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Wild West shooting range. Description of scenarios

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Dear friends, we have prepared short descriptions of "Wild West" scenarios. We remind you that there are 7 of them including the training mode. You can choose the required scenario using the shooting range game software. It is supplied in the set by default and no additional payments are necessary. The set also includes by default a USB radio base which is used to connect the shooting range to the computer.

With an electronic shooting range, you no longer play a simple "shooter" game. You exercise your accuracy skills, logical thinking and reaction speed. Having at hand a variety of scenarios, a choice of complexity level and a selection of scenarios to any taste.

1. Arcade shooting range
Number of players: 1-4
Number of targets: 1-250
Goal: Hit the target while it is flashing with the player's team colour.
Points: When the flashing target is hit, 1 point is awarded, if the target is missed, 1 point is lost.
If the other team's flashing target is hit, 2 points are lost.
 
2. Training mode
Number of players: 1
Number of targets: 1-250
Goal: Blackout flashing targets as soon as possible. When the game starts, all the targets are flashing, once the target is hit, it stops flashing, and after the last target has been hit and blacked out, the game round starts again.
Points: Percentage of the average time of the shooter's reaction speed after all the targets blacked out. The reaction time of 100 ms is taken as a maximum point.
 
3. Counterstrike
Number of players: 2
Number of targets: 4-250, an even number
Goal: To mark the rival shooter's targets with your colour. When the game starts, half of the targets are flashing with the colour of the first player's team, and the second half of the targets have the colour of the second player's team.
When the shooter hits the rival's target, it changes the colour for the shooter's team colour. When all the targets have been coloured in one team's colour, the game round starts again.
Points: A number of rounds finished in favour of the shooter or his team.
 
4. Outpost
Number of players: 2
Number of targets: 4-250, an even number
Goal: To mark the rival shooter's targets with your colour. When the game starts, half of the targets are flashing with the colour of the first player's team, and the second half of the targets have the colour of the second player's team.
Unlike "Counterstrike" scenario, here each target has got its strength points, each target has 10 points.
Each time the rival's target is hit, it loses 1 point of its strength. After the target with the last remaining point of strength is hit, it changes its colour for the shooter's team.
If the shooter hits his own team's target, the target gets 1 point of strength, however, if the team's own target is hit when it's full with 10 points, then the target will lose half of the strength points.
Each time the targets are hit, they change places at random, but they don't change their state (the team's colour and strength points). When all the rival's targets have been defeated, a new game round starts.
Points: Several rounds were finished in favour of the shooter or his team.
 
5. Moving the target
Number of players: 1
Number of targets: 2-250
Aim: To hit a moving target A flashing target can move only in two directions, it can not jump over the neighbouring targets.
The direction of movement and time while the target is flashing is chosen at random within determined ranges.
Points: Each time the flashing target is hit, one point is awarded, if the target is missed, then one point is lost.
 
6. Level up
Number of players: 1
Number of targets: 2-250
Goal: To get the maximum possible level in the given time. "A moving target" scenario is taken as a base.
With each level up, the flashing time of targets is reduced. Therefore, the higher the level, the more difficult it is to hit the target.
Each time the target is hit, the level goes up, if the target is missed, the level goes down. The achieved level is displayed on the segment indicator of each target.
Points: Correspond to the current level.
 
7. Colour mixer
Number of players: 1-3
Number of targets: 4-250
Goal: Hit the target while it is flashing with the player's team colour. The "Arcade shooting range" scenario is taken as a base.
But unlike it, the remaining targets are flashing with the colours of teams not involved in the game process and they change colour approximately once a second.
Points: When the flashing target is hit, one point is awarded, if the target is missed, then one point is lost.
If the other team's flashing target is hit, 2 points are lost.

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