New Gametype: Counter Nerf

This is currently a work in progress, to be attempted whenever the admins feel it is ready, and after all the class changes to FFS have settled

Counter nerf is an attack and defend gametype.
One team will be designated the attackers, and the other the defenders.
The defending team will have 3 bases to defend, arranged roughly in a triangle around the field, and a separate spawn point (this is to avoid the defenders getting instarez in the final base) which can be either in the middle of the 3, or behind them. The defenders spawn point can not be destroyed.

The attacking team has the objective of destroying all 3 bases. A time limit of 10/15 minutes will be imposed.
Should the attacking team successfully destroy all 3 bases the game moves on to phase 2. If they fail, the defending team is automatically declared the winners.

In phase 2 the teams swap, the time limit of phase 2 will be however long phase 1 took.

If the new attacking team manages to destroy the bases quicker than in round 1, they are declared the winner

NOTES

The rules for destroying bases is the same as other ffs gametypes, i.e. they can only be destroyed by a titan rocket (need to decide if defenders removing the attacking demo results in a win, or if defenders are not allowed a demo) related: defenders attacking and destroying the attacker spawn point possibly avoid so the game doesnt just become a deathmatch and keep the defending/attacking roles in place?

version 2 is a modification developed after talking with matt and previous SNW attempts at a similar gametype found here http://sydneynerfwars.forumotion.com/t102-under-siege-developing-sydney-s-base-defence-game-type

VERSION 2

this version would be more suited to a admin v ffs round, due to the smaller attacking team size

One team of 7 will be the attackers (1 of each class)
The other team will be the defenders. They will have no spawn point, and a limit of 2 medics, wearing hivis vests (and possibly no ghosts so no rally point)

The objectives for each team is the same as in version 1

The thinking of this version is that the atttackers will be required to utilize the abilities of each class in order to succeed, the lack of defender spawn point also means they will need proper coordination as they can win either by successfully having a demo eliminate each attacker, or keeping their medics alive and holding out for the time limit, the lack of respawn point also means they cant just keep rolling up, and gives the attackers a chance to eliminate a bases defense before the defenders regroup.

Nerf Centurion Breakdown running commentary

Ok, this will probably stay as a draft and get written up properly later but im just using it to write down everything i come across as i sacrifice this big red goat in the name of foamdar and science.

firstly, the priming bolt is very hard to get out, i mean seriously, i weakened part of the shell before it came out (it actually seems that pulling it out at an angle works better)

There are LOTS of screws =\
(pic of screws)

Dat. Frustration.

How to: Warden

War·den

[wawr-dn] 

noun

1. a person charged with the care or custody of persons, animals, or things; keeper.

Overview

A wise man once said, “the best defence is not a good offense… it’s a good defence! Get yourself a shield!”. No truer words could be spoken about the Warden, Foam Fortress: Sydney’s very own shield wielding class. The Warden’s hideous lack of fire power is made up for by their amazing defensive capabilities for both themselves and the rest of their team. This class was designed to be up at the front of the battle alongside the Assault, providing cover for their team as they help the push roll forward. Their load out appears as such:

Warden

Loadout Analysis

A melee weapon and a Shield says that the Warden belongs up front, right in the face of their opposition. The Shield is basically a source of moving cover.

Foam Fortress: Cup 2013 Results

Here are the results for the Foam Fortress: Cup for 2013.

Congratulations to team Iced VoVoYoBoTo for winning the inaugural event. Also well done to Team Extreme for being extremely competitive despite being 2 players short. They won our Play of the Day Award

Standings

1st Iced VoVoYoBoTo
2nd For Foam’s Sake
3rd Team McNuggets
4th Phamtastic 5
5th Team BFF
6th Team Extreme

