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	<title type="html"><![CDATA[First Strike Forums — BlackIntels Goodbye Event - 16th June]]></title>
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	<updated>2012-06-16T12:46:21Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=10944</id>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144114#p144114" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Gwynzer wrote:</cite><blockquote><p>Tickets will be high as I can. They&#039;d be infinite but the map doesn&#039;t allow it.&nbsp; If by chance the rebels do &quot;win&quot;, that&#039;s more of a failure of the game mode rather than victory for the rebels.</p></blockquote></div><p>I&#039;ll take it.<br />10,000,000 tickets later, if there is a rebel still standing then he deserves victory, if he can prove he didn&#039;t actually just get stuck inside a container or something and go afk for 9 hours while tickets bled.</p><p>If numbers are low enough we should invert this and do a Batman/Diehard mode.<br />On a night map like Outpost assault or mos entha, rebels have to fight an imperial officer.<br />Rebs can only use primary weapon or pistol, no equipment.<br />Officer can use no &quot;firearms&quot; but can loot and use all the equipment.<br />Scanners, sensor beacons, smoke grenades, concussion grenades, mines, detpacks, medic grenades, ammo boxes , bacta.</p><p>(we will assume that all explosives are set to concuss/incapacitate and APM&#039;s represent some fiendish trap that leaves the victim swinging upside down from a lamppost.<br />Gas/sonic grenades are knockout gas etc.)</p><p>thoughts?</p>]]></content>
			<author>
				<name><![CDATA[RSF Angel]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1548</uri>
			</author>
			<updated>2012-06-16T12:46:21Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144114#p144114</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144113#p144113" />
			<content type="html"><![CDATA[<p>I may not make it, depends how late it runs. Going to be working tomorrow from 630am till at least 8pm.</p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2012-06-16T11:53:16Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144113#p144113</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144112#p144112" />
			<content type="html"><![CDATA[<p>Tickets will be high as I can. They&#039;d be infinite but the map doesn&#039;t allow it.&nbsp; If by chance the rebels do &quot;win&quot;, that&#039;s more of a failure of the game mode rather than victory for the rebels.</p>]]></content>
			<author>
				<name><![CDATA[Gwynzer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2316</uri>
			</author>
			<updated>2012-06-16T11:21:51Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144112#p144112</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144109#p144109" />
			<content type="html"><![CDATA[<p>What&#039;s the ticket count going to be? A near impossible win condition is still a win condition</p><p>(or will you restart the round with just the surviving reb players on rebs?)</p>]]></content>
			<author>
				<name><![CDATA[RSF Angel]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1548</uri>
			</author>
			<updated>2012-06-14T14:04:30Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144109#p144109</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144108#p144108" />
			<content type="html"><![CDATA[<p>Zombie rule enforcing will be kept under control by my volunteering SL-Zombies. The clear way of putting it for zombies is &quot;If you&#039;re being shot, you can&#039;t heal, nor can you run away from the fight to heal.</p><p>Deaths aren&#039;t a problem for zombies anyway, given short re spawn time and infinite lives.&nbsp; For things like zombie spawning, Zombie-SLs will be putting down beacons outside of &quot;combat&quot;, so there shouldn&#039;t be anyone spawning on them except for the occasions they weren&#039;t expecting company so never put down a beacon.</p><br /><p>BI should have a decent presence for this event, we&#039;ll be trying to keep on top of keeping things organised.</p>]]></content>
			<author>
				<name><![CDATA[Gwynzer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2316</uri>
			</author>
			<updated>2012-06-13T22:46:46Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144108#p144108</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144106#p144106" />
			<content type="html"><![CDATA[<p>I think we might be getting in danger of making things too complicated here, especially once it comes down to deciding what constitutes being in or out of a combat situation. Surely if someone is hiding with bacta, they&#039;re not in combat? Who is going to police all this? Better to have core simple fundamental rules that people can get behind quickly.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2012-06-13T22:15:58Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144106#p144106</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144105#p144105" />
