The discussion of the Alien series of films and the props used in them is the aim, but if it's got Big Bugs and Big Guns, then they are welcome too!





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PostPosted: Tue Mar 11, 2008 4:43 pm 
Emperor Ma'Dupe
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Location: Orlando, Florida
Service Number: A06/TQ0.0.42147E1
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And we were stuck in the main hall having pictures taken all day. Never ventured out to any other rooms.

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PostPosted: Tue Mar 11, 2008 4:53 pm 
Too Pretty to Die

Location: Florida, USA
Welcome to Megacon... find a spot and get comfortable... you will be stuck there awhile :D

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PostPosted: Tue Mar 11, 2008 5:47 pm 
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Location: Florida, USA
Okay, real world report:

The "all USCM marines report at 5pm" thing didn't work out at all. I was the only one to play in that particular game. But they were thrilled to have me play in full armor, and squeezed me into an ostensibly sold out game.

You sign up and pay, and you wait in some folding chairs, where you find helmets and tac vests. In the vests are four loaded G36 mags (lo cap).

You get instruction on the operation of a G36, advice on conservation of ammo and prevention of friendly fire, and the basic rules of what the enemies do to signal they're dead and out of play. The G36s have a very low FPS, making the vests and helmets more costume than protection. (Naturally, I had my own helmet and armor.)

You're then given safety glasses and a G36 with another loaded mag already inserted, and then you go through some doors into a tiny room with two rows of folding chairs facing each other. This is your "drop ship". The walls are just plastic and fabric stretched between metal frames. The entire "station" is like that. The "torch cutter" was a laser level finder. The "reactor core" was a table with some mic stand-like receptacles for the rods. The mutants wore Halloween store monster masks and zombie chest pieces...stuff like that. Very low tech but it did not detract from the experience.

I had expected an airsoft game with a touch of role play, but it turned out to be very much the other way around. This was surprising but not disappointing. Since I was lucky enough to be put in charge of my team, I took the role seriously and tried to do as good a job as my lack of real-world service experience could prepare me for, by following the Sergeant's lead without question and doing my best to protect, instruct, inspire and reassure my men.

My "men", by the way, were mostly teenage and younger, male and female.

The Sarge, the engineer, the Company guys and the scientists were all NPCs (non-player characters), so they weren't actually playing but running the show, always ready to give a subtle nudge to keep play from bogging down. This is why Sarge seemed to "figure out" things that weren't really apparent on their own, like the need to find cooling rods and the time to meltdown. This is also why the Company guy took my men somewhere, because they had finished resetting a room full of baddies that were waiting to be fought. I realized this but couldn't resist a brief in-character argument with him anyway. He had a big poofy Paul Riser haircut and a royal blue Miami Vice jacket--nice touch.

I don't even know if there WERE a sufficient number of cooling rods to be found. I somehow doubt it, as a complete success would mean a much less exciting ending.

Again, I had a great time.

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Last edited by Treadwell on Tue Mar 11, 2008 5:59 pm, edited 1 time in total.

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PostPosted: Tue Mar 11, 2008 5:52 pm 
Too Pretty to Die

Location: Florida, USA
Yeah sorry about the meet up. I hadn't known the layout of the convention center and didn't get to the con Saturday. Profiler and I were used repeatedly as npcs and as the Sarge. Plus we had to reset the previous team's gear, reload, etc whenever the next group was in the scenario.

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PostPosted: Tue Mar 11, 2008 8:47 pm 
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Location: Orlando, FL, USA
Service Number: A01/TQ2.0.72156E1
Country: United States
As a matter of fact, there was a full five rods to be found, scattered throughout the main rooms: one in the cargo bay, one in medlab, one in the ore processing room (the small room with the black cabinet looking things), one in the reactor room itself, and one in the large corridor after the gantry. We usually moved them around a bit between games and tried to make sure they were in places where you'd have to actually look for them, but not too hard.

You'd really be amazed at some of the places you could put those things and have players still completely overlook them. During your game, I took the rod that was in the ore processing room and put it right in the middle of the floor, in plain view of anyone standing in front of the doorway, and used it as bait while I hid underneath a table directly to the left of the entrance. I got several people that way, but what surprised me the most was how many players (or groups of players) I saw walk right over the rod without a second glance. One of them even stepped on it.

So to sum up, yes, it is possible to stop the station from exploding, but it doesn't really change the endgame much. There's a kind of queue of extra mini-objectives to do after you find all the rods, just to act as a buffer to make sure really successful groups don't run out of tasks to complete, but in the end you still end up making a mad dash for the dropship at the end of the game .

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PostPosted: Tue Mar 11, 2008 8:59 pm 
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Location: Florida, USA
Ah, neat! :)
I don't think any of us searched the cargo bay.

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PostPosted: Tue Mar 11, 2008 9:22 pm 
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Location: Orlando, FL
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Tentacle Chris wrote:
And we were stuck in the main hall having pictures taken all day. Never ventured out to any other rooms.


I wish we had - to me that's the real meat-n-potatos of the event. Unfortunately by the time we even got to the convention center from the car, I was over it all. I really don't like the convention center. wah.


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PostPosted: Tue Mar 11, 2008 9:24 pm 
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Location: Florida, USA
Oh, and I forgot to mention that I lost my belt tool popgun thingie and my shoulder straps snapped in two. (They had already developed small cracks.)

So my armor was a casualty. :?

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PostPosted: Tue Mar 11, 2008 11:47 pm 
Too Pretty to Die

Location: Florida, USA
Did you ever find the tool?

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PostPosted: Wed Mar 12, 2008 12:12 am 
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Nope. They kindly offered to let me look for it after the last game when all the lights were on, but that was more than an hour away and I was ready to get the heck back to the hotel by that point.

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PostPosted: Wed Mar 12, 2008 12:13 am 
Too Pretty to Die

Location: Florida, USA
Well hopefully...

Red Elvis I see is a new member on the board. That should be Paul, who I sent you to look for your piece with. If he found it he can get it to you.

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PostPosted: Wed Mar 12, 2008 2:14 am 
Glad you all had fun. I may have it. I found an unidentifible object that looked like it might be important. It was bronze or copper colored I think. If I have it then its in a box waiting to be sorted which will happen tomorrow. Hope its the item


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PostPosted: Wed Mar 12, 2008 2:18 am 
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Location: Florida, USA
Sweet! It looks like this:

http://www.yourprops.com/norm-46e516...281986%29.jpeg

Myself or one of my AWG teammates can get it from you at Operation Blackjack if you're going. (I won't need it before then anyway.)

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PostPosted: Thu Apr 17, 2008 9:33 am 
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Location: Orlando, Fl
Service Number: WYI/TQ1.0.04837E5
Country: United States
me and my guys played the game and it was KICK ASS "team Wolf Pack"

our CO kinda was AWOL, kept leaveing our aera getting killed and we found out later one guy kept moveing shit when we found it but we gtot some great action scenes in the game....one time i ran out of ammo and the CO gave me a shotgun....well we got ambushed and i was racking so hard i actually broke the shotgun LOL came clean off the grips :shock:

it was a great game and i highly suggest if anyone ahs a chance to get at least one round in at the con if they do it again

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