“ Best use of medics I have ever seen,” Sandman said.“ In order to heal someone, they had to get into the thick of it and get their hands dirty. It was immersive, and people really liked it.”
He said that the players were also excited about the abundance of props at game start, but that the multi-step missions were hard to effectively communicate with them. Props weren’ t used as currency directly.
“ We would take five players out of the fight to bring all of these props they found on field back to CP,” Sandman said.“ But then we would have to take them over to Barney at the Black Market and trade for money or for fuel, and the players didn’ t get to see that immediate reward.”
Then, he said, it was a struggle to motivate them to ruck it back onto the field and into the fight.
In reality, the fuel tanks were of a significant value. Cypher created a tank rule that the players had to keep the tanks fueled up in order to utilize them. One full can gave them 30 minutes of time in play for the tank.
“ We had to get a fuel can, take it to the Black Market and trade for fuel, syphon it out of Barney’ s stash, and then carry the full tank all the way onto the field to meet up with the tank drivers in order to use them,” Sandman said.“ It took a lot of players away from the fight to accomplish all of that.”
The other structural element of the game for commanders to navigate was the bridge demolitions which had a high impact on field control. www. paintball. media
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