We’ve mostly all agreed on a KISS method to the Pump Pandemonium series. Don’t want 5 pages of rules to decipher. Don’t want role players with 15 magic abilities making the players’ time on the field a PITA. Long tongues and face paint are a must.
Keeping that spirit in mind, there is some kool-aid we can add to the water that doesn’t take away from the KISS process…
Missions
Nothing that involves giving surgery to a wookie in field while defending against helicopters. But the most simplistic missions possible. Examples…
* Go to a certain building and hold control for 15 minutes
* Go to this part of the field retrieve a certain item
Very simple, easy to accomplish, no loops to jump through or strings to worry about.
Also to add, there wouldn't be any decoding over the radio to accept the mission. One mission at the top of each hour. If it's a 6 hour game, then 6 pre-made envelopes with the times on them would be at the base waiting. At 1pm, the general will open it up (or the XO, or whoever's in charge) and go from there. He can ignore it, he can send 3 guys, 15 guys, his entire army. There's no minimum or maximum loopholes either. But of course it everybody is at a building on one side of town... then the other team can just take any flag they want. :lol:
*edit*
Also. Missions are still a sub-directory of the main goal. The flags. The flag control stations are still the main source of big points. Missions would only be more like 10pts each. So even if you don't accomplish any it won't necessarily ruin your chance of winning.
What's your guys' input?
Yes but simple missions. I dont like to have them all day just a small amount of them spread out through the day.
Meph, I'm down for missions if they'll be like you said. Simple, easy and there for variety, not to pad scores or totally ruin shots of winning. Long as they are simple and streamlined were good.
I would happily skip missions altogether to follow the KISS principle. If we are going to include them, they should be worthwhile in terms of points.
CanCon ran several big games at our local home field, which were successful and well-received. We used a limited number of simple missions to move the action around the field, and to try and keep the points close. If you leave the mission locations flexible, the score-table can vary the difficulty by naming places that are easier or harder to reach. This lets them provide a chance for a team that is losing to catch up a bit. Some might disagree with that idea, but it keeps players on the field and coming back next year. Many people will stop playing if they think they are hopelessly behind.