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Occams Razor • View topic - "Guns. Lots and lots of guns..."

"Guns. Lots and lots of guns..."

Re: "Guns. Lots and lots of guns..."

Postby Micheal Strife » Thu Dec 20, 2012 4:04 am

So i remember playing a table top game called Weird Wars. It was a fun game where the Nazis discover magic and the allies are all "ohh hell no that's not good"... it was a lot of fun Mythral king tigers tanks were involved.

It used the D&D 3.5 rules. So a lot of cool things happen with guns being in the same place as magic. simply put the huge combat spells are all but useless. As the book says, why use fireball when a grenade does the same thing much more cheaply. In the same respect, some spells became amazingly powerful. Missile Defense became the best spell in the game because all bullets counted as missiles. The short of it is that mages became status effect and special damage throwers, along with the major buffers of the game. The standard soldiers became the main damage output for range. Only at high levels could mages start doing the huge damage spells repeatedly. At the same rate the riflemen could start doing status effects only at higher levels.

It strikes me that in any game where there are two ways of getting the same damage out there, they should really specialize in one group of damage verses another. Gunners can do the straight continuous damage but mages have the status effects.

This is me going crazy game designery.....
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Re: "Guns. Lots and lots of guns..."

Postby Aaron » Thu Dec 20, 2012 4:19 am

(Lost Eidolons) Sir Gilliam Stardust II- You were right all along! Inside the box was another, smaller box.
(Occam's Razor) Maxwell Schmitt- Do you wanna build a robot?
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Re: "Guns. Lots and lots of guns..."

Postby Merana33 » Thu Dec 20, 2012 4:55 am

~Tony Vassard
Regional Director of asset management, Blackstone

James (IRL), Robert "Bob" Grey (OR), Dr.Elden Tyrel (LE), Toy (TIPS), Charles "MIT" Sullivan (LL)
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Re: "Guns. Lots and lots of guns..."

Postby Madrigus » Thu Dec 20, 2012 5:42 am

"Desperation will turn any mortal to the darkest secrets hidden in the darkest vaults."
-Madrigus (Brendan)
[*Deadbolt from Lost Eidolons]

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Re: "Guns. Lots and lots of guns..."

Postby Aaron » Thu Dec 20, 2012 9:51 am

(Lost Eidolons) Sir Gilliam Stardust II- You were right all along! Inside the box was another, smaller box.
(Occam's Razor) Maxwell Schmitt- Do you wanna build a robot?
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Re: "Guns. Lots and lots of guns..."

Postby Mike Natale » Thu Dec 20, 2012 3:11 pm

-The most merciful thing in the world... is the inability of the human mind to correlate all its contents.
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Re: "Guns. Lots and lots of guns..."

Postby cathy » Thu Dec 20, 2012 4:26 pm

I believe the whole point on gun mods are the fact is most modifications shoot the dart harder.

Yes, it improves accuracy...but ouch. Non-modified guns still shoot a dart that can take a person out if hit in the eye. To be honest, the math is against those odds, but when it happens...(I think it is because we just bring misery upon ourselves being larpers and all)... the aftermath is terra-bad. I have even seen it take out a NPC / player for a day or more. (No one sanitizes the heads of the dart before they fire so there is dirt and sediment all over it which can lead to increased irritation.) Normal darts can hurt enough...making them more powerful just adds to the risk of more bad things.

I think safety is worth it, because suffering over something stupid bites.

Two-cents from the resident glass girl.
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Advanced Medtech
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Re: "Guns. Lots and lots of guns..."

Postby Merana33 » Thu Dec 20, 2012 4:44 pm

Speaking as someone who has been the firearms safety marshal for Isles for the past 4 years I can tell you that not all 'performance upgrades' are unsafe. As a matter of fact, there really are only a few that can make a nerf gun dangerous, contrary to popular belief.

Rather than sidetrack this thread too much I'll put this forward: I have used both stock and upgraded nerf guns safely in LARP's without incident for many years. I have also gone over the 'safe' line in the past and it is VERY easy to spot by a trained safety marshal. I am more than willing to educate anyone in how to SAFELY upgrade a nerf gun, or to check if one is UNSAFE.

LARP'ing is, by definition, a dangerous activity. However I've seen (and received) more injuries from normal boffers than I have by any nerf gun, modified or otherwise.
~Tony Vassard
Regional Director of asset management, Blackstone

James (IRL), Robert "Bob" Grey (OR), Dr.Elden Tyrel (LE), Toy (TIPS), Charles "MIT" Sullivan (LL)
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Re: "Guns. Lots and lots of guns..."

Postby ken » Thu Dec 20, 2012 4:54 pm

Well, as the self-appointed safety marshal for the game, I have a very simple criteria for modding a weapon: We'd prefer it if you didn't, and you risk your weapon getting rejected. It's much like showing up with a latex sword, which I like to call a "Friendship Breaker".

I'll be checking all boffers and all guns at every game, mostly because those same weapons will be striking my tender flesh all weekend. If I test a gun, and it stings at point blank, it'll be rejected. If a weapon doesn't meet the weapon safety requirements on padding, it'll be rejected.

If you remove an air restrictor and I miss it, bully for you. You got it in... That being said, you'll have more impact power on your 'point blank' test, so it's possible you'll also fail.

I'm not going to open your gun up. I just want to make sure it's safe for all participants.
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Re: "Guns. Lots and lots of guns..."

Postby Steve » Thu Dec 20, 2012 4:58 pm

I like safety. Safety is good. My main interest in mods is making the gun work realistically, like making the barrel work right or preventing jamming (please tell me theres a mod that prevents jamming). If there's a mod that makes it fire more accurately while still being safe, awesome. But I'm no expert in mods and I'm not gonna do any that effect how the dart flies unless another gun has passed with that mod.
-The Shadow Persons
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