Difference between revisions 1531147 and 1533387 on enwiki'''''This is the latest public version of a major edit I am working on. It is NOT the final version, so expect problems. Suggestions on my [[User_talk:SeventyThree|talk page]] are welcome.''''' ---- '''LaserQuest''' is an indoor sport based around harmless [[infrared|IR]] guns and ‘packs’ with IR sensors on them. It is a [[European]] version of [[Lasertag]] (which is from the [[US]]). LaserQuest centres can be found in the [[UK]], [[France]], and [[The Netherlands]]. ==Brief Overview== The general aim of LaserQuest is to shoot as many other players as possible, while avoiding being shot yourself. You are armed with harmless infrared/laser guns and packs with sensors on, and let into a large [[maze]]-like room with plenty of low walls and windows. Some sites have multi-level rooms with ramps, walkways and balconies. The guns work best in the dark, so the rooms are dimly illuminated. They also usually have [[dry ice|smoke machine]]s and [[UV light]]s. The two most normal types of game are score-based and [[last man standing]]. These can be played in teams, or all-on-all. A large variety of game variants can be played (''see [[#Game Variants|later section]]''). ==Equipment== All the equipment needed to play LaserQuest is provided on-site. The main items are a [[vest]]-like '''pack''', and an attached '''[[laser]] gun'''. Both have '''[[sensors]]''' attached, so the pack can tell when you have been shot by another player. ===Guns=== The guns used in LaserQuest are single-handed, and about a foot long. Most players will use a second hand on the front of the gun for support and to help aim, but this is not required. Inside the barrel of the gun are two lasers: a visible (red) targeting laser, and an invisible ([[IR]]) data laser. The data beam may not be exactly aligned with the visible beam, but this does not matter much when repeatedly trying to hit a moving target. The data beam transmits your identity. When another player's sensor is hit by the beam, it registers who hit it was hit by. If the shooter is on an opposing team, the hit is recorded and that player 'dies'. Note that your pack does not know if you have shot anybody - only who has shot you. ===Sensors=== Sensors are found in the following places: * On the front of the gun, either side of the centre, * On the sides of the gun (very hard to hit), * In a circle on the front of the pack, * In a circle on the back of the pack, * On each shoulder pad (towards the inside). ===Lights=== Wherever on the pack there are sensors, there are also flashing lights. These are usually red and green [[LED]]s. The lights can be used to help locate other players, to tell you what team (if any) they are on, and to tell you if they are alive. The three possible team 'colours' are Red, Green and Mixed (both). ===Traps=== There are only two LaserQuest centres in the [[UK]] with traps (one is in [[Cambridge]], the other in '''??'''[[Sheffield]]'''??'''). These consist of a fixed sensor and a line of IR emmitters. The IR emmitters constantly fire. The traps are marked with visible red lasers, but these are not the beams which shoot you! The traps can be temporarily deactivated by shooting a nearby sensor, which is mounted to the wall. Getting caught in a trap counts as a kill by the [[Marshall]], and can cost you up to 50 [[#Scoring|points]]. ===Bases=== Not every arena has bases. When available, there are two bases in opposite corners of the arena. One belongs to each team. The base consists of two prominent flashing targets with sensors at the centre. If an opposing team shoots both targets within 10 seconds of each other, they get 50 points. Once a base has been shot like this, it will become inactive for 30 seconds, after which points can be scored again. ===Other Equipment=== At the end of a game, all players return to the starting point ('Airlock'). The packs then transmit information about who shot them back to the main computer, which calculates the final scores. This [[wireless]] link is also used to initialise the packs at the start of the game. ==Scoring== There are two ways to gain points, by shooting other players or by shooting the opposing team's [[#Bases|base]]. You loose points when other people shoot you, or when you get caught in a [[#Traps|trap]]. The number of points lost depends on where you are hit: * Gun : 7 points * Front: 7 points * Shoulders: 5 points * Back: 3 points Shooting another player gains you 10 points, no matter where you hit them. Being shot by the [[Marshall]] or the trap costs 50 points. Shooting the opposing team's [[#Bases|base]] gains you 50 points. You will always gain more points for a kill than you loose for a death. This encourages players to be more adventurous, and means that most people get positive scores. When playing against other players of the same standard it is unusual to get a negative score, unless you are repeatedly caught by the trap. The team score is the sum of all the individual players' scores. ==Playing Styles== There are a number of effective playing styles. Players must make a compromise between dodging and aiming, although the best players can aim well while dodging heavily. Inexperienced players tend not to dodge much, but even a little movement can make the sensors much harder to hit. Beyond this, there several distinct styles: '''Profiling'''<br> This involves twisting your body such that the side is presented to the enemy. This makes the front ad back sensors harder to hit, and completley hides one of the shoulders. '''Crouching'''<br> This is self-explanatory. It has the advantage of protecting front and back sensors, and gives an element of surprise. The shoulder sensors are very exposed. '''The Tower, AKA [[Dalek]]'''<br> Involves holding the gun above your head. Aiming is more difficult, and this leaves the front and back sensors very exposed. It is effective because of the surprise, the better angle on shoulder sensors, and because many good players will aim for the gun sensor rather than the front, since the gun is usually easier to hit. The gun sensor is usually the easiest target to hit, because it is difficult to move the gun around unpredictably and maintain good aim. ==Game Variants== The [[hardware]] and [[software]] used limits what can be done with LaserQuest, but subtle variations in settings can change the tactics required significantly. Up to four different groups of settings can be created; it is normal for everyone on a team to have the same settings, but this is not required! When giving packs ''within'' a team different settings, care must be taken because the packs will not be visibly different in-game. The settings which can be altered are: * Game type: All-on-all, 2-team, 3-team * Total game time (minutes) * Number of lives: 1+, or unlimited * Number of shots: 1+, or unlimited * Downtime (seconds) * Shoulder sensors on/off * Gun sensors on/off * Bases on/off (only applies to team games) The number of shots used can be quite large - a good player in a [[#Standard Deathmatch|Standard Deathmatch]] can fire 3000+ shots without too much difficulty. This will give an hit rate of perhaps 5%, corresponding to almost constant firing while in uptime, with most targets dodging. Downtime means how long players will remain inactive after being shot. After the downtime has expired, the 'dead' player's pack will re-energise and they are able to play as before. ===Normal Games=== These can be played at most LaserQuest centres without too much trouble. Every player has the same settings, and the games are easy to run with different numbers of people. They are also suitable for infrequent players, because the settings and tactics are not complicated. ---- ====Standard Deathmatch==== <h5>Suggested Settings</h5> * Game type: All-on-all * Total game time: 20 minutes * Lives: Unlimited * Shots: Unlimited * Downtime: 3 seconds * Shoulder sensors: On * Gun sensors: On <h5>Description</h5> In this game, there are no formal teams. Everyone can shoot everyone else, although tempory alliances are often formed ([[Back stab]]bing is possible, easy, and usually frowned upon). <h5>Ending Conditions</h5> The game ends when the time limit runs out. Winning is based on final score - the player with the highest score wins. Everybody gets a place in the ranking, so this is a good game for comparisons. <h5>Tactics</h5> This isn't a very stategic type of game, but there are a variety of playing styles which can work in this game. Which one works best depends on individual strenghts/weaknesses, other player's tactics, the layout of the arena etc. Some potential tactics are: *Find a place to hide and [[snipe]] from - this is especially good if gun sensors are off. Useful if you are a good shot, but not so good at dodging. Also good for building up [[confidence]], as you can get kills without dying. Doesn't work as well in sparsly populated games. *Move around the arena, constantly dodging and firing. If you are an average or better player, this is the best way of getting points because you spend more time firing at people. ---- ====Last Man Standing==== <h5>Suggested Settings</h5> * Game type: All-on-all * Total game time: 15 minutes * Lives: 