Re: BlackIntels Goodbye Event - 16th June

Humans don't need a spawn beacon. Once they die, they are zombies smile

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.

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

I'd add that Imps can only take medic and officer, with beacons required.
Nothing would suck more than following an officer who ran into an empty room alone and seconds later being mobbed by 6 zombies.

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.
Bacta's out will also encourage grouping.

I'd like to see picking up kits allowed and droids(deployable) not allowed, to get the scavenging survival atmosphere into the game.
Do I risk leaving cover to grab that dead zombie/teammate's pistol? Do I stay here with my last 10 rounds in the clip?

I agree with no detpacks, especially since bad placement could kill team-mates. I don't see how proxies could hurt since they don't rearm and are easily bypassed, but I wouldn't miss them too much.

Rebel revive adds more tough decisions, I think it should be included.



Really, no Rebel win condition?
Kobyashu Marus (sp?) are the other franchise.
I reckon there should be an extraction area that the rebs could reach and hold until a set time. That or a kill limit.
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.

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''Its over. Angel won.''   RSF Gurd

17 (edited by Gwynzer 2012-06-13 14:37:55)

Re: BlackIntels Goodbye Event - 16th June

Zombie spawning on Officer is a no go, especially in situations you described (nothing stopping those other 5 zombies already being there tho tongue).  Spawning on SL is fine for "travelling", but anything even NEAR combat will need a beacon.  I'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.

I wasn'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'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.

I don'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.

The pickup kits issue is something I've thought about.  I don't want the rebels to have access to "infinite" grenades due to looting Imperial corpses.  If we could limit it to only picking up Rebel kits I wouldn't mind it, but there's the chance that during kit changing you'll end up with an imperial kit selected if people died en masse around an area and then the other kits will despawn.  Like with detpacks, I'd rather just deal with that problem by eliminating it.

No win condition for Rebels. This is survival, not escape.  The goal is to be the last man standing, whoever that is gets crowned winner. They'll get a force throw into the sky or something, I'm not spending any money on prizes tongue

Rules

-Imperials(Zombies) are only allowed Knifes as a weapon (Sensors, beacons OK, no droids or nades)
-Zombies can ONLY heal when OUT OF COMBAT. No running/hiding with bacta.
-Zombies can not spawn on SL (Only beacon) during combat conditions.

-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.

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

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're not in combat? Who is going to police all this? Better to have core simple fundamental rules that people can get behind quickly.

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

19 (edited by Gwynzer 2012-06-13 18:47:50)

Re: BlackIntels Goodbye Event - 16th June

Zombie rule enforcing will be kept under control by my volunteering SL-Zombies. The clear way of putting it for zombies is "If you're being shot, you can't heal, nor can you run away from the fight to heal.

Deaths aren't a problem for zombies anyway, given short re spawn time and infinite lives.  For things like zombie spawning, Zombie-SLs will be putting down beacons outside of "combat", so there shouldn't be anyone spawning on them except for the occasions they weren't expecting company so never put down a beacon.


BI should have a decent presence for this event, we'll be trying to keep on top of keeping things organised.

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

20 (edited by RSF Angel 2012-06-14 10:05:39)

Re: BlackIntels Goodbye Event - 16th June

What's the ticket count going to be? A near impossible win condition is still a win condition

(or will you restart the round with just the surviving reb players on rebs?)

http://g5hd7a.bay.livefilestore.com/y1pYKw7Yp4ui_IKxw2wYbMr5xQ7XHAnuSmXBQcR3smbF6G-gHNuMLfh0QmoLRTc58VGEnJ1FheOT0YzDoDBF0603XYCVboCkrCX/rsf%20sig.png
''Its over. Angel won.''   RSF Gurd

Re: BlackIntels Goodbye Event - 16th June

Tickets will be high as I can. They'd be infinite but the map doesn't allow it.  If by chance the rebels do "win", that's more of a failure of the game mode rather than victory for the rebels.

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