Play of the Day

To all participating members of Team Extreme

Pool Results

Pool A

Pool A

Round 1

Round 2

Round 3

Penalties

Phamtastic 5

Win

Win

0

Team Extreme

Loss

Loss

0

Team McNuggets

Loss

Win

0

1: Phamtastic 5 def Team McNuggets – KOTH, Phamtastic 5 @ Carpark End

2: Phamtastic 5 def Team Extreme – Flag Bearer, Phamtastic 5 @ Carpark End

3: Team McNuggets def Team Extreme – Flag Bearer, Team Extreme @ Carpark End

Pool B

Pool B

Round 1

Round 2

Round 3

Penalties

Iced VoVoYoBoTo

Win

Win

0

Team BFF

Loss

Loss

2

For Foam’s Sake

Loss

Win

1

1: Iced VoVoYoBoTo def For Foam’s Sake – CTF, For Foam’s Sake @ Carpark End

     Penalty – (FFS) Graham Bryson – Affecting gameplay significantly after dart tag

2: For Foam’s Sake def Team BFF – Flag Bearer, Team BFF @ Carpark End

     Penalty: (BFF) Brendan Ngo – Ressurrection while mobile

3: Iced VoVoYoBoTo def Team BFF – Flag Bearer, Team BFF @ Carpark End

     Penalty: (BFF) Brendan Ngo – Illegal use of PDU away from point of tag

Semi Finals

1: For Foam’s Sake (B2) def Phamtastic 5 (A1) – Flag Bearer, Phamtastic 5 @ Carpark End

     Penalty: (FFS) Michael Giles – Reusage of Rally point without resupply

     Penalty: (FFS) Michael S Cole – Reusage of PDU without resupply

2: Ice VoVoYoBoTo (B1) def Team McNuggets (A2) – KOTH, Iced VoVoYoBoTo @ Carpark End

Wooden Spoon

Team BFF def Team Extreme – Flag Bearer, Team Extreme @ Carpark End

3rd Place

Team McNuggets def Phamtastic 5 – CTF, Team McNuggets @ Carpark End

Championship Rounds

1: Iced VoVoYoBoTo def For Foam’s Sake – Flag Bearer, For Foam’s Sake @ Carpark End

2: For Foam’s Sake def Iced VoVoYoBoTo – CTF, For Foam’s Sake @ Carpark End

3: Iced VoVoYoBoTo def For Foam’s Sake – CTF, For Foam’s Sake @ Carpark End

Teams

Team McNugget

Class

Rating – 12

James Armstead (c)

Assault

3

Sheyon Trek

Warden

2

Dylen Merchant-Colling

Ghost

3

Valeriy Kuzma

Medic

3

Daniel Krajsic

Demolitionist

1

Team Phamtastic Five

Class

Rating – 15.5

John Pham (c)

Ghost

5

Matthew Lee

Demolitionist

3.5

Hong Ping Chang

Medic

2.5

Jonathon Tam

Assault

3.5

Joe Rubinstein

Warden

1

Team BFF

Class

Rating – 14

Nick McKenna (c)

Warden, Demolitionist

3.5

Raymond Chung

Ghost

4

Seb McKenna

Demolitionist, Warden

3

Brendan Ngo

Assault

2.5

David Shi

Medic

1

Team Iced VoVoYoBoTo

Class

Rating – 13.5

Daniel Yeo (c)

Demolitionist

3.5

Bryan Vo

Medic

3

Robert Vo

Assault

2.5

Beau Warren

Ghost

3.5

Tom Alderton

Warden

1

Team Extreme

Class

Rating – 7

Cameron Thistlethwaite (c)

Assault

3

Amir Estaris

Medic

2.5

Daniel Cornwell

Demolitionist

1.5

Michale Rule

DNA

1.5

Reece Gallagher

DNA

3.5

Team For Foam’s Sake

Class

Rating – 11

Graham Bryson (c)

Medic

2

Nerf Nerdette

Demolitionist

2

Riley Harrison

Warden

1.5

Michael “Psychois” Giles

Ghost

3.5

Michael S Cole

Assault

2

The Foam Fortress Cup Pt. 2

The intention of this post is to elaborate on the finer details of the FF Cup that we may have skimmed over in our introductory post. It’s long and all that, but it’s very important that you know exactly how things will be working. This post should answer 99% of your questions (but you guys are smart alec’s so I’m assuming we’ll see more). We’re also releasing a tentative draw in this post, so look out for that.

Serious Competitive Event

All participants in the Foam Fortress Cup must be aware that this particular event is to be treated as a serious competitive event. To maintain the integrity of such a competitive event, participants are required to be familiar with both the Foam Fortress: Sydney rule set and the rules of the competition, and to conduct themselves appropriately at all times. No concessions will be made for those who arrive late to the event, nor those who need to leave early – your team will play on without you (or with a substitute if one can be organised).

Tournament Rules – Expanded

All games will be played under Tournament rules in addition to the regular rules that FF:S is played under. Tournament rules include:

  • Highlander: Only one of each class per team.

  • Players can only compete for the team they have registered with.

  • Each players’ class must be confirmed prior to each match and cannot be changed mid game.

