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
)
-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.