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Post by Troubadour on Mar 4, 2009 14:22:18 GMT -5
Depends, where are you guys building the structures at?
Also, El couldn't you just make it so that everyone had to use either .2s or .25s, I am sure not many people would cry if they had to for just one game. I like your idea for magazines. The idea of letting people steal other peoples cards is a great idea too.
There should be fake money, a set amount on each player and at the Oasis there should be a ref there or something that you can buy cards from. Cards could be anything from like more magazines, extra vials, extra ammunition, etc. That gives people more stuff to loot right there, money and cards.
I am trying to think of other things that can be looted without people going insane...
Perhaps, intelligence could be collected from Oasis' and random outposts about the location of secret items. Like cases containing ammunition, cure vials, and fortune cards. I don't know, I am just blurting things out as they come to me in this post. You could possibly have misfortune cards too, you know have a guy get all pumped thinking he found a fortune card and picks it up and it says something like "A zombie has jumped out and bites you." or "A zombie jumps out and bites the person closest to your right" or "You see the lure of magazines and ammunition, but as you grab for them you hear a click and look down at your feet as you see a string collapse. The explosion kills you and your closest teammate... Go back to spawn."
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Post by Troubadour on Mar 4, 2009 14:38:07 GMT -5
Haha, looks like you edited and I posted at the same time so I am just gonna double-post.
I think the Oasis being fought over would be really cool, I was just saying that no two teams should occupy it at the same time unless under treaty. You know, so another team can't just walk up in there and share it with them. There has to be a verbal treaty or something. Otherwise the other team if they want it to themselves can attack other teams for it or defend it from all other teams. It would be interesting because if two squads were busy fighting it would give the zombies a chance to rush them and take them out. You could just put the lights up high-enough that BBs shouldn't be hitting them because I mean BBs will fly through the Oasis no matter what.
Also, about lootable items. If its all mature players, I am sure people wouldn't mind using their own bb's if it were only 100-200 and they used .2 or .25 bb's.
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Post by Shadow on Mar 4, 2009 15:30:38 GMT -5
What if the lootable items had to be bright orange, or something that stands out, and must be dropped upon 'infection' or death? That way, you can run up and take your prize without having the person lying on the ground, or people grabbing all over someone. I also must repeat my idea of moving oasis' because I think that's the best idea I've had all day! Another question I have, and I apologize if it's been answered already, but what are the expectations for zombies? Can they run? I know it's been said that they will be armed, but will that have limits? Also, how much role playing will there be for the zombies? (moans, limping, etc.)
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Post by Troubadour on Mar 4, 2009 15:50:37 GMT -5
Zombies will be armed? WTF?
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Post by El Phantasamo on Mar 4, 2009 22:41:28 GMT -5
Troub, redKnight earlier mentioed providing high quality BB's for all players as part of admission. At that point, we COULD use some Excel Bios. If we wanted to add complexity, we could have .20 and .25 available, representing pistol ammo and 5.56mm. A neat idea, but perhaps poor in execution. Im sure we can all manage with some Excel .25's. If you're using a Sniper/DMR type rifle, im sure we could get some nice .28 or .30's. I may bring my Garand, so distrubiting 8mm's may be a bit awkward. If I were to use it, I would probably be playing A "Person Of Interest", such as an eccentric scientist who has to get to a certain location in exchange for heals/cards/credits. I would prefer to do this before the sun sets as I do NOT want to have to hunt for Garand clips in the dark On that note, what about looting the Zombies? I meant, they WERE regular people at one point right? Why not have A small number of zombies have some bonus cards or "game currency" on them? I don't think the zombies should use guns. If you "turn", you can no longer use any weapons. Now what if you "turn" and you're killed as A zombie? do you HAVE to re-spawn as a zombie, or can you re-spawn as human? I say re-spawn as human. As for the "Zombie Cure", is there a time limit after "turn" to when it's no longer effective? If not, and it COULD cure A person who has turned, why not have a small number of "civilians of interest" who have "turned" and must be healed before they can lead players to objectives. If we were to do this, lets put a bit of spray pint on the zombies pie tins. Use several colors, and only partway through the game, let the players find out only one color is of any use. We have a LOT of neat ideas going around, some may not be used. It may only be because it make the event too complicated, the idea may not work with something else or a part of the event plot. RedKnight, I PMed your regular login, not the Zombie Squad Moderator one
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Post by Shadow on Mar 4, 2009 22:58:14 GMT -5
I agree it'd be more fun if the zombies were unarmed, but how could they compete against full auto weapons? Would it be that they only have to touch a 'human?' If they were required to get within arms reach you'd have to have a huge ratio in favor of the zombies to balance that out. I guess I'm just asking what others have done before.