  • Rule Breaking and questioning rules mid-game will be penalised.

  • Major instances of rule breaking will be treated on a case by case basis.

  • Time limits on games will be enforced (10 minutes).

  • Games will start regardless of whether all scheduled participants are present.

  • Players can’t enter the match after the round has started, even if their team is missing one or more players.

  • Players can only use gear that they start the game with (whether it is carried on their person or left at Base). All gear that a player takes into the game with them must be legal for their load out.

  • During games, Players cannot trade non-consumable gear such as blasters, large melee weapons, or shields. They can however, trade consumable items, such as small melee weapons, darts or grenades (Rockets can’t actually be traded because only one class can use legally carry them).

  • Players are required to wear proper gear. This includes, but is not limited to, Assaults wearing their PDU’s and Ghosts carrying their Rally Points. If the proper gear is not present, the ability (or other element of the game) cannot be used.

  • When tagged, players are required to go to a knee immediately. After they go down, they may decide on their next course of action: wait for Resurrection, use their PDU, move to the Rally Point, or return to Base. Note that this rule is still valid for Grenades, Rockets and Mega Howlers even though there is only one course of action available after being hit by them.

  • Spectators can cheer and enjoy the play, but they must not give away player positions, and must not yell instructions. They may incur penalties for his/her team.

  • Players who have been eliminated by Titan Rockets or Mega Howlers must wait at his/her team’s main Base until the game is over.

  • The results of all disputes are at the discretion of the Referees.

Pools

Teams for the tournament will be divided into two pools based on aggregated power ratings. Each pool will compete in a round robin to determine who will progress to the final series.

Three matches will be played in each pool. Points will determine rankings and progression onto the finals. 3 points will be awarded to winners of each match, 1 point to the loser and 2 points to each team for a draw.

If there is a tie at the end of the round robin for pool rankings, the teams will be differentiated by penalties.

Below is a drafted image of the draw for the FFCup.

FFCup draw Draft1

Marshalling

It is the responsibility of the team captain to have their team ready in time for their next match. To assist with this, there will be a number of marshals operating on the spectator’s hill. Players must recognise that it is not the marshal’s job to have their team ready, but rather to remind them of the schedule that they must follow.

If there is a sweep prior to a match that involves your team, it is not required to participate in the sweep. Ensure that all your gear and equipment and loaded clips are ready before the start of your match.

Matches

Each match will be played between two teams in one of the three Foam Fortress: Sydney game types. The game type played will be determined by a toss of a coin prior to the start of each match with the winner able to choose which game type played or side of field to start from.

There will be a 10 minute time limit on each match. 3 points will be awarded to the winning team and 1 point to the loser. 2 points will be awarded for a draw – draws will only be awarded in the event of a timeout, or in the event of two teams completing the objective at the same time (this is, however, only possible in Flagbearer).

Refereeing

Matches will be refereed by more than one administrator/senior SNW member who will call hits, keep and announce KotH time, and keep match time. They will also alert players of destroyed Bases as the information becomes available.

However, they will not notify players of eliminated enemy team members or destroyed Rally Points (until a player tries to respawn off it, thus drawing a Penalty). We feel that the removal of destroyed Rally Points is the responsibility of the Ghost or that Ghost’s teammates. It comes down to communication – which is a vital element to every team.

All referee decisions are final and objections may incur penalties.

Penalties

The Foam Fortress: Cup will be played with strict adherence to the Foam Fortress: Sydney rules set. Due to the nature of the tournament there will be penalties for rule breaking.

Penalties for rule breaking/gamesmanship will be decided during play. These will range in severity from a warning to team forfeiture.

During the day we will be running a tight schedule. This will require teams to be prepared to start on time. Failure of teams to comply may inflict penalties.

Penalties may have a significant impact on the progression of a team by determining tie situations.

Finals

The two top teams from each pool will play in a preliminary final to determine which teams progress to the championship rounds. The top team from Pool A will play the second ranked team from Pool B and vice versa.

The Championship rounds will be a best of three match series.

Prizes

The Awards ceremony will take place at the end of the day, after the final dart sweep. The prizes, including the $450 prize pool and a picture with the Foam Fortress cup (as well as a few other goodies) will be awarded then.

Foam Fortress Cup

The Foam Fortress Cup is waiting…

Link to the original FFCup Post : https://sydneynerfwars.wordpress.com/2013/07/26/the-foam-fortress-cup/