Graal Forums  

Go Back   Graal Forums > PlayerWorlds > Era Main Forum
FAQ Members List Calendar Today's Posts

 
 
Thread Tools Search this Thread Rate Thread Display Modes
Prev Previous Post   Next Post Next
  #1  
Old 07-06-2010, 06:57 PM
Masa Masa is offline
Registered User
Masa's Avatar
Join Date: Dec 2007
Location: Seminole, Florida
Posts: 33
Masa will become famous soon enough
Post-Reset Gun Suggestions

Bear in mind that that I am just suggesting these ideas, and not speaking as a Guns Admin, as I have not held the position for some 3-4 months. Assuming a reset comes, this is my suggested "plan of attack" to promote a balanced server.
Focus on the ideas and reply accordingly. Enjoy.

These high-speed, high-damage guns have become out of control.
In order to promote healthy competition, we need to keep it fair.
Guns shouldn't allow the "hold D" walling technique, nor should they be capable of shooting as fast as many of them do.
To keep the guns reasonably balanced, let's start from square one.
After the reset, release only the basic guns: Uzi, Handgun, Shotgun, Ak47, maybe Taurus.
Allow these guns to establish a "base" for how fast, how much dmg, etc. a gun can do. From there, release the other guns, keeping sure not to stray too terribly far from these base stats. Ensure that no gun is overly powerful by comparison to these base guns.
End-Result: A server with balanced guns.

PKing will shift from a dependency on blindly spraying your opponent to tactical dodging of bullets and precise timing with gun freezes taken into account.
There shouldn't be such a huge gap between basic guns and exclusive/expensive guns. The focus should be on honing in on PK ability instead of being able to shell out the money for a gun that allows for an absence of such skills. Yes, more exclusive guns deserve to be better than the basic guns, but not to the point where the "spirit" of fair game is at stake.

I am aware that many, if not most, of the players here do not know of an Era prior to fast(walling) guns and high damage. I have taken this into account and have come up with a proposition so you new(er) players can "have your cake and eat it -- with a small fork."

To somewhat satisfy the "fast gun" generation while still
keeping the guns "not lame", consider this:
Introduce a "gun jam" system to where if a gun is fired really fast(if a gun shoots so many bullets within a second), there is a chance that the gun will jam. If people want to shoot guns that fast, there needs to be a consequence. The tommygun and MP5, for example, are capable of shooting about 5-6 bullets per second. If someone chooses to actually shoot that fast, he exchanges that speed for a chance that the gun will jam.

By jamming, that means the character is prompted with 2-3 randomized characters that they have to stop and type to emulate "unjamming" the gun. Until then, the gun cannot be fired. They can, however, still walk around while the gun is jammed.
This is mainly designed to combat walling. It allows for it, however discourages it to some extent.
Of course, this does not apply to the Gatling Gun or Osiris Minigun.

-Masa
__________________
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 09:00 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.