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Post by El Phantasamo on Mar 5, 2009 0:28:21 GMT -5
I agree it'd be more fun if the zombies were unarmed, but how could they compete against full auto weapons? Would it be that they only have to touch a 'human?' If they were required to get within arms reach you'd have to have a huge ratio in favor of the zombies to balance that out. I guess I'm just asking what others have done before. Humm, good point. Id say semi only for something like this, as we are replicating armed civilians. PERHAPS we could make A "Full Auto Allowed" bonus card, but those would be a bit rare. As for "infection", what if the zombe has to have both hands on you for a "10 count" (5 seconds) for you to be "infected".
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Post by slugg on Mar 5, 2009 3:32:41 GMT -5
The reason I am going to allow full auto is because after people run out of ammo, they are in a world of trouble. Go ahead and burn your clip off on one zombie! the next 20 will love the taste of your guts!
As for 8mm guns, El, I am very sorry but nobody wants their goggles cracked, let alone a tooth busted . I was under the impression that 8mm guns were banned from MIA, am I mistaken? what was that all about anyway? If its allowed under MIA rules, let me know and hell yes! bring it! just don't expect to shoot me with it! I am allergic to pain!
For infection, the zombie has to grab the player, thats it. We want to avoid melees and injuries occurring from extensive grappling so tag and you're infected. I may allow a grace period of 30 seconds for a medic to cure an infection, but I am still working on the balance issues. I am thinking now that we may need about 15 - 20 zombies to make this work.
One of the things we did at farmington was during a zombie game, I played the part of a "hot girl" who would scream and cry, but only stand still unless you lead me by the hand to where you need me to go. While being lead around I continually chattered away giving away the teams location and also distracting them as well. I provided the first player to reach me with a secondary weapon with full ammo, but becasue I was the "hot girl with tig ol' bitties" I was useless for anything else.(Imagine the useless female in almost every 70's zombie movie)
I think the idea of money is nice, but this is a game set after a zombie outbreak, money might only be useful as toilet paper at this point. Perhaps a barter system may be used. I will think of large items that can be salvaged, carried and traded for resources. any thoughts?
If you are killed as a zombie, you repsawn as a human at your nearest outpost/base. If you kill a zombie carrying a lootable item, you may claim it from his body if you get the chance. I think I will put some more thought into what items are lootable. I have a ton of pistols that may be lootable to start with.
Troubador, the problem with cards is I want the palyers to control their own destiny. I don't want it to be a game of magic-the-vomiting with special cards determining the course of the game. I may use cards to randomly distribute certain gear thoug, or possibly which objective is placed in certain spots.
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Post by El Phantasamo on Mar 5, 2009 4:01:11 GMT -5
I was not aware that it would be "Fast Zombies", I thought it would be "Moderate zombies" (as in a normal walk speed at best). "tag = infected" rules should work fine. Perhaps a zombe should tell the human hes infected during the tag, just to make sure. Sometime even I don't feel hits on gear, I have to listen for them.
As for 8mm, they are not capable of breaking goggles, and really cause no more damage to teeth than 6mm. There have been dental casualties in the past from 6mm at 350 FPS:-/
As for goggles, I have seen someone test a pair against A gas sniper rifle shooting WAY too hot (~720 FPS) and did NOT shatter the lens, but rather stretched the plastic and left a dent maybe 1/4" deep. As long as approved goggles are used, there should be no safety concerns.
As for my Garand, it has no more muzzle energy than A 6mm .20 @460 FPS. Now that I have a beta chrony, ill verify this after maintenance. According to the FPS calculator on Arnies, my limit with a .45 is 367 FPS for 2.8 Joule (same as a .20@ 550 FPS). Keep in mind 8mm BB's loose energy faster than 6mm BB's do. This is because of their greater surface area and, therefore drag.
MIA has no regulations that I have found regarding 8mm rifles. Ask LaxRider, Dusty, and GBiscuit. They have all been on the receiving end of my Garand. There is also one other fellow I got in the forehead at the SFOD field (VERY long range ~270' or more) and described it as "FUCKING AWESOME!"
