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Post by ardor on Dec 16, 2007 11:44:13 GMT -8
Whether another game would be run at all isn't known, but if so, we'd like to write up the handbooks to have everything ready to go for someone else to run or us if we ever get around to it again.
For items, what works well, what doesn't?
Should we just change things up?
For example, I thought it might be neat that we allow more shots on some of the guns as they never get used up. Maybe the flare gun can shoot both flares on the same day or something.
The megaphone should perhaps be a free action if it isn't already, etc.
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Post by seriously on Dec 16, 2007 12:10:42 GMT -8
How about a device that tracks items instead of people like the GPS does?
If you have it you know where every weapon and item is (except for the laptop of other quintessential hacker team items, or things like the map), but not if they are being carried or who is carrying them.
I thought up this idea trying to anticipate ways to deflect hypothetical inquiries into ways I'd obtained knowledge while working out deals with a person. My justification was going to be that since Phalla Royale was a capitalistic endeavor obviously the accountants working for PR Inc. were going to want all the assests tagged with a transponder so they could be recovered after the shooting (be it by cameras or guns) ended.
It is just a waste of money to buy the same sporks and boxing gloves over and over.
This is also an excellent example on how I often fatally overthink things.
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gumpy
New Member
Posts: 7
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Post by gumpy on Dec 16, 2007 12:12:04 GMT -8
Award acts of genius. If someone has a dynamite, a bow and a pair of binoculars, and wants to stick a stick of dynamite to shoot into the next zone, let them. Don't tell anyone, don't make it public, but if someone sends in an action that is really, really cool, then reward them for it. Yes that counts as a weapon suggestion for me
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Post by psycholarry1 on Dec 16, 2007 14:48:46 GMT -8
What about booby trap kits? Anyone searching the zone gets attacked by the trap instead of finding an item. You could even incorporate different levels of lethality, from sharp sticks to explosives. Or require a weapon to be bound to the trap, so if you use a pistol and the kit it's a pistol attack, if you use the grenade, it's a grenade attack and so on.
Also, weak poisons that decrease movement or dodge/attack percentages for a period of time.
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Post by ardor on Dec 16, 2007 15:23:50 GMT -8
Keeping track of all that would suck, but boy are those great ideas!
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Post by Mr. Embark on Dec 17, 2007 16:01:19 GMT -8
What about booby trap kits? Anyone searching the zone gets attacked by the trap instead of finding an item. You could even incorporate different levels of lethality, from sharp sticks to explosives. Or require a weapon to be bound to the trap, so if you use a pistol and the kit it's a pistol attack, if you use the grenade, it's a grenade attack and so on. Also, weak poisons that decrease movement or dodge/attack percentages for a period of time. I had an idea like this as well. Or how about snares which keep a player in a zone for a set amount of days depending on the type of snare.
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