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Post by Troubadour on Mar 5, 2009 4:54:56 GMT -5
I just realized question 1, said shotgun sells and not magazines. So yeah, that suggestion should make more sense now.
The killing, infecting, curing seems to be laid out.
You still haven't answered my other questions though RedKnight. Where is this field?
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Post by slugg on Mar 5, 2009 5:46:05 GMT -5
the whole point to my system is that way humans dont end up against their own team, it just gives them an option instead of sitting out until respawn. The zombies don't take loot,they just run around infecting and eating folks. only humans will be looting because the zombies are basically rabid people with only primative instincts remaining to guide them.
the field is in riley michigan at shadows place
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Post by Troubadour on Mar 5, 2009 7:09:49 GMT -5
At about an hour and eighteen minutes away, I am not sure if I could make it to help build. I'll try though.
Well, how do you feel about my suggestion for magazines? Limiting it by capacity and not actual magazines, because it would be unfair to limit it to a general two magazines. The guy with lo-caps would only have 60 rounds, while a guy with mid-caps will have 200 rounds.
Another thing on how to split the teams would be since its a 60 player cap.
15-20 volunteered as always zombies. 40 players split up into squads of 5. Which gives you 8 squads and would help make play constant and frantic, putting more stress on the human players.
The breakdown of the squads would be: 1 Squad Leader 3 Riflemen 1 Medic
Something hard to figure out would be players who die and get separated from their squad. How would they find their way back to their squad. Perhaps, have a radio at spawn and make it so at least one person in the squad always has a radio and give each squad their own channel. With the radio at spawn, they newly living could radio their squad to find out their position or to inform the squad that they need to start making their way to spawn to pick up the newly living.
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Post by Shadow on Mar 5, 2009 10:43:10 GMT -5
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. I don't mean to step on any toes, but what if there were a number of fixed, zombie players all zombie looking that were always zombies no matter what. Then when a human got infected, they could either respawn as a zombie OR a human. That way you'll always have enough zombies, but still fluctuate to make sudden waves of zombies. When the humans go back to the zombie spawn point, they'd only have to put on the pie plates and, Voila! Insta-Zombie! But what would happen when an entire squad is no longer alive or human?
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Post by Troubadour on Mar 6, 2009 19:16:49 GMT -5
Shadow, no offense ,but thats basically what we've been suggesting this entire time.
If an entire squad is no longer alive, they wait to respawn... If they are zombies they can either stop being zombies when respawn comes along or stay zombies.
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Post by El Phantasamo on Mar 7, 2009 0:06:16 GMT -5
For those who were wondering about my Garand, i just Chronoed it...
8mm .45g BB @ 315 FPS That's the same as a .20 @ 470 FPS (At least at the muzzle, 8mm loose velocity faster than 6mm)
If it were to be used at this event, It would be quite limited.
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Post by slugg on Mar 7, 2009 2:55:39 GMT -5
At about an hour and eighteen minutes away, I am not sure if I could make it to help build. I'll try though. Well, how do you feel about my suggestion for magazines? Limiting it by capacity and not actual magazines, because it would be unfair to limit it to a general two magazines. The guy with lo-caps would only have 60 rounds, while a guy with mid-caps will have 200 rounds. Another thing on how to split the teams would be since its a 60 player cap. 15-20 volunteered as always zombies. 40 players split up into squads of 5. Which gives you 8 squads and would help make play constant and frantic, putting more stress on the human players. The breakdown of the squads would be: 1 Squad Leader 3 Riflemen 1 Medic Something hard to figure out would be players who die and get separated from their squad. How would they find their way back to their squad. Perhaps, have a radio at spawn and make it so at least one person in the squad always has a radio and give each squad their own channel. With the radio at spawn, they newly living could radio their squad to find out their position or to inform the squad that they need to start making their way to spawn to pick up the newly living. ok, so first things first! I met Troubador today in person! I like most of his ideas posted here, funny thing is he didn't notice, Ialready have most of this stuff post (its ok, great minds think alike) People who play as humans on team 1 will only become zombies if they A: want to when they die, instead of sitting aorund wating for respawn. and B: when they do, they will only attack people on team 2 Zombies will have mobiel spawn points which will be marked by a flag and monitored by a ref with a radio. zombies will spawn in waves on a timed basis, for instance a wave may attack for 10 or 20 straight minutes, with as many zombies as they have time and energey for (fast runners would be awesome for this) after death, a dead zombie player runs back to his spawn, then respawns and continues to attack in waves, possibly waiting for several more of his collegues to perform a rush manuever. This will continue again and again, until the survivors finish what ever task provoked the zombie wave to attack, such as finishing a side errand or retreiving an objective item carried from point A to point B. During the night, rather than have an oasis at base, the players will be able to post guards and will have large flood lightsw erected which face the woods. when zombies attack, it will again be in waves and will continue for a certain amount of time. the players in that encampment will have the option to activate the flood lights for up to 30 minutes if they so desire, after that time, the lights will sputter and die out unless the players have retrieved a gascan (objective item) which will give them an extra 30 minutes of floodlight incase of a second attack or to