Operation: Infection

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Operation: Infection

Post by Avenger » Tue Apr 10, 2012 10:00 am

Here is a "zombie" scenario I wrote up.
Rules:
Survivor Rules
Low-Midcaps only for AEGs. Maximum loaded ammo for AEGs 100 rounds. Unlimited ammo for shotguns and pistols. Maximum loaded ammo for Sniper rifles/DMRs 50 rounds. Maximum velocity for AEGs/Shotguns/Pistols 400 FPS with a .25. There will be NO MED on AEGs, shotguns and pistols. Maximum velocity for Sniper Rifles/DMRs 500. Sniper Rifle/DMR MED 50 feet. Melee kills are allowed. Full automatic is NOT allowed.
Infected Rules
Infected must place both hands on a survivor for a kill. Infected must be hit three times to be killed, UNLESS they are hit in the head, which is a one hit kill. Because of this encouragement of headshots, full face eye protection is a requirement.
Other: Some survivors will be given “injectors” loaded with antidote, and may touch an infected with it to cure them; if an infected touches a survivor trying to heal them, then the infected will be cured and the survivor will be infected.
At registration, everyone will write their name on a small piece of paper. At the pregame briefing, three quarters of the names will be pulled from the hat. These will be infected.

Survivor objectives- Get to the lab and save the scientist, after the scientist is saved antidote will be distributed to certain survivors. After survivors reach the scientist, they must escort him to the extraction point and hold out until the extraction arrives.
Infected objectives- infect all survivors.

Story line- It is the year 2013. In December of 2012, toxins were released from the ground. No one truly understands how, but the effects are obvious. People are turned into mindless animals, feasting on the flesh of animals and even other humans. A group of scientists found a cure, but their compound was breached, and most of the scientists killed. We got a distress signal from one of the surviving scientists, and a group of surviving military personnel and civilians are sent to rescue him.

I am thinking of running this at Red Fox if it gets a good response. It will be a daytime op, and more details will be added if it goes into real production. I need you guys to rate it, and give me your ideas!

Thanks for reading!
Last edited by Avenger on Tue Apr 10, 2012 11:02 am, edited 1 time in total.
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Re: Operation: Infection

Post by PRincess » Tue Apr 10, 2012 10:03 am

You understand that most midcaps hold 100 rounds right?
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Re: Operation: Infection

Post by Avenger » Tue Apr 10, 2012 10:06 am

I have 120 round midcaps, so I figured there needed to be a rule.

EDIT: That also means that you can carry one 100 round midcap, two 50 round lowcaps, etc.
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Re: Operation: Infection

Post by Radkov » Tue Apr 10, 2012 10:48 am

Trigger time seems a bit too open and spread out for a Zombie scenario. Besides, zombies and daytime? It should be dark and scary. There was one zombie-game a while back that was quite fun, at Fort Prince. There was a limit on the number of AEGs on the survivor's team. What's more realistic? A band of survivors where everyone has pistols and shotties, and maybe one guy might have a semi-auto AR15 or a squad-sized level of guys in full military kit with ARs, sniper-rifles, DMRs and the like with limited ammo? This seems more like it would be a turkey shoot for the survivors than an actual game.

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Re: Operation: Infection

Post by Avenger » Tue Apr 10, 2012 10:54 am

The thing is, fewer people would be able to attend a night game(myself included).

This is what inspired me- http://www.youtube.com/watch?v=ilK2DCa6VB4
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Re: Operation: Infection

Post by Radkov » Tue Apr 10, 2012 11:00 am

Something in closer quarters would still be better. Fort Prince, or maybe something at Red Fox where Silverado could be a big, infected city.

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Re: Operation: Infection

Post by Avenger » Tue Apr 10, 2012 11:02 am

I haven't been to FPTC, Triggertyme or RF. I've seen pics of Syilverado City, and that would work better.
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Re: Operation: Infection

Post by C Taylor » Tue Apr 10, 2012 11:31 am

There is alot of safety issues with this one. DMR's and Sniper rifles are very powerful. I guarantee someone will be shot within 50' because someone doesnt know their engagement distance and just shot because it was a reaction. Plus, people get too trigger happy when someone scares the shit out of them. I still have scars where i was a zombie in a game at fort prince a few months ago and that was a 300 fps limit. Anything like this needs to be CQB because if not, all the zombies wont even reach 50' of the survivors.

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Re: Operation: Infection

Post by Echo1 Operator » Tue Apr 10, 2012 11:43 am

I played operation: infection at a CofC sorority mixer.
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Re: Operation: Infection

Post by marpat96 » Tue Apr 10, 2012 4:40 pm

Airdog Airsoft should be hosting another OP: F.E.A.R. soon, so you could maybe go to that, if they even have it, and steal a few ideas.
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Re: Operation: Infection

Post by Felix » Tue Apr 10, 2012 6:47 pm

We tried Zombies, twice. First one was awesome, second one was a bust. People have to want to do it. Sorry.
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Re: Operation: Infection

Post by Radkov » Tue Apr 10, 2012 7:14 pm

For the record, I remember wanting to do the second game but couldn't get up there for it. The first was definitely great, and I think another attempt couldn't hurt. Maybe at the next FP game closer to October, for the spirit of Halloween. Play a regular day game up there then after a dinner break and after the sun sets we could have a sort of 'pick-up' zombie match.

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Re: Operation: Infection

Post by Avenger » Tue Apr 10, 2012 8:06 pm

That's a pretty good idea Undead

Felix, in case you didn't notice, I posted a thread about my scenario in General DIscussion before organizing a game with one of the reps :P
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Re: Operation: Infection

Post by Felix » Tue Apr 10, 2012 10:31 pm

Dmrs and snipers are a no go on any CQB field, especially when one of the objectives is to run up on your MED.

How can you get a melee kill on a zombie? They have to touch you, so that wouldnt work.

Never ever do the headhsot thing. Full face masks are always required but headshots SUCK period. I have a full fiberglass mask, and htough it will protect me, i still dont want to be shot in the head.

Mag limits are a yes, but why not bring just shotguna and pistols and use them unlimitedly? Might want to bump that up a shot or two.

The idea of the infected becoming a survivor isnt really a plausable idea, that could go wrong in so many ways. Try to limit the ability to become human from zombie as much as possible.

Scenario objecitves are written to make this a 20-30 minute run. May want to add more objectives.

I like the choosing random names, but that could VERY easily break up teams and friends, leaving you with people LoneWolfing or just dis-interested.

Final note: if you find the people wanting to do this, i still have the ENTIRE Op: Dear Survivors objective list and scenario, and i can run it.
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Re: Operation: Infection

Post by Mr. Marauder » Wed Apr 11, 2012 12:35 am

When done properly, it can be a lot of fun.

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