Hope this helps
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Post by slugg on Mar 5, 2009 4:13:31 GMT -5
yup it does, bring your guns! all of them! I have to voice this gripe here now, I am tired of the jackasses on MIA that keep hate-spamming on me. I may just stay on Semia since they are a bunch of internet cowards on MIA. I have had my fill of kids running their gums at me. I am higher on the food-chain than they are and I am running out of patience! Now that I have gotten that off my chest...
I would like to have someone play as a crazy old survivalist with ww2 weapons...know any one who wants the job?
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Post by El Phantasamo on Mar 5, 2009 4:18:35 GMT -5
I would like to have someone play as a crazy old survivalist with ww2 weapons...know any one who wants the job? Well, I do have the GARAND......
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Post by slugg on Mar 5, 2009 4:26:13 GMT -5
I don't know how much shooting you would be able to do...I mean zombies are going to rush in at people, it may be a problem for folks with hot guns to even use them at all, within 20ft you have to stop shooting with guns over 350 right? 420 or higher has to be 50 feet I believe... I would still love to see it brought to the event, if nothing else it would look really cool.
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Post by Troubadour on Mar 5, 2009 4:33:03 GMT -5
Questions: 1.)How would you regulate magazines? Perhaps, make the magazines go by a set-standard of bb's carried on person. Such as 200. So two mid-caps (100rds), 6 lo-caps (30rds), 3 standard (60rds). With a shotgun perhaps just let them have unlimited shells with that, since they are only about 14-15 bb's in them. Also, pistols no matter what only two spares?
2.)Have a few civilian roleplayers, who like intel could lead you to special items. Make some of them more annoying then others and make some helpful and hell have one or two that will straight up betray you for all of your items.
3.)Is it: Zombie kills human, human becomes zombie, unless cured. Human kills human, human stays human. Human kills zombie, zombie becomes human. Zombie kills zombie, madness!
4.)Where is the field?
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Post by slugg on Mar 5, 2009 4:41:10 GMT -5
Questions: 1.)How would you regulate shotgun shells? Perhaps, make the magazines go by a set-standard of bb's carried on person. Such as 200. So two mid-caps (100rds), 6 lo-caps (30rds), 3 standard (60rds). With a shotgun perhaps just let them have unlimited shells with that, since they are only about 14-15 bb's in them. Also, pistols no matter what only two spares? 2.)Have a few civilian roleplayers, who like intel could lead you to special items. Make some of them more annoying then others and make some helpful and hell have one or two that will straight up betray you for all of your items. 3.)Is it: Zombie kills human, human becomes zombie, unless cured. Human kills human, human stays human. Human kills zombie, zombie becomes human. Zombie kills zombie, madness! 4.)Where is the field? looking for some zombie on zombie action huh? sounds kinky! humans infected by zombies will have a choice if not cured, they may go back and wait to respawn after a certain amount of time, or they may first go and raise hell on the other team by being a zombie and attacking the opposite team as a zombie, until they get killed,bored, or time to respawn arrives. I was thinking for civies, El could be the 'old-hard-ass-vet-hermit-guy' that talks to himself and kills everything he sees trespassing on his land, he might help the survivors, but onyl if they convince hm to help, maybe a side errand to gain his help, and get use of his bomb-shelter house for a time (another oasis)
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Post by El Phantasamo on Mar 5, 2009 4:44:21 GMT -5
Questions:........ 3.)Is it: Zombie kills human, human becomes zombie, unless cured. Human kills human, human stays human. Human kills zombie, zombie becomes human. Zombie kills zombie, madness! Well, It think this would be simpler.... You have 2 types of players humans and zombies. Whatever you start out as, is how you respawn. Human kills human, human respawns as human, without items looted. Human kills Zombie, Zombie respawns as Zombie. Looting a possibility. Zombie "infects" human, human becomes zombie (and plays as such) unless cured or killed. KIA "infected human" respawns as human *POSSIBILITY* Zombie consumes human, zombie loots human, human respawns as human. (this can be an option for those who do not want to play a zombie at all ) Does this make sense? This way the zombie numbers remains at A constant minimum, but the numbers of humans and zombies can (and hopefully WILL) fluctuate.
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