10 * Shots: Unlimited * Downtime: 3 seconds * Shoulder sensors: On * Gun sensors: On <h5>Ending Conditions</h5> The [[last man standing|last man alive]] wins (hence the name). If there is more than one player left at the end, the game is declared a draw (although some rules state that in this case nobody wins - this is to encourage the last few players to hunt each other, rather than hide). <h5>Description</h5> Similar to a standard deathmatch, but with limited lives. This makes for a slightly slower, more cautious game. Gun sensors are on, to discourage snipers. <h5>Tactics</h5> With limited lives, players must be much more cautious. Sniping can be useful as long as there are stll players moving about, but gun sensors are turned on to discourage snipers. ---- ====Standard Teams==== <h5>Suggested Settings</h5> * Game type: Teams * Total game time: 20 minutes * Lives: Unlimited * Shots: Unlimited * Downtime: 3 seconds * Shoulder sensors: On * Gun sensors: On * Bases: Off <h5>Ending Conditions</h5> The game ends when the time limit runs out. Winning is based on final team score, which is the sum of the scores of every player in that team. <h5>Description</h5> This is the second-most often played game, after Standard Deathmatch. The players are split into two or three teams, each of which has their own colour. [[Friendly fire]] will not have any effect. It is usual for teams to start the game in opposite sides of the arena. <h5>Tactics</h5> Team tactics and communcation are useful in this game, but not required. Most players will get into groups of 3-4 and stay together. This allows them to concentrate fire on the opposing team, without the group becoming too unwieldy. Large groups of people are less effective, because those in the centre are not much use and co-ordination is difficult. A large group of players is also very easy to hit! A particularly good (or obstinate) player may want to move around alone. This only works if they are significantly better than most people in the game, or if the opposing team is disorganised. Depending on the arena, it may be possible to find an easily defensible area of the arena and try to hold it. ---- ====Limited Life Team Game==== <h5>Suggested Settings</h5> * Game type: Teams * Total game time: 15 minutes * Lives: 10 * Shots: Unlimited * Downtime: 3 seconds * Shoulder sensors: On * Gun sensors: On * Bases: Off <h5>Ending Conditions</h5> The team with the last man standing wins the game. Frequently, more than on person from the winning team will survive. If the time runs out, the game is declared a draw (''however, see [[Last Man Standing|#Last Man Standing]]''). <h5>Description</h5> This is a slightly slower, more cautious version of the standard team game. <h5>Tactics</h5> Due to the limited lives, there is an increased incentive for players to stick with their team-mates. Teamwork and communication are more important in this game han the standard team game. ---- ====Bases==== <h5>Suggested Settings</h5> * Game type: Two Teams * Total game time: 20 minutes * Lives: Unlimited * Shots: Unlimited * Downtime: 10 seconds * Shoulder sensors: On * Gun sensors: On * Bases: 0n <h5>Ending Conditions</h5> The winners are the team with the most points when the time runs out. <h5>Description</h5> This is a standard team game with bases turned on. Because the bases score 50 points each time they are triggered, they play a central role in this game. This makes the game much more terratorial, as players try to defend their base and attack their opponent's. There can be problems with this game due to players [[Camping (computer gaming)|camping]] at the opposing team's bases. The long down-time is an attempt to compensate for this. <h5>Tactics</h5> The long down-time makes a successful attack on a base fairly hard, normally requiring an overpowering force (rather than a one-man rush). It also encourages organisation within the teams. ---- ===Unusual Games=== These games are played only by regular groups, and are somewhat different to normal games. These games often require: * Some knowledge of the arena * Good teamwork * A few skilled players in the group * An understanding with the LaserQuest centre managment (in order to get them to change the settings to your liking) The settings for each team are often different, as are the ending conditions. ---- ====Aliens==== <h5>Suggested Settings</h5> * Game type: Two Teams * Total game time: 10 minutes * Bases: 0ff * [[Xenomorph|Aliens]] (Green): ** Number of Players: 1/4 of the total ** Lives: 15 ** Shots: Unlimited ** Downtime: 5 seconds ** Shoulder sensors: On ** Gun sensors: