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T O P I C    R E V I E W
Spooky Posted - 17 May 2007 : 14:44:30
Just thought others might be a little like myself and enjoy getting and/or writing new missions.

I'm going to start posting some of my favourites. Feel free to download them and try them out....

The BFS mission library is fantastic, this is just to get even more variety...

10   L A T E S T    R E P L I E S    (Newest First)
Muhlakai Posted - 06 May 2008 : 10:02:01
I'm definitely running that one the next chance I get.
NotHisRealName Posted - 05 May 2008 : 16:21:29
Wow! That sounds cool. Something completely different to what I've played so far.
First Person Sports Posted - 05 May 2008 : 14:27:34
OK, I guess i will take a stab at this forum,

We have a game type that has drumed up some interest,

INTEL

Each team gets 1 code breaker...there is a prop laptop set on the field
we bought a dummy laptop like you see in furniture stores, it has a removeable screen so I designed a dummy screen with an encrypted window open and a pattern of symbols.
The cipher is a 2 stage process, the symbols on the screen are Mayan Numerals made up of dashes and dots. the second stage is a simple alpha numeric translation (Mayan #'s to Standard numerals...then standard numerals to the alphabetical counterpart)
The Codebreakers are given the cipher on a "quarterback's wristband" with a window to hold the cipher, this keeps the players hands free.

The big catch besides trying to translate the cipher while under fire is that if your teams codebreaker is killed...he cannot be re-spawned until you eliminate the opposing codebreaker is taken out...this keeps the intensity up through the round.

Hope you guys like the gametype
SABREJackal Posted - 02 December 2007 : 19:04:57
I've found usually the semi-advanced tend to camp in this game .

Me and Willy tend to sweep through the battlefield and let our superior skills (particularly teamwork) do the talking.

This mission is great for learning another player's style and preferences, practicing teamwork with each other, and also testing how well you know them.

I.e. Sabre and Willy were sweeping battlefield, come across team B (spectre and reaper, also jackals) Sabre fires 3 rounds and scores hit on reaper and spectre. Immediately and without direction Willy moves to flank. Sabre does the same

Spectre and Reaper were wiped with only 1 hit being taken amongst the team.
Spooky Posted - 01 December 2007 : 13:06:13
At first some teams tried to just camp and last out the time period.
Then those same teams were being hunted down by most other teams in following runnings of the mission - kind of like players self regulating the 'spirit' of the game. We always run the game twice, then move on the the main game of the advanced player session.

Now the game is brutal - many teams spend time shadowing other teams, waiting for that team to be engaged, then the shadowing team takes out everyone left alive from the engagement.... 6 players quickly become 1 or 2 players.
RangerLee Posted - 30 November 2007 : 14:07:25
How do you keep people from just camping out until time runs out? I can foresee a couple of teams losing their partner so both players camp waiting for someone to get close to them, only to have time run out. Has this been an issue?
Spooky Posted - 29 November 2007 : 15:47:12
Here's a game we have been running lately as a warm up game before the main game at our Sunday afternoon advanced player sessions....

"Survivor Pairs"
Duration: 30 minutes, played twice

Terrain: Bush/forest

Players: Teams of two (2), suits groups of up to 40 players

Weapons: Players choice
Gun set-up: Config.2, 2 hits, sound 1

Victory Conditions: Last player/team left in the field wins. If time expires, the team with most hits remaining wins.

Game mechanics:
*Each team leaves the sign-in area 1 minute apart. For player numbers over 30, a second entry point will be required - on the opposite side of the battlefield.

*No player may shoot until the starting whistle/siren.

*When the last team has had their 1 minute of movement into the field, the starting whistle/siren sounds.

*After the whistle/siren, the game has begun and the 30 minute duration begins.

*When a player is dead, they return to the sign-in area and remain there. The other player in the pair continues to play until dead or time expires.

*Whistle/siren sounds to signal end of game be it by running out of time or only one player/team remains.

Simple as that.

When you have played it a few times, the tactics of the game become really clear....
..when you are one of the first pairs going into the field, how far do you go?
..whether you are one of the first pairs going into the field or one of the last, do you hide and hope no one sees you, or do you establish an OP and watch where other teams are going?
..do you engage any teams you find, or do you shadow them until they are already engaged then clean up both of the teams?
..do you walk around aggresively patrolling for teams trying to hide?

It is fast becomming a popular, yet nasty/brutal game at our sessions.
Give it a try and let me know what you think. :)


SABREJackal Posted - 14 October 2007 : 19:10:10
quote:
Originally posted by Spooky

That mission is so famous in the Toowoomba area that players still refer to cetain terrain (in particular a certain hill) as 'Taliban Hill' and 'crash site', etc.

Heaps of fun - and a real challenge to win.



