new rp?
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Glocks and Berettas are a pretty common sight in America. Though where I am, its mostly Glocks. Almost every police force in the western world uses Glocks.
Beretta is more of a military pistol, being that it is the U.S. Army's standard issue after the M1911. Which reminds me, that pistol just turned 100 years old some time now.
Beretta is more of a military pistol, being that it is the U.S. Army's standard issue after the M1911. Which reminds me, that pistol just turned 100 years old some time now.
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Oh that reminds me, tomorrow I'm going to be out all day, Saturday 7th.
I go back to my barracks for an opening parade, introducing new recruits and whatnot before we actually go back to work, Wednesday 1st January. So, to be blunt, I hope we don't start anytime soon. I wouldn't want to miss out on the beginning of this RP.
I go back to my barracks for an opening parade, introducing new recruits and whatnot before we actually go back to work, Wednesday 1st January. So, to be blunt, I hope we don't start anytime soon. I wouldn't want to miss out on the beginning of this RP.
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Done, deleted all my OOC posts on the other thread as well.
Plus it's not true that everyones using a glock/beretta - I chose a SIG Sauer
Plus it's not true that everyones using a glock/beretta - I chose a SIG Sauer
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I said half and I knew you were using a SiG Sauer P226. Although, in my opinion, a better pistol would be an FN FiveSeven since it goes with your P90. They both use the same round so its a better choice, logistically.
As well as Chronus, I think it'd be more advantageous logistically if he had both his pistols using the same kind of round, rather than his K-100 using 9x19mm Luger and his M1911A1 using .45 ACP. Maybe even get an SMG as a primary, it'd be hard to fight with only pistols.
Edit: Forgot about a few posts I still had there.
As well as Chronus, I think it'd be more advantageous logistically if he had both his pistols using the same kind of round, rather than his K-100 using 9x19mm Luger and his M1911A1 using .45 ACP. Maybe even get an SMG as a primary, it'd be hard to fight with only pistols.
Edit: Forgot about a few posts I still had there.
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I log in here in Fakku at different time schemes...
sometimes at Utc +5,
and always at Utc -5...
or whenever I'm free.
sometimes at Utc +5,
and always at Utc -5...
or whenever I'm free.
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Well I like the look of the Beretta 92 FS Centurion which is the main reason I chose it. I don't know enough about guns lol. So I'll be consulting you a lot Kei. It's fine right? Since you seem to be quite knowledgeable about guns.
I'll need all the help I can get since my character is a strategist. If my strategy seems odd or doesn't make sense feel free to give me a PM and I'll change it as soon as possible.
I'll need all the help I can get since my character is a strategist. If my strategy seems odd or doesn't make sense feel free to give me a PM and I'll change it as soon as possible.
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Keirova_47 wrote...
I said half and I knew you were using a SiG Sauer P226. Although, in my opinion, a better pistol would be an FN FiveSeven since it goes with your P90. They both use the same round so its a better choice, logistically.As well as Chronus, I think it'd be more advantageous logistically if he had both his pistols using the same kind of round, rather than his K-100 using 9x19mm Luger and his M1911A1 using .45 ACP. Maybe even get an SMG as a primary, it'd be hard to fight with only pistols.
Edit: Forgot about a few posts I still had there.
Why, oh why!? Damn you, keirova, for pointing out that stupid thing called LOGIC to me... Maybe I WANT to lug around additional ammo! Maybe I don't want to have the same round for my weapons! Screw logistics!!!
Yeah, I took your suggestion... Fail on my part, I got excited about having a sig sauer and forgot about common sense. I'll be wielding a fn pistol then.
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Keirova_47 wrote...
Oh that reminds me, tomorrow I'm going to be out all day, Saturday 7th.I go back to my barracks for an opening parade, introducing new recruits and whatnot before we actually go back to work, Wednesday 1st January. So, to be blunt, I hope we don't start anytime soon. I wouldn't want to miss out on the beginning of this RP.
Then let's try to get started Sunday. Discuss amongst yourselves a good time and Kierova_47 as essentially my liason Pm me the results and I'll flex my schedule around it.
