Page 1 of 2

Operation: Infection

Posted: Tue Apr 10, 2012 10:00 am
by Avenger
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!

Re: Operation: Infection

Posted: Tue Apr 10, 2012 10:03 am
by PRincess
You understand that most midcaps hold 100 rounds right?

Re: Operation: Infection

Posted: Tue Apr 10, 2012 10:06 am
by Avenger
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.

Re: Operation: Infection

Posted: Tue Apr 10, 2012 10:48 am
by Radkov
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.

Re: Operation: Infection

Posted: Tue Apr 10, 2012 10:54 am
by Avenger
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

Re: Operation: Infection

Posted: Tue Apr 10, 2012 11:00 am
by Radkov
Something in closer quarters would still be better. Fort Prince, or maybe something at Red Fox where Silverado could be a big, infected city.

Re: Operation: Infection

Posted: Tue Apr 10, 2012 11:02 am
by Avenger
I haven't been to FPTC, Triggertyme or RF. I've seen pics of Syilverado City, and that would work better.

Re: Operation: Infection

Posted: Tue Apr 10, 2012 11:31 am
by C Taylor
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.

Re: Operation: Infection

Posted: Tue Apr 10, 2012 11:43 am
by Echo1 Operator
I played operation: infection at a CofC sorority mixer.

Re: Operation: Infection

Posted: Tue Apr 10, 2012 4:40 pm
by marpat96
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.

Re: Operation: Infection

Posted: Tue Apr 10, 2012 6:47 pm
by Felix
We tried Zombies, twice. First one was awesome, second one was a bust. People have to want to do it. Sorry.

Re: Operation: Infection

Posted: Tue Apr 10, 2012 7:14 pm
by Radkov
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.

Re: Operation: Infection

Posted: Tue Apr 10, 2012 8:06 pm
by Avenger
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

Re: Operation: Infection

Posted: Tue Apr 10, 2012 10:31 pm
by Felix
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.

Re: Operation: Infection

Posted: Wed Apr 11, 2012 12:35 am
by Mr. Marauder
When done properly, it can be a lot of fun.

CQB City Zombie Survival