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Roulette VIP

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Post by Scar Tue Nov 08, 2011 8:00 pm

This alteration was mulled over at the last meeting and I've given it more thought so I figured I'd post something here.

The game starts just as roulette would: Players separate into squads, squad captains draw cards to pick the oz, oz get's five kills before they are a zombie.

The difference is instead of just wandering around trying to survive for 30-40minutes, the humans have a goal. 10 minutes in a VIP will walk to a designated spot and activate a beacon(aka touch light) to show s/he is active. The humans must then escort the VIP to another designated spot to win.

The VIP cannot fire a weapon or run(if the person were so inclined they could RP being injured and limp). If the VIP is tagged it returns to the original point(s/he can run to respawn). If the humans get tagged they become zombies as usual.

While I was plotting this out in my head I thought the respawn/activation point would be behind D3 and the drop off point would be the Nowhere bridge. This would keep things in the regular play area as well as making it a bit more difficult.

Another option I thought about would be a half way check point(such as the white fence just past D2) that the VIP would respawn at once the group reaches it the first time.
Scar
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Join date : 2011-11-03

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Post by DiZ Tue Nov 08, 2011 8:19 pm

two words. Me Gusta
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Post by Scar Tue Nov 08, 2011 8:27 pm

It's not a huge shift, but a small addition would go a long way for gameplay. Zane even suggested having multiple roulette hybrids, but for now I was really hoping to give this one a whirl Thursday since is was the last SNUG of the quarter(more than likely) and it's not an overly complicated change.


Last edited by Scar on Tue Nov 08, 2011 9:03 pm; edited 1 time in total
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Post by DiZ Tue Nov 08, 2011 8:45 pm

i really like the idea of taking existing game modes and throwing in a slight curveball to them, i think it could really do a lot in terms of more games as well as gameplay
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