Water Warfare: Water War Games-Related :.
General Tips for Waterfights
First and foremost, water fights are meant to be a fun and exciting way to keep cool during the summer months (or all year 'round if one is in the tropics or simply crazy!). The purpose of water fights is to drench one's opponents. It should always be remembered that these games are for fun and no one should get injured. If one's intent is to hurt people, one had better look elsewhere.
General Guidelines
- For a good start, check out the Water Warfare: Basics page.
- Use clear, clean water only. Anything else may clog up your blaster and/or injure other players.
- Declare game-time duration and area before starting. A timespan and area should be designated as the combat zone with filling stations for either side clearly noted.
- Water fights in general should remain a non-contact game. The idea is to soak your opponent, not injure them.
- Blasters/Soakers should remain with their owners. Taking/Stealing a water blaster from another can result in more physical conflict as opposed to water blast exchanges.
- Only spray those involved in the water fight. Attacking unarmed innocent bystanders can lead to serious complications (especially if they happen to be bigger or be carrying a real weapon i.e. not just a water blaster).
- Before any game begins, make sure all players have a good idea of the game rules. If needed, assign a non-combat person as a overseer/negotiator should a conflict regarding a rule arise.
Things to be Cautious Of...
Depending on the age group involved in the water fights, the types of tactics and weapons used will vary. Be cautious of mixing young children (6-10 years) with adolescents and/or adults. Some kids end up bawling their eyes out if they get drenched or even aimed at (Not a pretty sight.)
Also, beware of any animals (both domesticated and wild) in the playing field. Some animals become irritated and even hostile if drenched, potentially attacking. Shooting at animals should be avoided.
Breakdown of Soaker Game Types
Team-Based Games
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Non-Team Games
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Other GamesOnline Flash-Based Games |
There are a lot of other Player Info/Tips, and Team Info/Tips articles available for your leisure reading here at iSoaker.com.
Additional Articles
* denotes older article
Water Warfare: Basics |
Written By: iSoaker.com Page Posted: 20070701 |
To Administrate a Water-war |
Written By: mutuhaha Page Posted: 20070525 |
Soaker Combat Rules |
Written By: iSoaker.com (editor), multiple contributors Page Posted: 20070422 |
Organized Water Warfare (10 rules or less) |
Written By: Multiple contributors (see article) Page Posted: 20080421 |
Armoured Warfare |
Written By: mutuhaha Page Posted: 20061201 |
* Bases/Filling Stations |
Written By: iSoaker.com Page Posted: 19990613 | Page Last Updated: 20040501 |
Dream Water Warfare Battle Grounds |
Written By: iSoaker.com (editor), multiple contributors Page Posted: 20080216 |
* Environments |
Written By: iSoaker.com Page Posted: 19990801 | Page Last Updated: 20040501 |
The Urban Environment v1.0 |
Written By: mutuhaha Page Posted: 20061125 |
Free-for-All Fighting Forms |
Written By: iSoaker.com Page Posted: 20010714 |
Payload / Ammunition |
Written By: iSoaker.com Page Posted: 19990519 |
Water Warfare Theme Songs |
Written By: iSoaker.com (editor), multiple contributors Page Posted: 20080215 |
:: At-Night Firefights
Gameplan
Identical to the day-time water wars, but held at night. Darkness adds many twists to an otherwise simple game.
No Light, Right?
The first obvious problem with night time water fights is the lack of light. Darkness makes it easier to hide but harder to see one's opponents. Of course, this problem is partly overcome through the use of flashlights. However, even those sources of light do not provide as much view as full sunlight. The advantage of this is that flashlights can be used to momentarily blind an opponent, allowing one to drench them before they can return fire. Unfortunately, they can do this as well.
Under Cover of Darkness
Keeping flashlights off and letting one's eyes adjust to the ambient light really lets one approach an opponent more effectively. At night, without light, one's only other real giveaway is sound. Avoid stepping on leaves, twigs or other objects that tend to rattle or crackle. Of course, it is easier if one can see where one is stepping. The other option is to step slowly and lightly in order to minimize noise. The main problem with approaching under cover of darkness is that a well pointed flashlight will not only point out one's position but also result in temporary blindness, potentially giving the other Player first shot.
Things to be Cautious of...
No sunlight means getting sprayed by cold water hurts a little more. That price is also what makes winning in night games much more satisfying. The lack of light also makes it simpler for one to accidently trip over objects on the ground, etc. One should always try to watch one's step while looking for one's opponents.
Keeping Track of Time
A time limit should really be set with a common meeting point for all players involved. This is important just in case someone does get hurt or lost in the dark. Anyone not showing up at the designated time and place should be looked for by the group.
Are You Afraid of the Dark?
The following sections discuss more of the psychology tactics one can use during night time water fights. In the dark, one's senses are heightened making one able to hear what is usually left unnoticed, see shadows move where once was stillness, and feel the breeze or breathing where once was nothing. One must be weary when using such tactics since these can turn even the most experienced day-time (but inexperienced at night) soaker into a quivering mound of pulp.
