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Author Topic: Advice for 3-hour HVZ game?  (Read 4970 times)
CybranWarrior22
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« on: August 06, 2014, 08:01:38 PM »

Hey guys,

So i will be hosting a HVZ game for my high school group. the game will last about 1-5 hours tops, this will be my first game HVZ game i have run. so if you could give me some advice on how i can pull this off i would appreciate that  Smiley

also should i do classes? if so how would i do that?
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My HvZ loadout:
Primary: Stryfe (orange) w/ MEGA Magnus masterkey, raider stock, 18 mag & sling. locks + dart checker removed
 
Secondary: hammershot

~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
in case your wondering the meaning  of my name:
http://supcom2.wikia.com/wiki/Cybran_Nation
Jesse Abram
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~I am my own hero.~

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« Reply #1 on: August 06, 2014, 10:59:18 PM »

Standard check:  Have you cleared this with your school admins?  This game tends to get an icy reception from people in charge who were not given advance notice.

I'm guessing that like a typical high school all of your classes are in the same building.  That's tough to pull off, you might want to look into Cards vs Zombies for an indoor space.

Provided you have clearance and can A) run this indoors, or B) have multiple buildings so you're players are outdoors between classes, here's my suggestions.

No play in class.  If you're allowed to play indoors, the rooms are safe, the hallways are not.

Missions.  I would suggest that you're missions be more geared to individuals so that one person or small groups can accomplish the objectives when they get a chance.  Put lists of codes/passwords in several (5 or more) different rooms.  Each human group that reaches the list writes down the first code and then crosses it off the list, then the second code and so on.  On the lists, put the location of the next list.  The more codes brought to the final location, the better the "ultimate anti-zombie weapon" becomes.  Then, at the end of the game/school day/final mission, the humans get a short head-start based on how many codes they brought in.  Tailor the head-start time for best results, maybe don't announce a hard and fast metric, the humans could be super successful, or do very poorly.  Or, instead of a head-start, I'm sure you can come up other rewards.

For added fun, get teachers to "gatekeep" the code lists.  They can have students solve problems or answer trivia in order to receive a code.

Having teachers involved with the game will boost cohesion between the school and the game.  A teacher who gets disrupted by the game because he or she doesn't understand what's going on will be your biggest threat to having the game a second time.  It really can take just one complaint.
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Zombona


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« Reply #2 on: August 07, 2014, 09:05:03 AM »

Depending on if it is played during classes or not changes this considerably.
The game I play in is a night game (usually about 6 hours). We usually play with about of about 30-50 people.
This is how we play.

We have missions to do all across the campus and we have several different missions lists so all the human teams aren't doing the same missions. Humans are limited to groups of 6. We have 2 intermissions (usually at 1.5-2 hour intervals) where the humans and zombies meet in different locations to check the progress and make sure one side isn't doing too well. Each human group has to complete two missions lists for each intermission (after you complete one you go to the human NPC and get a new list and he marks your group off). So that is 45min to 1 hour per mission list. If a human group does not complete 2 missions lists or misses the intermission then they forfeit their right to live and become zombies.

The missions are usually pretty easy. Touch 12 fire hydrants. take a picture of the water tower, bring 5 different leaf samples, bring a container filled with lake water, play paper rock scissors with a zombie, various pacifist missions (not allowed to use blasters for a period of time), defend x spot for y minutes, blindfold escort missions, dizzy bats using blasters.

And then there is the finale which is usually impossible (our mods have an understanding that the zombies should ALWAYS win). Carry large bulky object that takes multiple people to the other side of campus. If the zombies touch said object everyone dies. Object is put together with duct tape...poorly so about 100 feet from the start line is falls apart. Then put it back together with used duct tape and try to carry on.
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I do so love my OJ Stryfe.
CybranWarrior22
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« Reply #3 on: August 07, 2014, 11:05:59 PM »

Sorry i didnt mention, but its not at a school. i go to a church where on sundays we meet and do "class" with my high school group, so i would set up a game with are high school leaders at a park or such. but i am really homeschooled. my fault for not making this clear :/

also, by "classes" i meant like an "assault" class and such, kinda like they do at SCAD.

Really sorry i didnt make things more clear
Logged

My HvZ loadout:
Primary: Stryfe (orange) w/ MEGA Magnus masterkey, raider stock, 18 mag & sling. locks + dart checker removed
 
Secondary: hammershot

~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
in case your wondering the meaning  of my name:
http://supcom2.wikia.com/wiki/Cybran_Nation
Zombona


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« Reply #4 on: August 08, 2014, 08:18:10 AM »

At the night game I play at there are no human classes, we do have zombie classes that are played by mods (so they don't get abused). They also get more aggressive if there are not enough zombies at the intermissions/too many humans. They keep the numbers balanced. We had a Mercenary (unkillable human NPC) that could kill humans or stun zombies. He killed exactly zero humans that whole game.