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Ramsus wrote...
Rise told me to come look at your game and I noticed a few problems.Firstly....why is Boston not included? Really.
The name Boyd sounds really familiar.
Ok now to the game mechanics problems.
Killing off players is not going to work unless you have a much larger RP community here than I think you do. Character death is usually enough "punishment" as is needed. (As the goal of an RP is not to punish failure and there is no need for time wasting mechanics like in video games.) What you'll end up with is either being too afraid to kill off players even when they should be dying or you'll just be left without the people most likely to care about your game. (As typically the people who care most about a game are those playing in it, not those who aren't.)
Giving your NPCs plot armor to the point of telling your players they can't kill them is ridiculous. That's essentially telling people they can't play the characters they want. Now, you're free to have them fail if they try anyway but, you might want to strongly consider letting some or all the NPCs be killable. If you have immortal NPCs but, not immortal players it's somewhat like you're just writing a story that the players can't control. If people want to play in a story they have no control over....well that's what video games are for.
Sorry for the delay to respond I've been busy making adjustments to the concept in general, however your input is noted and I'll definitely implement quite a few changes which you pointed out. The NPC immortality only allies to the ones that are absolutely necessary, only 5 out of the dozens I already have drafted up, but if they die players will be cut off from supplies and a chain of command. As for player death, I'm only concerned with continuity, however if you have a solution (like an NPC doctor capable of essentially resurrecting characters) I'm all for it and I'd like to let players finish the game with the characters they started with. The name Boyd shouldn't be familiar unless you work at a publisher that rejected one of my books (as that's my pen name). Any suggestions or help would be greatly appreciated, and it would be preferable if you could help me iron out the issues by Sunday, when I intend (however probably won't due to coordinating logistics) to start up the RP. Thanks for your input and thanks in advance for your help (assuming you do help me)
it.
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*shrug* As for chain of command. Not sure since I don't know all the details of what you have planned. Typically though, what's best is either letting players being their own chain of command or have those above them mostly be immortal simply by not often being anywhere near where the players are. That makes them "immortal" but not because stabbing them doesn't work. But, having outright damage immune NPCs means you negate the plausibility for spies and betrayal and the like (or at least you end up setting things up in such a way that it would be hard for the players to realize it was even possible for X person to do so).
As for death. What usually works is just, if a player's character dies that character dies and the player has to make a new character. Admittedly you could have some resurrection doctor but, there would have to be consequences for this. Either it does something to the character (you might give the player some disadvantage or perhaps it changes their personality) or it's just a resources problem and they have to spend money/items they would have otherwise been able to use for something else or have to actually specifically go out and do something at least passingly difficult to go get those resources.
I think I've just seen a character named Boyd in some other work before. If it wasn't intentionally a reference to something then it's not important.
As for death. What usually works is just, if a player's character dies that character dies and the player has to make a new character. Admittedly you could have some resurrection doctor but, there would have to be consequences for this. Either it does something to the character (you might give the player some disadvantage or perhaps it changes their personality) or it's just a resources problem and they have to spend money/items they would have otherwise been able to use for something else or have to actually specifically go out and do something at least passingly difficult to go get those resources.
I think I've just seen a character named Boyd in some other work before. If it wasn't intentionally a reference to something then it's not important.
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The chain of command is mostly there players, however because Jon (Boyd) is never seen, his voice is never heard and almost nobody knows what he looks like, there needs to be a few people who are messengers. By the way Boston was a good idea, I'm also going to include Philidelphia for good measure. There is only one immortal dealer simply because there always has to be at last 1 source of weapons, everyone else is just as mortal as the players. For the cost of resurrection, how's this, the remaining players must raid a medical depot to get the necessary supplies. This will serve 2 purposes, 1, to make the death of a fellow player an inconvenience to the others (making them work together to prevent any deaths) and to give players a way of "voting off" other players (they can choose not go do the raid and keep the player dead). The doctor would have to be immortal... or I could let them kill him and create the opportunity to have a perma-death scenario, when they must what a new character if they die... opinion?
