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What modern arms and armor should we find in Midian? View previous topic :: View next topic
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nekodui
PostPosted: Thu May 01, 2008 7:49 pm Post subject: Reply with quote



Joined: 03 Jan 2008
Posts: 40

mycaling wrote:
Dolls are there. We'd look awful silly running around with more than that, and it would not help business any. Laughing


true enough Smile I should also say that I certainly didn't put this out to poop on anyone's choice to be a super-duper mega-mondo killing machine ninja kitty.... I just got the impression there's more than a few people out there that'd like to see less hardware and more RP and several of us agree with that... to the point we're willing to put away some of the toys.

Of course, I can't guarantee I'll resist the urge to buy and wear the newest from Etta Kitty once in a while... but who's fault is it I look soo hawt with a sniper rifle? Can't be helped!!

The UAC's sexiest Major wrote:
They will not be authorised to carry any more than that due to balancing. All special weapons (flame throwers/rocket launchers) are saved for special RP Planned Events that require them.


The legion and the MPD generally, I think, do a good job of keeping it real.
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Deets Carroll
PostPosted: Thu May 01, 2008 7:59 pm Post subject: Reply with quote



Joined: 29 Aug 2007
Posts: 292
Location: According to this map, I'm over there somewhere.

Okay, admittedly the Valkyries are a new group -- but that's the best time to set some guidelines for the group. Here are some extracts from our roleplay guide:

Quote:

It is our goal to keep the capabilities of the Valkyries well within the intent of the Midian rules, and triumph over our enemies through the strength of our RP rather than our weapons. We do not expect to win every fight; we DO intend to make every fight a good one!
[...]
It is expected that most fighting will be done through roleplay, rather than using MCS. Nevertheless, each Val is expected to own an up-to-date MCS unit, although you do not have to wear it full-time. Purchasing an MCS supports Jade, which supports the sim.

When roleplaying a fight, guns and ammo should not be portrayed as exceeding the rate of fire or damage of equivalent MCS-compatible weapons sold in Midian. Although MCS battles may not be common, owning at least one MCS-compatible weapon is encouraged.

It is perfectly acceptable to use guns purchased outside Midian as RP 'props', provided they are roleplayed as having similar capability to MCS weaponry.
[...]
Knives, swords, claws, and other non-tech edged weapons (razors, throwing stars, darts, etc.) are perfectly acceptable. Technological items such as 'monomolecular' or 'vibro' blades are discouraged, as their use tends to be controversial and require OOC explanations, and debate.
[...]
The use of poison on weapons is discouraged. In most cases, a poisoned weapon permits two strikes against your opponent (blade and poison) and can be a form of autoing (I struck you with the blade, so you're wounded, and also now you're dying from the poison).
[...]
Some weapons are less likely to provoke distracting OOC discussions than others; for example, an arrow or crossbow bolt is approximately equivalent to a bullet, and the effects of mace, police batons, tranquilizing darts, or tasers are all pretty well understood and are not likely to be controversial.

On the other hand, attempting to stun your opponent with an intensely focused sound (for example) is probably going to detract from the roleplay while you and your opponent discuss the possible effects, partial effects, after affects, recovery time, mitigating effect of armor, and other results of such an attack. In addition, just because one opponent accepts damage from your weapon doesn't mean the next opponent will. Attacks of this sort should probably be set up before the fight with an OOC IM ("I've built a device that can stun with sound. If I use it on you, will you accept the attack?") rather than sprung in the middle of a melee.

As a reminder, specialized weapons should be consistent with the Valz position as a street gang. High-tech or high-powered weapons are not something we would have in our back pockets for a street fight. If a planned RP calls for such weapons, their acquisition should also be roleplayed, and consent of the leadership is required.
[...]
Body armor is NOT commonly available in Midian. With that said, it is understood that some individuals have acquired either full armor or partial protection such as a vest. For consistency, the following guidelines are proposed:

1) Body armor is uncomfortable; it is hot and heavy. In a fight, you will be a little less mobile and have a little less endurance. It is NOT something you would wear every day, all the time. It is reserved for special occasions, when you know you have a fight coming, and have time to prepare. You cannot pull your armor out of thin air and change into it in the street, you would need to RP going to get it.

2) If you are hit by a bullet, you WILL take damage. If the bullet is armor-piercing (or worse), you will have a hole in you (or worse). If you are hit by a standard round, you will be knocked back, possibly off your feet, and you will suffer serious bruising, possibly with bruised or broken ribs, or other bones. Your armor will be damaged, and a subsequent hit at or near the original impact may penetrate. If you are struck on your helmet, you will probably be at least stunned, possibly concussed, and likely have a stiff or sore neck, possibly whiplash.

3) Body armor provides good protection against blades. It may take damage from a sword strike, but should not allow penetration, except at the joints.
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October Hush
PostPosted: Thu May 01, 2008 8:11 pm Post subject: Reply with quote



Joined: 20 Mar 2007
Posts: 735
Location: Rooftops, Catwalks and Streets in Midian City

Deets Carroll wrote:
Okay, admittedly the Valkyries are a new group -- but that's the best time to set some guidelines for the group. Here are some extracts from our roleplay guide: *snip*


I like it! It seems like a reasonable guide for everyone, not just your group, Deets.
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