We have a Witch. You can't stun them but they can only tag someone every X minutes (usually 15).
We have a Smoker, he has a long slender shield (tongue) that can block darts and he can tag with the "tongue." They can be stunned normally.
We also usually have a Santa Claus zombie, if you stun him they will halt the game around you and strike up a conversation and check off one of the missions on your list (which ever one they feel like so kinda random). Santa Claus is only usable once per half. They are usually found skipping around singing Christmas carols.
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I do so love my OJ Stryfe.
Ross_Varn
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Page of Bluff

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« Reply #5 on: August 08, 2014, 11:36:37 PM »

Sorry i didnt mention, but its not at a school. i go to a church where on sundays we meet and do "class" with my high school group, so i would set up a game with are high school leaders at a park or such. but i am really homeschooled. my fault for not making this clear :/

also, by "classes" i meant like an "assault" class and such, kinda like they do at SCAD.

Really sorry i didnt make things more clear


Homeschooled bros, up top! I got started doing games like you're describing. The best way to kick things off is to just get everyone together and get out there. It can be kind of a mess to choose and use an OZ sometimes, so you might want to take volunteers.

Some simple missions like Zombona suggested can work quite well- overcomplicating things in this type of small-scale game can mess things up quickly. I'd suggest going without "specials" or "classes" for now. The nature of a group-based small game like this is that you can set it up every couple of weeks or months or so, and tune it to suit your players.

Let us know how it goes!
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CybranWarrior22
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« Reply #6 on: August 10, 2014, 01:28:00 AM »

ok, so no classes.

also, i got some other questions:

Starve/stun timer: what should those be set at? stun at about 5 min? and starve...maybe 1 hour?

kill confirm: what i was thinking was use normal rules, players have I.D. when they get tagged zeds collect them. but maybe to confirm it, zombies would give the I.D. card to a moderator and the mod has a list that has all the codes so he can confirm it and check it off? i dont know, pretty silly idea but yeah. what do you guys think?

Equipment: well, most of my highschool group people are not that into nerf (as in, dont even own a blaster). so what i was thinking, is me and the leaders could buy some nerf blasters (like a stryfe, roughcut. also like socks, darts and stuff like that. kinda like a pre-made HVZ kit) for players to buy from us with there own money (they would keep the blaster, they bought it) NOT paying to play HVZ, just paying for blaster to keep and use later for games. or should we (leaders and I) buy blasters and players could just rent em? and players pay ($5?) for darts. like i said, there not that into nerf. remember, iam just brain storming here, what do you guys think?

Also, i will be taking pictures throughout the game and (possibly) video for those who are interested



« Last Edit: August 10, 2014, 09:23:09 PM by CybranWarrior22 » Logged

My HvZ loadout:
Primary: Stryfe (orange) w/ MEGA Magnus masterkey, raider stock, 18 mag & sling. locks + dart checker removed
 
Secondary: hammershot

~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
in case your wondering the meaning  of my name:
http://supcom2.wikia.com/wiki/Cybran_Nation
Zombona


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« Reply #7 on: August 11, 2014, 07:05:52 AM »

Starve/stun timer: what should those be set at? stun at about 5 min? and starve...maybe 1 hour?

That is a good stun time, depending on how big the are is you might include some zombie respawn points.
The campus I play on is kinda small, I can walk across it in 10-12 minutes, and we have three zombie respawn points.
A great way to add some thrill and danger to a  short game is to put some missions around respawn points. Glob those suck.

kill confirm: what i was thinking was use normal rules, players have I.D. when they get tagged zeds collect them. but maybe to confirm it, zombies would give the I.D. card to a moderator and the mod has a list that has all the codes so he can confirm it and check it off? i dont know, pretty silly idea but yeah. what do you guys think?

For such a small game I don't think player I.D. are necessary, unless you don't trust your players.
This would be a bit of logistical work. Our mods assign squads a team number and then they only have to track like 12 teams instead of 50 or so players. "Looks like team 3 was wiped out." "The survivor from team 3 merged with team 7." "Team 9 has completed 3 missions lists so far." "Team 5 did not make the intermission, looks like they are now zombies." That sort of thing. (A note on merging teams and missions lists, The larger team uses their current mission list and completion list, even if the smaller team only had more done. In the case of a team size tie then they get to pick which list to keep.)