			<content type="html"><![CDATA[<p>Zombie spawning on Officer is a no go, especially in situations you described (nothing stopping those other 5 zombies already being there tho <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />).&nbsp; Spawning on SL is fine for &quot;travelling&quot;, but anything even NEAR combat will need a beacon.&nbsp; I&#039;ll be running officer myself, and will probably assign other BI guys to do it as we start needing more squads in order to keep the zombies playing fair.</p><p>I wasn&#039;t going to limit zombie kits, I was thinking about letting them use trooper radars, but I suppose those are pretty OP given that they stay for a long time after death (and zombies will die a lot!). I suppose we won&#039;t allow trooper radars, but zombies can choose whatever kit they want, but (out of combat) medic will be the only one really worth having.</p><p>I don&#039;t want the zombies to be holding bacta in combat situations etc. Zombies can get bacta only once an area is cleared or during non-combat or something, just because running for a while to finally find a survivor and get OHK would be crap.</p><p>The pickup kits issue is something I&#039;ve thought about.&nbsp; I don&#039;t want the rebels to have access to &quot;infinite&quot; grenades due to looting Imperial corpses.&nbsp; If we could limit it to only picking up Rebel kits I wouldn&#039;t mind it, but there&#039;s the chance that during kit changing you&#039;ll end up with an imperial kit selected if people died en masse around an area and then the other kits will despawn.&nbsp; Like with detpacks, I&#039;d rather just deal with that problem by eliminating it.</p><p>No win condition for Rebels. This is survival, not escape.&nbsp; The goal is to be the last man standing, whoever that is gets crowned winner. They&#039;ll get a force throw into the sky or something, I&#039;m not spending any money on prizes <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Rules</p><p>-Imperials(Zombies) are only allowed Knifes as a weapon (Sensors, beacons OK, no droids or nades)<br /><strong>-Zombies can ONLY heal when OUT OF COMBAT. No running/hiding with bacta.<br />-Zombies can not spawn on SL (Only beacon) during combat conditions.</strong><br />-Rebels can NOT use their primary weapon (rifles etc). Equipment is allowed with the exception of Detpacks. Officer kit not allowed. Droids will be allowed once a set number of humans are turned. Permission to use droids will be announced in game<br />-Rebels can not pick up fallen kits at all<br />-When a rebel dies by ANY reason (except malicious teamkills, as decided by admins), they switch to Imperial<br />-Rebels can be revived, but the man-down time will be reduced to about 7 seconds. Be quick!<br />-Rebels can NOT capture the garage Flag. I&#039;d rather they couldn&#039;t capture any (given the fact that zombies &quot;Hoard&quot;, camping from rebel spawn or the far side of the forest when the Zombies only own the control room), but there are hiding/holdout spots at all the other flags.&nbsp; The goal is not to capture out the Zombies, but to last as long as possible and also be the last man standing<br />-No vehicles for any reason<br />-No movement restrictions<br />-Stay within reasonable areas of the map (no hiding in the far-outer cliffs which are between the base and the valley flags, if you survive the drop)<br />-Newly turned zombies are allowed to give information to the zombie team about where everyone on their team was.</p>]]></content>
			<author>
				<name><![CDATA[Gwynzer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2316</uri>
			</author>
			<updated>2012-06-13T18:33:38Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144105#p144105</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144104#p144104" />
			<content type="html"><![CDATA[<p>I&#039;d add that Imps can only take medic and officer, with beacons required.<br />Nothing would suck more than following an officer who ran into an empty room alone and seconds later being mobbed by 6 zombies.</p><p>Outsmarting the zombies is a big part of survival, and if the imps are running around in a big mass holding bacta tanks, they will be tough to drop.<br />Bacta&#039;s out will also encourage grouping.</p><p>I&#039;d like to see picking up kits allowed and droids(deployable) not allowed, to get the scavenging survival atmosphere into the game.<br />Do I risk leaving cover to grab that dead zombie/teammate&#039;s pistol? Do I stay here with my last 10 rounds in the clip?</p><p>I agree with no detpacks, especially since bad placement could kill team-mates. I don&#039;t see how proxies could hurt since they don&#039;t rearm and are easily bypassed, but I wouldn&#039;t miss them too much.</p><p>Rebel revive adds more tough decisions, I think it should be included.</p><br /><br /><p>Really, no Rebel win condition?<br />Kobyashu Marus (sp?) are the other franchise.<br />I reckon there should be an extraction area that the rebs could reach and hold until a set time. That or a kill limit.<br />Troopers Stal Lonestrider and Schwar Zenneger should be able to hold off the zombie hordes and buy time for the beautiful medic to escape or be killed last minute as a revenge motivation.</p>]]></content>