Off * [[Marines]] (Red): ** Number of Players: 3/4 of the total ** Lives: 3 ** Shots: unlimited ** Downtime: 1 second ** Shoulder sensors: On ** Gun sensors: On Balancing this game is an art, and the both the ratio of Aliens to Marines and the number of lives on each team should be adjusted as neccessary. ''The Aliens should enter the arena at least 10 seconds before the Marines.'' <h5>Ending Conditions</h5> The team with the last man (or alien) standing wins. If the game times out, a draw is declared. This is the same as a [[#Limited Life Team Game|Limited Life Team Game]]. <h5>Description</h5> This game is based around the SF film series [[Alien (movie)|Alien(s)]]. Green Team are Aliens, with favourable settings but few players. Red Team are Marines, with less favourable settings but the advantage of numbers. In this game, the aliens are released into the arena at least 10 seconds before the Marines. The Marines must then hunt down the Aliens, while the Aliens pick off the Marines. The settings required for a balanced game changes depending on the skill of the players, so the above is only a guide. <h5>Tactics</h5> '''Aliens''' should split up at the start, and move quickly into the arena. The aliens have a strong settings advantage, and should use this to finish off any isolated Marines and snipe at larger groups. '''Marines''' need to stay together. With few lives and a very short downtime, lone Marines get removed from the game very quickly. The only way to defeat the Aliens by rushing and surrounding the Aliens - this is only possible with good teamwork. If enough people are playing, it is possible to split into two groups of Marines to cover the arena more effectivly. ---- ====VIP==== <h5>Suggested Settings</h5> * Game type: Three Teams * Total game time: 5 minutes * Bases: 0ff * '''[[VIP]]''' (Mixed): ** Number of Players: 1 ** Lives: 1 ** Shots: 1 ** Downtime: N/A ** Shoulder sensors: On ** Gun sensors: On * '''[[Assassins]]''' (Red): ** Number of Players: 1/3 of the total ** Lives: 3 ** Shots: Unlimited ** Downtime: 2 seconds ** Shoulder sensors: On ** Gun sensors: Off * '''[[Bodyguards]]''' (Green): ** Number of Players: 2/3 of the total ** Lives: 2 ** Shots: Unlimited ** Downtime: 3 seconds ** Shoulder sensors: On ** Gun sensors: On ''This game does not work very well, but is included here because it is unique.'' Before starting the game, the somebody plants a ‘'''bomb'''’ in the arena. The bomb is traditionally a large white [[plush toy]], or other suitable item which will be highly visible under [[Blacklight]]s. In game, ''only the VIP can touch the bomb''. <h5>Ending Conditions</h5> *If the bomb is returned to the airlock before the time runs out, the VIP has safely defused it - The VIP and Bodyguards win. *If the bomb is ''not'' returned to the airlock before the time runs out, it will explode. If this happens, the Assassins have won. *If the VIP dies, the Assassins have automatically won (nobody can prevent the bomb from exploding). Note that the bodyguards can kill the VIP by accident, because he is on a different team - in this case the Assassins win, even if they are all dead. <h5>Description</h5> The Assassins' aim is to either kill the VIP, or slow him down enough that the time runs out. The Bodyguards' job is to protect the VIP at all costs. The VIP must get the bomb back to the airlock before it explodes! ''The Assassins are released into the arena at least 10 seconds before everyone else.'' <h5>Tactics</h5> The '''VIP''' must stay hidden behind the bodyguards - they only have one life. They should stay low, and avoid exposing themselves to any danger if possible. The '''Bodyguards''' should be escorting the VIP around the arena, with a few scouts in front. A few bodyguards can go round the arena looking for Assassins and the bomb - when they find the bomb, they shoudl report back to the VIP. Killing al the Assassins is useful, but not necessary. The '''Assassins''' can snipe safely because their gun sensors are off. They have a short downtime, so rushing the VIP is very dangerous. It is, however, a very effective tactic, and it is this that makes the game difficult to balance. ---- ====Predator==== <h5>Suggested Settings</h5> * Game type: Two Teams * Total game time: 10 minutes * Bases: 0ff * '''[[Predator]]s''' (Green): ** Number of Players: 1/5 of the total ** Lives: unlimited ** Shots: Unlimited ** Downtime: 7 seconds ** Shoulder sensors: On ** Gun sensors: On * '''[[Marines]]''' (Red): ** Number of Players: 4/5 of the total ** Lives: 10 ** Shots: Unlimited ** Downtime: 1 second ** Shoulder sensors: On ** Gun