8 (edited by CAAM 2012-06-08 21:13:39)

Re: BlackIntels Goodbye Event - 16th June

I'll be there. And I will be looking before I leap this time! Should be lots of fun...

Although being from South Florida, the whole Zombie thing may be a bit 'too soon'. tongue

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Re: BlackIntels Goodbye Event - 16th June

Check the latest news update for details on this upcoming event, see you there.


http://www.fsmod.com/newsfull-062012-2.htm

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Re: BlackIntels Goodbye Event - 16th June

This Null Zombie mode looks quite promising. Only thing regarding the rules that I'd suggest is not banning the DL-44, as if you choose to go Officer 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'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 Zombies a slight speed edge.

Would be cool to code the bots to only use knives so you could have live players against a horde of evil bot Zombies, have you seen how fast they swarm at you when they're close enough to knife you? That'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.

cool

I think perhaps droids and nades should be allowed, at least at some point, perhaps once there are double the number of Zombies to human players or something? There is the danger of nade spam, though with only 2 nades each and no replenishment it shouldn't be too bad once that ratio is reached, perhaps even have the humans allowed an E-Web 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's a balancing act.

Perhaps only have the Zombies 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.

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Re: BlackIntels Goodbye Event - 16th June

The reason I say no DL-44 is because it's significantly powerful than the other pistols.  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.  I'd rather that all the "Humans" were given the same chance, instead of officer-classes having the advantage. The officer also has infinite ammo and health all on his own.

Grenades, sure. Given the limited number it sounds good (except Detpacks, they'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.

Droids I'm not sure about, just because they are rearmable and infinite lived(?).  Those are maybe an asset we can utilise as we get closer to end-game.  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'd be okay with it, but that's not the case in FS.

I figured zombie sensors were a given, it'll take forever to comb parts of the map without them when it gets down to a few stragglers hiding.  Same for beacons, but I'd like to keep them at a "Fair" distance from players, just to give them a bit of a chance.


One thing also to discuss is the defib.  I think I'd like to allow it, but reduce the death time so you'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).  Also, how about zombies using bacta?


So far:
-Imperials(Zombies) are only allowed Knifes as a weapon (Sensors, beacons OK, no droids or nades)
-Rebels can NOT use their primary weapon (rifles etc). Equipment is allowed with the exception of Detpacks. Officer kit not allowed. Droids (???)
-Rebels can not pick up fallen kits
-When a rebel dies by ANY reason (except malicious teamkills, as decided by admins), they switch to Imperial
-Rebels can NOT capture the garage Flag. I'd rather they couldn't capture any (given the fact that zombies "Hoard", 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.  The goal is not to capture out the Zombies, but to last as long as possible and also be the last man standing
-No vehicles for any reason
-No movement restrictions
-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 tongue)
-Newly turned zombies are allowed to give information to the zombie team about where everyone on their team was

BlackIntel Game Leader
DUKE815: Teamwork's complicated.  I've found that ramming a Lambda with a Y-wing at full boost is most effective.

Re: BlackIntels Goodbye Event - 16th June

Gwynzer wrote:

The reason I say no DL-44 is because it's significantly powerful than the other pistols.  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.  I'd rather that all the "Humans" were given the same chance, instead of officer-classes having the advantage. The officer also has infinite ammo and health all on his own.

Grenades, sure. Given the limited number it sounds good (except Detpacks, they'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.

Droids I'm not sure about, just because they are rearmable and infinite lived(?).  Those are maybe an asset we can utilise as we get closer to end-game.  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'd be okay with it, but that's not the case in FS.

I figured zombie sensors were a given, it'll take forever to comb parts of the map without them when it gets down to a few stragglers hiding.  Same for beacons, but I'd like to keep them at a "Fair" distance from players, just to give them a bit of a chance.


One thing also to discuss is the defib.  I think I'd like to allow it, but reduce the death time so you'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).  Also, how about zombies using bacta?


So far:
-Imperials(Zombies) are only allowed Knifes as a weapon (Sensors, beacons OK, no droids or nades)
-Rebels can NOT use their primary weapon (rifles etc). Equipment is allowed with the exception of Detpacks. Officer kit not allowed. Droids (???)
-Rebels can not pick up fallen kits
-When a rebel dies by ANY reason (except malicious teamkills, as decided by admins), they switch to Imperial
-Rebels can NOT capture the garage Flag. I'd rather they couldn't capture any (given the fact that zombies "Hoard", 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.  The goal is not to capture out the Zombies, but to last as long as possible and also be the last man standing
-No vehicles for any reason
-No movement restrictions
-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 tongue)
-Newly turned zombies are allowed to give information to the zombie team about where everyone on their team was

Fair enough with the DL-44, so you don't want humans to have the benefit of a spawn beacon then?

What about mines? With detpacks I don'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're allowed to use this or that asset.

With the newly turned Zombie thing, does that mean you're going to be shifting people across into a different TS channel when they're turned? Makes sense, but the practicality of it might be tricky to keep up with if you're having to constantly shift people over as they're turned. Shouldn't Zombies only be mumbling anyway?

wink

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13 (edited by Jackroy 2012-06-12 17:56:13)

Re: BlackIntels Goodbye Event - 16th June

What would be the point of the spawn beacon? When they die the switch sides don't they?

Re: BlackIntels Goodbye Event - 16th June

True.

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