			<author>
				<name><![CDATA[RSF Angel]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1548</uri>
			</author>
			<updated>2012-06-13T15:40:26Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144104#p144104</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144103#p144103" />
			<content type="html"><![CDATA[<p>Humans don&#039;t need a spawn beacon. Once they die, they are zombies <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>My problem with detpacks are they are infinite, you can just sit ontop of a generator and keep throwing them down steps for area denial forever, and it&#039;s very hard to enforce &quot;no refilling&quot; on that kind of thing. I&#039;d rather just outlaw them totally.&nbsp; Proxies are limited in supply (?), so you only get the ones you start with.&nbsp; Zombies can also bypass them by going into crouch/prone, or just by sacrificing one of the pack to eliminate it as a threat all together.&nbsp; It&#039;s been a long time since I&#039;ve played as support, if proxies can be rearmed then they won&#039;t be allowed as gear.&nbsp; Support will still have the generator, which will arguably be the most important piece of equipment in this kind of gamemode.</p><p>I&#039;d like to have a &quot;reward&quot; in for the last x% of surviving players, perhaps that can be the droids.&nbsp; Early game, I think some of the droids would be a bit OP, but later on they&#039;ll certainly be balanced out a bit. </p><br /><p>I&#039;m just thinking about how short ammo may be towards the end, especially if all the Human Support players are dead and there is no route to an ammo droid.&nbsp; I will be running Imperial officer from the start (I crash 90% of the time when I play rebels, and we also need people to start as zombies, even if it is initially less fun) and will occasionally drop ammoboxes as I run around.</p><br /><p>-Imperials(Zombies) are only allowed Knifes as a weapon (Sensors, beacons OK, no droids or nades)<br />-Rebels can NOT use their primary weapon (rifles etc). Equipment is allowed with the exception of Detpacks. Officer kit not allowed. <strong>Droids will be allowed once a set number of humans are turned. Permission to use droids will be announced in game</strong><br />-Rebels can not pick up fallen kits at all<br />-When a rebel dies by ANY reason (except malicious teamkills, as decided by admins), they switch to Imperial<br />-<strong>Rebels can be revived, but the man-down time will be reduced to about 7 seconds. Be quick!</strong><br />-Rebels can NOT capture the garage Flag. I&#039;d rather they couldn&#039;t capture any (given the fact that zombies &quot;Hoard&quot;, camping from rebel spawn or the far side of the forest when the Zombies only own the control room), but there are hiding/holdout spots at all the other flags.&nbsp; The goal is not to capture out the Zombies, but to last as long as possible and also be the last man standing<br />-No vehicles for any reason<br />-No movement restrictions<br />-Stay within reasonable areas of the map (no hiding in the far-outer cliffs which are between the base and the valley flags, if you survive the drop)<br />-Newly turned zombies are allowed to give information to the zombie team about where everyone on their team was.</p>]]></content>
			<author>
				<name><![CDATA[Gwynzer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2316</uri>
			</author>
			<updated>2012-06-12T22:05:27Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144103#p144103</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144102#p144102" />
			<content type="html"><![CDATA[<p>True.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2012-06-12T21:58:27Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144102#p144102</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144101#p144101" />
			<content type="html"><![CDATA[<p>What would be the point of the spawn beacon? When they die the switch sides don&#039;t they?</p>]]></content>
			<author>
				<name><![CDATA[Jackroy]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=4542</uri>
			</author>