extend the duration of the light. My intention is to make this an all day and all night event, I think the added realism of fatigue will add to the atmosphere ( ;Dnothing worse than getting attacked at night) If I have my way ( I hope so I would like to wrap it all up the second evening in the late afternoon, then finish with one of those bon fires shadow mentioned a while back ( if thats still an option) As for ammo limits, I think I will at this point fo with something like 100 rds for people using AEGs and 200 for people with pistols and or pump action weapons. players may swap mags if they like, but they will run out of ammo none the less if they are not careful. ammo boxes will be another objective item out on the field. They will be heavy, like the first aid kit and the fuel can, but useful for a specific amount of ammo (maybe 200 - 400 more rounds) I would like to see reasonable ammo amounts in mags...maybe no more than half of your ammo in any single mag...something to make it interesting. I am thinking, that for down time, we will probably schedule some rest time just before dawn maybe 4am, lasting until around 10am or so to give folks some time to actually sleep and eat. Other than that, I think the 30 minute oasis will be a effective way to allow people to rest and have a goggle free area with no combat where they can opt to parley with other teams to negotiate for items, ammo, etc... or have a very brisk and cautious lunch while watching the generator run out of fuel and hungry zombies circle around them I want to make this event totally immersive, I want people to lay there and have to ask their buddy "hey man, you got my back while I sleep?" I realize this will take greater caution to orchestrate safely and effectively, but I think it is feasible and will make for excellent game-play. Total numbers I would like to see: 15 -20 Zombies 2 or 3 teams of no more than 8 -10 people 6 refs would be nice So, El, your garand should be just about perfect for this game if you want to be a role player.( I will give you more details later) I don't want to spoil what I have in mind)
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Post by Troubadour on Mar 7, 2009 5:02:34 GMT -5
So will there be no fighting for the Oasis? If its in the middle of the field I don't really think you should be able to take off your goggles. If you really need to clean them, you just call yourself out and go clean them at the spawn area. Too much chance of a stray bb in the middle of the field.
Also, I don't think you can really regulate people to put half their ammo in one mag and half in the other. Most people will probably just put it all in one mag.
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Post by Shadow on Mar 7, 2009 11:45:47 GMT -5
Sorry troub, I guess I just didn't understand you. I agree about being careful about taking goggles off, but I bet rednight has that figured out already.
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Post by riosniper on Mar 7, 2009 21:39:10 GMT -5
This sounds cool.
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Post by slugg on Mar 8, 2009 0:57:45 GMT -5
So will there be no fighting for the Oasis? If its in the middle of the field I don't really think you should be able to take off your goggles. If you really need to clean them, you just call yourself out and go clean them at the spawn area. Too much chance of a stray bb in the middle of the field. Also, I don't think you can really regulate people to put half their ammo in one mag and half in the other. Most people will probably just put it all in one mag. I have a plan for this sort of thing....we will be coordinating things in such a manner that zombies will not be a problem while the oasis is being used, not for the team using it at any rate. Still, you have a point, since it isn't technically going to be "safe-area", it would simpler to have folks call themselves out.
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Post by Redknight on Mar 10, 2009 3:54:42 GMT -5
Well, good news, we finished putting together the first structure today, hopefully more are soon to come. This one 8x8 building cost us $215, so if anyone wants to help by donating plywood or 2x4s or just money, please let us know, it would help immensely to get some more lumber.
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Post by Shadow on Mar 10, 2009 21:38:38 GMT -5
I think troubadour has it right about limiting capacity of BBs, not magazines. It would be unfair if one team had all high-caps with 300 rounds each, and the other team all had low-caps with only 30 rounds each. This way, people can use whatever magazines they want. In fact, it'd be a good compromise because high-caps wouldn't have to be reloaded as often, but may not feed all the BBs properly while mid and low caps would. Take either risk.
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Post by Redknight on Mar 10, 2009 22:22:29 GMT -5
I think troubadour has it right about limiting capacity of BBs, not magazines. It would be unfair if one team had all high-caps with 300 rounds each, and the other team all had low-caps with only 30 rounds each. This way, people can use whatever magazines they want. In fact, it'd be a good compromise because high-caps wouldn't have to be reloaded as often, but may not feed all the BBs properly while mid and low caps would. Take either risk. I agree with you both. My thought is that we should allow something like 100 - 150 rounds total per player. There would be BBs provided along the way in the form of objective items such as an ammo crate with a ziploc bag of BBs inside it. I think that 100 is a good number because it will give guys a chance to spray at each other a bit, but still require them to conserve ammo for the zombies which won't run out nearly as fast as the ammo ;D Another point is that if you limit ammo severly, players still retain the option of full auto, but are less likely to use it if they have to play conservatively. Finally I plan on having ammo stores available at the player teams bases to allow them to reload, but the carry limit in the field will still be very low, and the stored ammo at the base will be an item that can be taken during a raid by another team of survivors
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Post by Mighty Bogger on Mar 11, 2009 12:32:28 GMT -5
Will pump action rifles or pistols be aloud to have more ammo?
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