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Special Weapons Poll SPPL Players Vote Rate Topic: ***** 1 Votes

Poll: Special Weapons (45 member(s) have cast votes)

Possible new new Special weapons

  1. Two - 3 man reinsertions (34 votes [72.34%])

    Percentage of vote: 72.34%

  2. SPY (1 votes [2.13%])

    Percentage of vote: 2.13%

  3. Demolitions (2 votes [4.26%])

    Percentage of vote: 4.26%

  4. Tiberius advantage (10 votes [21.28%])

    Percentage of vote: 21.28%


#1 Guest_PaleRider_*

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Posted 05 November 2008 - 07:57 AM


Maintain 3 objectives 10 points each

Each objective has a special weapon inside
1- Dirty Bomb
2- 5 man reinsertion
3- ????? (Drop the RPG as a special weapon)

Possible new options -
Two 3-man reinsertions , drop the 5 man reinsertion.
Spy- Ability to change a flag
Demolition's - diffuse the dirty bomb
Tiberius advantage - 11th man with a pistol added to the field

Note keep in mind a few things - The gimmick factor, easy of use for player and referee and real value to a team.
This is not the final decision - simply a poll

This post has been edited by PaleRider: 05 November 2008 - 06:26 PM


#2 User is offline   whiskeyfoy 

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Posted 05 November 2008 - 08:45 AM

3 Man respawn FTW, out of all the options this is one that looks easy to understand for both a ref and player and would cause the least amount of controversy.
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#3 User is offline   Waldo 

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Posted 05 November 2008 - 09:07 AM

I Like the two 3-man respawns and the dirty bomb in the middle

#4 User is offline   Lomarandil 

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Posted 05 November 2008 - 12:07 PM

Running the dual- 3 man reinsertion seems the best to me.. Simple, effective.


#5 User is offline   OX88 

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Posted 05 November 2008 - 01:07 PM

:ghillie: The two 3 man and DB in the middle good for me.

#6 User is offline   Jester13 

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Posted 05 November 2008 - 08:45 PM

View PostLomarandil, on Nov 5 2008, 02:07 PM, said:

Running the dual- 3 man reinsertion seems the best to me.. Simple, effective.

I agree with the dude with the fro.
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#7 User is offline   MURPH 

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Posted 05 November 2008 - 09:28 PM

i like the three man respawns too.........but i have to say the tiberiuos advantage is awsome, and is very easy to reff. Keeps the sponsers happy too.
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#8 User is offline   Danger Dan 

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Posted 06 November 2008 - 08:04 AM

Curtis can you post a short description of each. I think I understand most of them but some of them Im not EXACTLY sure.

#9 Guest_PaleRider_*

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Posted 06 November 2008 - 09:43 AM

Dan you can read this thread for a complete update and open discussion.

But in a nut shell

The 2- three mans res would be exactly like the 5 man is now. Only there is one in each objective on each side of the field.

The spy would have the ablity to change any flag from it's present color to netural - How we do that is still ill open
having a ref do it is the most popular idea.

Demo - would be able to difuse the Dirty bomb - Again we would most likey have a ref pick up the DB

Tiberius - would allow an 11th man on the field armed with a T-8 and all the mags he could carry, he can play till he gets hit.
Team supplies their own pistol and mags

#10 User is offline   Splatter 

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Posted 06 November 2008 - 06:02 PM

Of the four choices offered, I think having two 3-man respawns is most useful. Why do I think that? Several reasons:
  • Most of the times I used the 5-man respawn, we didn't have 5 players in the box to respawn. Three is a good number.
  • The spy requires referees that are super on-the-ball and will probably need too many rules explanations about how to go about the whole "flag-change" thing
  • The Demolitions is only useful if the DB is placed. I don't like the idea of having a special weapon being dependent upon another special weapon.
  • The Tiberius Advantage is super cool and fun to play, but we have a hard enough time getting 10 players to commit to a tourney, let alone 11 or (holy cow!) 15.
Of course, I still like the idea of a "Mortar Strike" where the player using it just points out a bunker to a ref, and that bunker is automatically "hit" as if by a rocket. Simple, effective, and straight-forward.
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#11 User is offline   Swamp Thing 

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Posted 30 December 2008 - 12:34 PM

I also thing the most usefull revision is for two 3 man re incerts and the dirty Bomb.

I like the re incert alot it is a nice advantage to have but I do not think I ever used it for more than 4 guys and most of the time I used it at 3. Would be nice to have that ability twice per half.

I love the dirty bomb. Whaterver you do don't get rid of it.

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#12 User is offline   MikeyB2k 

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Posted 30 December 2008 - 09:35 PM

I agree with the majority of the posts, the 3-man insertions and Diffusing the Dirty bomb (Demolitions) seem the most useful in the SPPL scenario and also create more interesting battles and fights.

Spy doesn't seem entirely practical, while I can see the use of it in maybe a pinch situation, where a team needs to stall time and halt the other teams points. While this is a pretty interesting and not at all bad special weapon idea, it just doesn't add to the competitive nature of SPPL as the other two weapons can offer.

The Tiberius Advantage, while very fun and entertaining, seems more like a novelty special weapon, especially considering each team requires their own pistol and mag (which of course is understandable, but as I said, makes it more of a novelty).

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