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Yukito-kun wrote...
Spoiler:
If this is going to reflect real-life, then there should be the option of non-"resurrection". But, the doctor should not be immortal, if the doctor dies, so does all of his knowledge to "resurrect" someone, unless the doctor decides to pass the knowledge to someone else before he dies. It would be the decision of the greater consensus among the alive players whether or not to revive the fallen player. Raiding a medical depot should always happen, whether or not a player dies, as medical supplies are always a necessity.
This is just my opinion.
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Zandorf wrote...
Yukito-kun wrote...
Spoiler:
If this is going to reflect real-life, then there should be the option of non-"resurrection". But, the doctor should not be immortal, if the doctor dies, so does all of his knowledge to "resurrect" someone, unless the doctor decides to pass the knowledge to someone else before he dies. It would be the decision of the greater consensus among the alive players whether or not to revive the fallen player. Raiding a medical depot should always happen, whether or not a player dies, as medical supplies are always a necessity.
This is just my opinion.
Though I agree with you if we were to raid for every supply we ever needed there would be no time to play between gathering supplies. Part of it is assumed and part of it is just excluded in the spirit of it being fun. Also resurrect is a bad word for it, the doctor would stabilize the patient, then sedate them and keep them in a controlled coma until the supplies to effectively repair most of the damage dealt and resuscitate the player. If it's a mortal wound like a bullet in the ol' noggin then the doctor can't save them.
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Yukito-kun wrote...
Zandorf wrote...
Yukito-kun wrote...
Spoiler:
If this is going to reflect real-life, then there should be the option of non-"resurrection". But, the doctor should not be immortal, if the doctor dies, so does all of his knowledge to "resurrect" someone, unless the doctor decides to pass the knowledge to someone else before he dies. It would be the decision of the greater consensus among the alive players whether or not to revive the fallen player. Raiding a medical depot should always happen, whether or not a player dies, as medical supplies are always a necessity.
This is just my opinion.
Though I agree with you if we were to raid for every supply we ever needed there would be no time to play between gathering supplies. Part of it is assumed and part of it is just excluded in the spirit of it being fun. Also resurrect is a bad word for it, the doctor would stabilize the patient, then sedate them and keep them in a controlled coma until the supplies to effectively repair most of the damage dealt and resuscitate the player. If it's a mortal wound like a bullet in the ol' noggin then the doctor can't save them.
I knew resurrect wasn't the right word, so I put it in quotes. But I agree with you then. The doctor stabilizes them, until the supplies come to officially bring back the player. And I agree with there being certain situations where no one should be revived.
I still think that there should be a greater consensus among the alive players to decide whether or not to go get the supplies for the "downed" person.
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Zandorf wrote...
Yukito-kun wrote...
Zandorf wrote...
Yukito-kun wrote...
Spoiler:
If this is going to reflect real-life, then there should be the option of non-"resurrection". But, the doctor should not be immortal, if the doctor dies, so does all of his knowledge to "resurrect" someone, unless the doctor decides to pass the knowledge to someone else before he dies. It would be the decision of the greater consensus among the alive players whether or not to revive the fallen player. Raiding a medical depot should always happen, whether or not a player dies, as medical supplies are always a necessity.
This is just my opinion.
Though I agree with you if we were to raid for every supply we ever needed there would be no time to play between gathering supplies. Part of it is assumed and part of it is just excluded in the spirit of it being fun. Also resurrect is a bad word for it, the doctor would stabilize the patient, then sedate them and keep them in a controlled coma until the supplies to effectively repair most of the damage dealt and resuscitate the player. If it's a mortal wound like a bullet in the ol' noggin then the doctor can't save them.
I knew resurrect wasn't the right word, so I put it in quotes. But I agree with you then. The doctor stabilizes them, until the supplies come to officially bring back the player. And I agree with there being certain situations where no one should be revived.
I still think that there should be a greater consensus among the alive players to decide whether or not to go get the supplies for the "downed" person.
That was my intention. If you want to kick someone out wait until they die, then just don't get the supplies.