			<updated>2012-06-12T21:56:00Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144101#p144101</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144099#p144099" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Gwynzer wrote:</cite><blockquote><p>The reason I say no DL-44 is because it&#039;s significantly powerful than the other pistols.&nbsp; I think that out of all the guns, it has one of the smaller damage-distance losses and does a lot higher damage per shot.&nbsp; I&#039;d rather that all the &quot;Humans&quot; were given the same chance, instead of officer-classes having the advantage. The officer also has infinite ammo and health all on his own.</p><p>Grenades, sure. Given the limited number it sounds good (except Detpacks, they&#039;re not allowed). I think we could allow them at all stages of the map... if people want to waste nades on a couple of zombies, poor choice for them.</p><p>Droids I&#039;m not sure about, just because they are rearmable and infinite lived(?).&nbsp; Those are maybe an asset we can utilise as we get closer to end-game.&nbsp; E-webs are a no, just because it takes one other person with a generator/R-Droid to keep them going. I can think of a very large amount of spots on Null where a infinite ammo e-web could hold forever against waves of knife wielding maniacs. If there was always the possibility to flank, I&#039;d be okay with it, but that&#039;s not the case in FS.</p><p>I figured zombie sensors were a given, it&#039;ll take forever to comb parts of the map without them when it gets down to a few stragglers hiding.&nbsp; Same for beacons, but I&#039;d like to keep them at a &quot;Fair&quot; distance from players, just to give them a bit of a chance.</p><br /><p>One thing also to discuss is the defib.&nbsp; I think I&#039;d like to allow it, but reduce the death time so you&#039;ve only got about 5-7 seconds instead of 15 (also means zombies spawn faster instead of being dead for most of their game time).&nbsp; Also, how about zombies using bacta?</p><br /><p>So far:<br />-Imperials(Zombies) are only allowed Knifes as a weapon (Sensors, beacons OK, no droids or nades)<br />-Rebels can NOT use their primary weapon (rifles etc). Equipment is allowed with the exception of Detpacks. Officer kit not allowed. Droids (???)<br />-Rebels can not pick up fallen kits <br />-When a rebel dies by ANY reason (except malicious teamkills, as decided by admins), they switch to Imperial<br />-Rebels can NOT capture the garage Flag. I&#039;d rather they couldn&#039;t capture any (given the fact that zombies &quot;Hoard&quot;, camping from rebel spawn or the far side of the forest when the Zombies only own the control room), but there are hiding/holdout spots at all the other flags.&nbsp; The goal is not to capture out the Zombies, but to last as long as possible and also be the last man standing<br />-No vehicles for any reason<br />-No movement restrictions<br />-Stay within reasonable areas of the map (no hiding in the far-outer cliffs which are between the base and the valley flags, if you survive the drop <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />)<br />-Newly turned zombies are allowed to give information to the zombie team about where everyone on their team was</p></blockquote></div><p>Fair enough with the <strong>DL-44</strong>, so you don&#039;t want humans to have the benefit of a spawn beacon then?</p><p>What about mines? With detpacks I don&#039;t see that much of a difference between them and grenades to be honest, if you have nades you should be able to have detpacks, it would be more mines I would see an issue with, perhaps that could be an asset that you can allow to be used in the latter part of the round, like as a reward for lasting to the last 5 or whatever you&#039;re allowed to use this or that asset.</p><p>With the newly turned Zombie thing, does that mean you&#039;re going to be shifting people across into a different TS channel when they&#039;re turned? Makes sense, but the practicality of it might be tricky to keep up with if you&#039;re having to constantly shift people over as they&#039;re turned. Shouldn&#039;t Zombies only be mumbling anyway?</p><p><img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2012-06-12T21:27:09Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144099#p144099</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144097#p144097" />
			<content type="html"><![CDATA[<p>The reason I say no DL-44 is because it&#039;s significantly powerful than the other pistols.&nbsp; I think that out of all the guns, it has one of the smaller damage-distance losses and does a lot higher damage per shot.&nbsp; I&#039;d rather that all the &quot;Humans&quot; were given the same chance, instead of officer-classes having the advantage. The officer also has infinite ammo and health all on his own.</p><p>Grenades, sure. Given the limited number it sounds good (except Detpacks, they&#039;re not allowed). I think we could allow them at all stages of the map... if people want to waste nades on a couple of zombies, poor choice for them.</p><p>Droids I&#039;m not sure about, just because they are rearmable and infinite lived(?).&nbsp; Those are maybe an asset we can utilise as we get closer to end-game.&nbsp; E-webs are a no, just because it takes one other person with a generator/R-Droid to keep them going. I can think of a very large amount of spots on Null where a infinite ammo e-web could hold forever against waves of knife wielding maniacs. If there was always the possibility to flank, I&#039;d be okay with it, but that&#039;s not the case in FS.