Re: BlackIntels Goodbye Event - 16th June
Humans don't need a spawn beacon. Once they die, they are zombies ![]()
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's very hard to enforce "no refilling" on that kind of thing. I'd rather just outlaw them totally. Proxies are limited in supply (?), so you only get the ones you start with. 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. It's been a long time since I've played as support, if proxies can be rearmed then they won't be allowed as gear. Support will still have the generator, which will arguably be the most important piece of equipment in this kind of gamemode.
I'd like to have a "reward" in for the last x% of surviving players, perhaps that can be the droids. Early game, I think some of the droids would be a bit OP, but later on they'll certainly be balanced out a bit.
I'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. 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.
-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 will be allowed once a set number of humans are turned. Permission to use droids will be announced in game
-Rebels can not pick up fallen kits at all
-When a rebel dies by ANY reason (except malicious teamkills, as decided by admins), they switch to Imperial
-Rebels can be revived, but the man-down time will be reduced to about 7 seconds. Be quick!
-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.
DUKE815: Teamwork's complicated. I've found that ramming a Lambda with a Y-wing at full boost is most effective.