sensors: Off ''The Marines should enter the arena at least 10 seconds before the Predators'' <h5>Ending Conditions</h5> If any Marine is left alive when the time runs out, the Marines win. If all the Marines are killed before the time runs out, the Predators win. <h5>Description</h5> This game is based on the film, [[Predator (movie)]]. The Marines are being attacked, and have called for reinforcments - due in 10 minutes. Meanwhile, they must defend themselves against the Predators. <h5>Tactics</h5> The '''Predators''' should concentrate on removing the Marines one at a time, to reduce the Marines' firepower. With unlimited lives, they can be very bold. The '''Marines''' need to work together to concentrate fire on the Predators, keeping them in downtime for as much of the game as possible. When numbers get low, a valid tactic is to split up and hide, hoping that the Predators won't find everyone before the time runs out. ---- ====Assault the Bases==== <h5>Suggested Settings</h5> * Game type: Two Teams * Total game time: 20 minutes * Lives: Unlimited * Shots: Unlimited * Downtime: 15 seconds * Shoulder sensors: On * Gun sensors: On * Bases: 0n Once a player is killed, they must use their downtime to return to their home base, and stay there until their pack re-energises. This requires honesty among players. <h5>Ending Conditions</h5> The winners are the team with the most points when the time runs out. <h5>Description</h5> This game avoids the base-camping problems of a normal Bases game. Each player effectivly [[spawn]]s at their home base. <h5>Tactics</h5> This game probably requires the most teamwork of the games mentioned here. With such a long downtime, a failed assault can leave a team's base very vunerable. Because bases can only be scored every 30 seconds, it is often wise to return to home base after a successful assualt, to help defend. ==See Also== [Lasertag]] - The origional, [[US]] version. [www.laserquest.co.uk] - The LaserQuest company official site [www.srcf.ucam.org/culls/] - Cambridge University LaserQuest Society ---- NOTE TO SELF: TO ADD *ELC *history of LQ? *other LQ websitesThis article was listed on [[Wikipedia:Votes for deletion]] for a week but no consensus reached. The discussion on whether to delete/redirect/whatever is on the [[Talk:List of pejorative political slogans|talk page]]'' This article is a list of pejorative political slogans. == Islamofascism == Some people think that the term "Islamofascism" is used as a one-word slogan implying that Islam or Islamic culture has much in common with Fascism. But this is not correct. The term ''Islamofascists'' refers solely to those who claim to be Muslims but are considered by their opponents as [[fascism|fascists]] with Islamic background. Nevertheless several Muslims find the term insulting, as it suggests a link between Islam and Fascism. The term is especially applied to Muslim groups (like [[GIA]], [[Hamas]], [[Abu Sayaf]], [[Al Qaida]], [[Islamic Jihad]], [[Hezbollah]]) that promote [[theocracy]] and oppose [[democracy]], in distinction to Muslims who see no contradiction between Islam and Western-style modernism. Some writers use the term "Islamofascism" specifically to refer to [[Wahhabism]] and similar movements in Sunni Islam, while others use it to refer to all highly politicized strains of Islam, including Shiite fundamentalism as practised in Iran. However, Islamofascism is not a widely accepted term due to its imprecise, "loaded", propaganda-minded nature. A more common and less loaded term for these politicized strains of Islam, which seek to replace secular governments in Muslim countries with Islamic law, is [[Islamist]]. == Judeofascism and Zionazism == ''Judeofascism'' and ''Zionazism'' are terms used by advocates of the view that aspects of [[Judaism]], [[Zionism]] or Israeli government policy are fascist or similar to behavior thought typical of Nazis. Sometimes the target of the terms is a philosophy that only Jews should have political rights in Israel, or that Israel should be governed by the principles of Jewish law rather than Western democratic principles. Much more commonly, the terms are used by opponents of Israeli behavior towards the Palestinians. In most cases, the user of the terms intends them to be offensive for the rhetorical effect this creates. Both terms fail [[Godwin's law]]. All content in the above text box is licensed under the Creative Commons Attribution-ShareAlike license Version 4 and was originally sourced from https://en.wikipedia.org/w/index.php?diff=prev&oldid=1533387.
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