Maybe we could add that the taliban also hold possesion of a SAM Ste Somewhere in the field, the destruction or otherwise of the SAM site at the point of rescue determines the availability of a chopper extraction.
Spooky Posted - 20 June 2007 : 15:43:58
That mission is so famous in the Toowoomba area that players still refer to cetain terrain (in particular a certain hill) as 'Taliban Hill' and 'crash site', etc.

Heaps of fun - and a real challenge to win.
U Squadron Posted - 20 June 2007 : 15:35:51
Thought I'd drop a few of my missions on here, don't get to play as often as I would like so many of them are untested; if anyone tries them let me know of any markups that need to happen to make it work...
This one is tested and works well..
Operation: Dark Vengeance.
Created by: Mr Blue
Mission: Operation Dark Vengeance
Mission Type: POW Rescue. (Night Mission)
Mission Time: 50 Minutes
Background: - On your last operation the Taliban grabbed one of your team members. Intel reports he is still alive and being held captive at a know fortress of the Taliban. Intel also reports they plan to execute him at 12 midnight tonight unless all insurgents are released from you custody. Your mission is to infiltrate the camp and break out your team member. This mission is not sanctioned or endorsed by the UN and all knowledge of you will be denied.


Player Briefing:-
Taliban: - You will start in the area set out as your campsite; you cannot venture outside this area unless you are dead. You must defend this area to the death. You will be provided with floodlights, which can be positioned wherever you like, these cannot be moved once you have placed them. The captive can be placed anywhere inside this area only, and must be restrained to a tree or post. Once killed you move to the respawn point, 90 seconds after the SAS step inside your camp you may respawn. From your informers you know that they are headed towards the Point A for extraction. You must pursue the infidel and kill as many of them as you can. As the intruders reach the extraction point one of your members shoots down the helicopter. The SAS are now headed towards a new point, track them and kill them.
Mission Objectives:-
1.Try to prevent the SAS from rescuing their captured member.
2.Kill any SAS solider before they can be extracted from the area.

SAS:- From supplied Intel you know the position of the camp, you will HALO into the bunker from there you must infiltrate the camp site using deadly force to rescue your team member. The captive is tied up and one of you must cut him free. One of you must carry a knapsack with a submachine for your team member once he is released; any radio gear is also required to be put into this bag. Once you enter the campsite you will have 90 seconds to release your member before the Taliban reinforcements arrive. Your extraction point is Point A; upon arriving there you find that your chopper has been shot down. There will be a note at the Point A instructing you of the new evac point. There are two possible places this could be:- The first evac point is Point B, this will be a helicopter extraction so all you need to do is reach this point. The second possible point is Point C, this is a road extraction, therefore you must hold and defend this position until the 50 minutes expires. Taliban reinforcements will be tracking you.
Mission Objectives:-
1. Rescue your team member from the Taliban Camp.
2. Move to Point A for Extraction.
3. If chopper is shot down move to second point, either Point B or Point C. You will be notified at Point A, which zone to go to.
Config:
Taliban: 2 hit points (1 for being a fanatic, 1 for being armed)
SAS: 5 hit points (2 for being a soldier, 1 for body armour, 2 for being SAS)
*Normally Special Forces/ Commandos only receive 1 extra point, but SAS receive 2.

Respawns:
Taliban: 2 respawns for each player, these may be taken at anytime. First respawn can be taken 90 seconds after SAS step into camp site.
SAS: No respawns, this mission is not sanctioned there will be no back up.

Scoring;
Taliban: 1 point for each SAS solider killed.
SAS: 1 point for each SAS soldier extracted.
Total points available: 5

REF Notes.
POW has a key in their possession that opens a lockable box at the Point A, thereby preventing SAS players from finding out second extraction point before rescuing POW.
No Taliban players are allowed outside the camp site zone, once killed they move to another area and may respawn 90 seconds after the SAS first stepped into the camp site. Taliban may not “dig in” prior to being shot at or a SAS soldier being seen, they are not expecting this attack. Once under attack they may “dig in” and find deep cover.
At Taliban players first respawn Ref will inform them of second SAS extraction point. Taliban players should alert all members once they know second point.
A lockable box is to be left at Point A with the new extraction point written inside it, so that the SAS side must think on their feet to get to new point.
One floodlight must shine into Taliban camp.
SAS soldiers may use UHF’s the prisoner cannot wear his. The SAS may also tape over displays and muffle speakers.
Taliban soldiers are not allowed radios, their respawn point is the ‘sign in’ shed. Taliban are not allowed sniper rifles all guns must be in full auto.
SAS may equip themselves with any weapon available in armoury.
Point B and Point C are at opposite corners of the map.

Equipment Required:-
Two/ Three flood lights and stands that do not swivel.
One genset for background noise, and to power lights.
One knap sack to carry hostages gun in.
One lockable box, with a key on a brightly coloured lanyard.

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