Medic. Being a Pilot, Demo, Engineer, will get you in with the MRT's (Mission Running Teams) and will help you bust them up.
Missions in RP Sceanrio are what win the game, busting them is better than GK's (General Kills). GK's can be disruptive but with todays layered command staffs (XO, RTO, Base Security et-al) it doesn't normaly deny the side missions. Somebody else normaly jumps in and covers for the General. Getting on a MRT and especially talking your way into being the "Mission Card Holder" can deny a side many points. You let the MRT complete the mission BUT you don't hand the card in which = NO POINTS. I've seen a Spy come foreward post game at the awards ceremony with a fist full of missions cards doing the "neener-neener" dance - was hilarious!
Best move I've seen yet - The Spy somehow talked his way into being our sides XO. He pretty much won the game for the other side. Since he was "acting General" for a good portion of the game he would purposly write the missions down wrong, send missions to the wrong location, stole props, everything you could think of short of a GK. He was never discovered and survived the entire (24 hr) game. Shows what a sharp wit can do!
Team 10th Mountain
Posted 29 April 2008 - 03:44 PM
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Posted 30 April 2008 - 06:51 AM
One reason I doubt I could pull off the spy role is cuz too many people know me and my gear. I expect anyone noticing me opposite all my teammates would be a dead giveaway! Even if I change out marker they still know what I wear so a total gear change (esp mask) is the way to go. I got some old BDU's and a non-descript plain black mask... plus as said before some run-o-the-mill standard marker (I've got a few tippys).
This is a bit OT, but I've used this ploy to gain access to the opposition's base many times (non-spy / demo role). A flashy prop (real or fake) is normaly a ticket in, even when taped demo and the opposite side. I've gotten an "un-armed" GK/Base Kill with a breifcase full of Game Cash (and a statchel charge under the $). Another prop I've used is a Laptop/Sattelite Dish set-up - looks too cool to be fake
This post has been edited by Flip: 30 April 2008 - 07:13 AM
Team 10th Mountain
Posted 11 May 2008 - 09:39 AM
1) Try to depend on people's stupidity. If you're sporting the same hopper tape, what's there to fear, right? On a regular basis I've been able to walk literally through the front lines by playing dead, or waving friendly-like to the target team. Assassinated Engler that way. Either way, if you can find a decent firefight and walk by on the outskirts, odds are that the enemy team won't give you a second glance--big fights always carry heavy casualties, and you could be just another dead man walking. What I've had great success with is hanging my barrel bag around the feedneck of my marker and acting dejected...just remember to NEVER raise your hand, call out, or point the barrel in the air. Being a PEE SHOOTER and being a rulebreaker are two entirely different things.
2) STAY AWAY FROM THE EXPERIENCED GUYS. Avoid them like the GOLLY GEE WILIKERS plague. The last game I went to, THE SAME GUY pegged me on the foot. Don't get me wrong, he was a decent guy, but it sucks. But I had fun barrel tagging him throughout the day. Sometimes they can be to your advantage, but that advantage is negated once your cover is blown. If you can really play up the "omg i'm new plz halp" routine, they can give out a whole bunch of info to you they normally wouldn't. Kind've a PEE SHOOTER move, preying on their sense of goodwill, but whatever. Don't hate the player, hate the game.
3) You could consider this the antithesis of #2, but (sparingly) depend on other less-experienced players. Looks like a small squad, completely mis-matched? Try to join them. Give a BS excuse like you're new and want to help, etc. Any good spy should be innanely good at bull plopting anyone, even your own team...it just comes with the territory. If you can temporarily embed yourself into a small squad and find out where they're going, then your HQ can only benefit by knowing where they're going. This is only true for mis-matched squads. If you see a rank-and-file squad, just make like you're camping down at a bunker. Newbs do that, regardless of position on the field. Try not to look them over too much. Anyway, I digress. Stick with newer-looking teams. If you're feeling particularly ballsy, fall to the back of the group and tag one by one until the squad is all dead. If possible, do it unseen. But even if one sees you, just make like you've seen something and wave them over. Gets you in nice and close(especially if there's members of your side close) for the barrel tag. A phrase I've come to love is "You're barrel tagged. Walk out quietly or I'll be forced to shoot you." As you're all of two inches from them (and ideally behind their back) they'll probably listen to you.
4) Bring extra clothes. And gear. Bring extra everything. If you're compromised, the day isn't over. Just switch outfits (new clothes, marker, mask, EVERYTHING). Congrats, you're the 'new' spy. For example, I brought 3 complete outfits to a 10-hour game I just went to. Used them all. In short games, you don't have to necessarily wait around to gain trust. You can PEE SHOOTER people over alot more frequently that way.
5) Honor(?). Try to have some. Yes, you're the hired douche bag for the game, but if someone shoots you/bags your cover, shake hands, congrat them, all that crap. If you're good, they've done their work and should be shown that much. NEVER swear, curse, etc. when you get taken out...this is a fun game, with fun things to do. Don't degrade the game (any more than you've already done). Put it this way: I had a squad (literally) on my heels trying to kill me, and we still shook hands. This goes double for that one guy who routinely exposes your cover. At the same time, don't let them forget what you've done to them, either.
That's all I can think of off the top of my head. I'll add more when I do.
"Humans were made to fart around on this planet, and don't let anyone convince you otherwise."
-Kurt Vonnegut Jr.
Scientology is a cult. Suck it.
Posted 03 June 2008 - 01:02 PM
"Over 200 players hit the field on May 17th. Phase I was entitled “On the Brink” and set in Alkhan-Kala (the Wastelands and surrounding fields). The Russians captured six American journalists and NATO was tasked with recovering them alive. Points were awarded for control of the hostages and, to give NATO a chance, scoring did not begin until after the first hour. Both sides gained and lost ground throughout the morning. The Russians decided to fight a war of attrition and simply melted deep into the woods and whittled down the NATO Forces that came in to get them. In the end, NATO only ever found one hostage. Unfortunately, it was the one that the Russians wanted them to find--their FSB Secret Agent. No one searched her before taking her to General Convirs. She said her ‘Intel’ was for his ears only, so everyone backed away. Then she pulled out her paintball grenade and scored one for the Russians."
I wasn't there and I only know things that I read from the site, but I must say, that just reading about it is ingenious. I mean, you know what the enemy is looking for, and odds are most people wouldn't think of a hostage being armed (well afterwards I'm sure they searched every potential hostage) and by presenting intelligence as a bait, you just landed yourself an instant opportunity.
Yet exit strategy is a problem. Going after the big cheese means that he's going to have alot of people around him. It is manageable, but here, posing as a hostage with intelligence that is ears only gets them to take a step back, giving you enough time to draw a pistol for a barrel tag or, in this case, drop a grenade... If anyone here plans another trojan horse, I would suggest the grenade... It'll save you the welts.