Things that Go Bump in the Night
As stated earlier, minimal lighting often means that tripping hazzards and such are harder to avoid. At the same time, however, most people end up relying heavily on their hearing as opposed to their vision (for obvious reasons). With this in mind, there are many ways to take advantage of this unique set of circumstances.
- silence - if one can travel quietly, one will not likely be noticed. Movement in the darkness goes almost completely unseen unless there is artificial light or the moon happens to be particularly bright. If one is not heard, one will not likely be seen either.
- noise distractions - what is heard is what is seen. As sound is more heavily relied on in the night than vision, by throwing sticks or rocks to make rustling noises away from one's position, one can make other Players chase after ghosts or at least not be chasing oneself. This tactic at night can often frustrate the other Players. "I know I heard something over here...."
Of course, if they are talking, one can simply follow their voices and go in for the soak while they muck about looking in vain for something that was not there. - yelling - given the terrain, a yell or cry during an attack can make it appear that there are more people attacking than there really are. Not only that but the sheer loudness of a yell in contrast to the silence usually associated with the night can make any untrained or inexperienced person panic and become disoriented for awhile, allowing for an unresisted attack to succeed.
I See the Light
Flashlights are often used by those who do not wish to travel in complete darkness. The main drawbacks to flashlights are that while they show what lies ahead, they do not light up the entire surroundings and they give away one's location quite readily. One advantage to using flashlights is that the light can be used to temporarily blind those whose eyes had already adjusted to darker lighting conditions.
One of the most effective ways of temporarily blinding a hostile is not to simply point a flashlight in their face but to flick the light on and off at irregular intervals. It takes about one second or so for one's eyes to adjust to either light or dark conditions. By pulsing the light source, one will prolong the duration which the opponent will have difficulty seeing. This pulsing does not affect the user of the flashlight as much since one is typically mentally prepared for a change in lighting conditions since one is in control of the light.
Stationary, bright field lights can be used to slow an opponent's approach into a base or across a path. While pulsing light tends to blind, constant lighting tends to make those who enjoy the shadow avoid an area for fear of being seen. Areas suggested for being well lit are filling stations. This gives two advantages. Friendly or opponents can be readily identified as they approach. Also, refilling one's blasters with light is much simpler than trying to do the same in the dark.
Enjoy the Silence
There are times during a night-time water fight where one may find oneself either alone or with only a couple of teammates. In order to help establish one's bearings, it is often a good idea to just stop, lay low or crouch (whichever is more comfortable) and listen. With enough training and experience, one will soon be able to discern general noise from movement or noise distractions. By listening to one's surroundings, one can often determine where opponents may be, especially if they are more inexperienced and may be talking or moving about making a lot of noise. As stated earlier, what cannot be heard is very difficult to see. If one is quiet enough, one can wait for opponents to be basically at point blank range before unleashing a chilling volley of water their way.
The After-Party
As stated on the earlier, it is a good idea to set a time when the game is scheduled to end. A common meeting ground should be designated and all Players should meet and greet, blasters down, at the meeting point to make sure no one got lost or injured in the field. Anyone not returning to the common meeting point at the designated time should be looked for. A good idea as well is to have the group do something relaxing after the water fight game. Night time water fights can really grate one's nerves and all participants will be glad when they can just relax and not worry so much about what may lie ahead.
:: Submitted Tips
Ten Tips for Survival in the Battlefield By : OmniFyre | Posted: 20020102
1. Never be alone if possible. Always travel with a friend or escort of some kind.
2. In the event you should go on a mission alone (usually instructed by the leader), never go unarmed or unprotected.
3. Never run when you are alone. It will make noise when running and your after-breathing CAN be heard.
4. Remember ALL sounds from the slightest footstep to the sound of a Monster XL blasting its opponent can be heard on a quiet battlefield and a lot of the time the battle will be quiet, especially during special missions or meetings.
5. If your base(s) is/are destroyed or seized, do not panic. In urban areas, there are many places to set up a base. Surrender the base that was seized and focus on setting up a new one.
6. Always return to one of your bases in times of need which include medical needs or ammuntion. It is foolish to go out in war without full preparation because you never know where your opponents are stationed. If you are spotted unarmed, run as fast as you can. This is where it helps to have good running shoes on.
7. Always listen to your leaders. They know best. Believe me, I learned the hard way. =)
8. Never EVER launch a full-scale ambush without the consent or instruction of a leader. You will most likely run in and start shooting like a maniac and it will be (95% of the time) unsuccessful.
9. Always have a map of the battlefield ready, especially in urban areas. The importance of having a map in an urban area is specially important because these towns and citizen residence areas are much more complex and larger than most other battle fields. This is mostly because of the buildings and structures, which typically restricts the battlefield to the street. When fighting on the street, always be careful of cars, especially during night-time wars.
10. In ANY battlefield that has been mapped out, never enter an uncharted area. This area may be crawling with enemies, although you may not notice it at first. Always have a scout to see the are you are about to enter. It also helps to have several grunts guarding the mapped area closest to the exploration area so that if the scout should encounter enemies, (s)he can call for them and they can be of assistance.