Equipment: well, most of my highschool group people are not that into nerf (as in, dont even own a blaster). so what i was thinking, is me and the leaders could buy some nerf blasters (like a stryfe, roughcut. also like socks, darts and stuff like that. kinda like a pre-made HVZ kit) for players to buy from us with there own money (they would keep the blaster, they bought it) NOT paying to play HVZ, just paying for blaster to keep and use later for games. or should we (leaders and I) buy blasters and players could just rent em? and players pay ($5?) for darts. like i said, there not that into nerf. remember, iam just brain storming here, what do you guys think?

You could recommend everyone get a triad and some socks. If you were really planning on trying to outfit everyone I would just go with socks. If someone wants to use a blaster at HVZ let them buy one, Traids/Firestrikes are not very expensive. Once they see how much fun it is they will likely go get their own blasters for the next time everyone plays.
(Also don't let peeps use stock Stryfes, that is how they get a bad name, there is a tiny piece of plastic that needs to be removed for it to be reliable.)
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I do so love my OJ Stryfe.
CybranWarrior22
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« Reply #8 on: August 12, 2014, 02:41:46 AM »

Ok, thx!  Smiley

Quote
there is a tiny piece of plastic that needs to be removed for it to be reliable

I believe your referring  to the dart checker? yeah had to remove mine along with all the other locks because it was such a pain.
Logged

My HvZ loadout:
Primary: Stryfe (orange) w/ MEGA Magnus masterkey, raider stock, 18 mag & sling. locks + dart checker removed
 
Secondary: hammershot

~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
in case your wondering the meaning  of my name:
http://supcom2.wikia.com/wiki/Cybran_Nation
Jesse Abram
* Forum Moderator

~I am my own hero.~

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« Reply #9 on: August 23, 2014, 12:09:05 AM »

If you want to outfit everyone, socks is the way to go. Put a call out to everyone to bring their worn out or unmatched socks in.  I managed to amass quite a few by posting the request to my church's Facebook page.

I wouldn't worry about player I.D.'s in such a short game. You'll have to rely on player honesty.  Remember to stress rule one: Don't be a dick.

Stun time of five minutes is okay.  I would do a rolling stun at at specific spawn points: at 7:05, 7:10, 7:15, all the zombies on the the spawn point respawn together.  Then the zombies are encourage to attack in waves.
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CybranWarrior22
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« Reply #10 on: August 30, 2014, 10:14:06 PM »

Also, this just came to mind, what kind of missions should i do in this game?
maybe just simple missions like capture the flag, hold the point (by this i mean like defend a area/object for a period of time), escort, etc.
if you guys could help with this that would be great  Cheesy
« Last Edit: August 30, 2014, 11:44:05 PM by CybranWarrior22 » Logged

My HvZ loadout:
Primary: Stryfe (orange) w/ MEGA Magnus masterkey, raider stock, 18 mag & sling. locks + dart checker removed
 
Secondary: hammershot

~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
in case your wondering the meaning  of my name:
http://supcom2.wikia.com/wiki/Cybran_Nation
Zombona


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« Reply #11 on: September 02, 2014, 07:56:36 AM »

The mods for my games make up several different missions lists for the groups to do. There are multiple lists this way multiple teams aren't attempting the same mission at the same time. Also some of these missions are honor missions. Groups can say they completed them even if they didn't. When a group completes a missions list they must return to the human NPC to collect the next list. This NPC should keep track of which missions each squad has done.

  • Escort a blind folded group member from location 1 to location 2.
  • Bring a water sample from a specific pond or lake. Let the group decide how to bring the water. (Nerf darts can hold water).
  • Collect x different leaves.
  • Touch x number of fire hydrants/other significantly numbered landmark (benches?).
  • Pacifist mission. Walk from location 1 to location 2 without using any blasters or stunning any zombie.
  • Pacifist mission. Wait at location 1 for x number of minutes without stunning a zombie.
  • Contamination mission. Bring an object from location 1 to location 2. The person carrying the object can only step on paved paths or the payload becomes contaminated.
  • Escort Missions. Escort Crazy Ivan from location 1 to location 2. Crazy Ivan attacks any zombie he sees. If he gets tagged one of the members of the escorting squad dies. Crazy Ivan has a mediocre front loading blaster
  • Tagged zombie missions. High five x number of zombies.
  • Dare missions. Invoke the wrath of the witch and escape.

Just have fun with it. Throw some silly missions in with the serious/story missions. Missions mostly just need to have squads traipsing across the play field giving the zombies chances to tag humans. WIth such a short game you are probably going to want a rapidly high mortality rate.

A way to help the zombies if have an intermission right before the 'finale' and have it be a competition. Only the top x squads live to the finale. Rank them based on number of missions lists completed (why the human NPC should be keeping track).

Or if you want high mortality rates turn on PVP and have a non renewable resource. For example a "supply box" that grants free passage to the finale but can only be turned in at the intermission.

If you have any more questions feel free to ask.
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I do so love my OJ Stryfe.
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