</p><p>I figured zombie sensors were a given, it&#039;ll take forever to comb parts of the map without them when it gets down to a few stragglers hiding.&nbsp; Same for beacons, but I&#039;d like to keep them at a &quot;Fair&quot; distance from players, just to give them a bit of a chance.</p><br /><p>One thing also to discuss is the defib.&nbsp; I think I&#039;d like to allow it, but reduce the death time so you&#039;ve only got about 5-7 seconds instead of 15 (also means zombies spawn faster instead of being dead for most of their game time).&nbsp; Also, how about zombies using bacta?</p><br /><p>So far:<br />-Imperials(Zombies) are only allowed Knifes as a weapon (Sensors, beacons OK, no droids or nades)<br />-Rebels can NOT use their primary weapon (rifles etc). Equipment is allowed with the exception of Detpacks. Officer kit not allowed. Droids (???)<br />-Rebels can not pick up fallen kits <br />-When a rebel dies by ANY reason (except malicious teamkills, as decided by admins), they switch to Imperial<br />-Rebels can NOT capture the garage Flag. I&#039;d rather they couldn&#039;t capture any (given the fact that zombies &quot;Hoard&quot;, camping from rebel spawn or the far side of the forest when the Zombies only own the control room), but there are hiding/holdout spots at all the other flags.&nbsp; The goal is not to capture out the Zombies, but to last as long as possible and also be the last man standing<br />-No vehicles for any reason<br />-No movement restrictions<br />-Stay within reasonable areas of the map (no hiding in the far-outer cliffs which are between the base and the valley flags, if you survive the drop <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />)<br />-Newly turned zombies are allowed to give information to the zombie team about where everyone on their team was</p>]]></content>
			<author>
				<name><![CDATA[Gwynzer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2316</uri>
			</author>
			<updated>2012-06-12T19:00:09Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144097#p144097</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144096#p144096" />
			<content type="html"><![CDATA[<p>This <strong>Null Zombie</strong> mode looks quite promising. Only thing regarding the rules that I&#039;d suggest is not banning the<strong> DL-44</strong>, as if you choose to go <strong>Officer</strong> class what are you going to do? Similarly with the sprint feature, I think it is naturally limited enough without adding rules to its use, if anything it makes you more tactical, as you&#039;ll want to save that extra speed boost until you really need to get out of a scrape, plus I think you go a little faster, or use boost a little slower when using the knife anyway so that should give the <strong>Zombies</strong> a slight speed edge. </p><p>Would be cool to code the bots to only use knives so you could have live players against a horde of evil bot <strong>Zombies</strong>, have you seen how fast they swarm at you when they&#039;re close enough to knife you? That&#039;s the only time the bots use their sprint ability. I can imagine that getting really freaky with a few dozen of them coming at you.</p><p><img src="https://forums.fsmod.com/img/smilies/cool.png" width="15" height="15" alt="cool" /></p><p>I think perhaps droids and nades should be allowed, at least at some point, perhaps once there are double the number of <strong>Zombies</strong> to human players or something? There is the danger of nade spam, though with only 2 nades each and no replenishment it shouldn&#039;t be too bad once that ratio is reached, perhaps even have the humans allowed an <strong>E-Web</strong> when the ratio is 4 to 1? That might be a bit much, but suitably last stand-esque. Plus what do you go for? Staying put with heavy firepower or keep mobile to stay ahead of the horde? It&#039;s a balancing act.</p><p>Perhaps only have the <strong>Zombies</strong> able to deploy sensors so they know where the enemy is? Also perhaps allow them to use spawn beacons so they can spawn close to the meat rather than having the long walk from a CP every time they go down.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2012-06-12T17:41:11Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144096#p144096</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: BlackIntels Goodbye Event - 16th June]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=144084#p144084" />
			<content type="html"><![CDATA[<p>Check the latest news update for details on this upcoming event, see you there.</p><br /><p><a href="http://www.fsmod.com/newsfull-062012-2.htm">http://www.fsmod.com/newsfull-062012-2.htm</a></p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2012-06-10T13:51:13Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=144084#p144084</id>
		</entry>
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