TheDunkis's War Game Idea Answered
Alright well here's an idea I had for awhile and I've posted it in a comment but I wanted to post a topic to see how others like it. Going a long with my style of naming things I'll just call it the TDWG. Please note you may change any number that you like in here. These are just my recommendations.
Here's how it works. You'll have any number of teams that will each get a split amount of knex pieces. You'll be given an amount of time say a half hour or so to build up-
3. Any other extra things such as traps or ammo holders stuff like that
*You'll have to use an honor system (until someone come's up with "Splody Armor") Basically you can set up an amount of health like 10, 25, or whatever and then you assign each type of bullet a damage amount. For example you could say-
White/Dark Grey+Green Rod= 2
Orange connector= 2.5
Blue Rod= 3
Orange Connector+White Rod (What was going to be the ammo for my repeating crossbow)/+Dark Grey= 3.5
The last three rods may be changed depending on your starting health. I didn't want people just making simple guns that shot grey rods to get an instant kill with little effort but I also didn't want to discourage snipers from wasting the extra pieces just to do like 1-2 extra damage.
*There are now two different types of ammo: Piercing and Blunt. Piercing are any rounds that have the tip of a rod (or any bow styled tip). They need to hit you with the tip or they only do half damage/ whatever less amount but they also OHK vital organs (Head and heart) and if we ever develop armor they would "pierce" the armor and only have the damage reduced by so much. Blunt rounds would be any connector made bullet. These are like dark greys and orange connectors. They do the same damage no matter how they hit you. They don't "pierce" through the body or armor though. Notice that connectors take up more space in a magazine (even if you add a rod for the tip to change the ammo type to piercing). Also they are pretty much the only ammo a rbg gun can fire which are all almost semi-autos with decent range. I figured this made the ammo types balanced out.
-The host can select the amount of knex that is used. You could give each team only small amounts so that they use them wisely or give everyone a lot to spam the parts as much as possible.
-Fix Mode Basically if any piece is busted off from it's place you are not allowed to reconnect it and must take it out and add a new piece. This requires you to save pieces in case your gun breaks.
*-/Medic Mode You can choose one team member to be a medic. They then have to stand by the person for 10 seconds for each health point and if you allow it 30 seconds to revive the person who has second chance perk (which would give them only 10-20% of their entire health so that someone doesn't purposely die to regain more health)
-Originality rule. You make it so no one is allowed to use guns on the "banned" list so that we don't see a flood of killerk pistols. You could also make it where they have to build purely their own designs.
-Perks (yes I play CoD Too much) Basically each player gets to select one special ability they get for the match. Stopping power would add 1 point of damage to the original damage for each bullet. Martyrdom would let you throw an explosive within meters of yourself when you die. Second Chance would let you lie on the ground shooting your side arm for 10 seconds or whatever your "bleed out" time is set at. In this time you may be revived by a medic. Juggernaut will give you an extra 20% health or so.
Alright so here are some things to remember/ take into account/ try out/ blah blah blah/ I'll stop making things up now/ and minute now/ ok I'm done.
-You must analyze how much knex the host has given you to make sure you don't accidentally run out half way through building.
-Yes bigger ammo means more damage but maybe the bigger pieces are limited? They also take more pieces to make magazines for and need more power for distance.
*-Take into account the different ammo types. Rods may be more accurate but you have to make sure they hit the person right to deliver the most damage. Blunt ammo takes up more room but they do the same damage no matter what and can be used in rbg to deliver heavy support fire.
-Remember think assembly line. Would it be easier for everyone to make their own guns? It would probably be smarter to have like a couple people make the guns and then another part of the team build a wall or armor for defense.
-What kinds of guns should you use? Small guns like pistols generally only use small ammo and thus less damage but you can build more in a small amount of time. Snipers with bigger ammo and longer distances would make awesome weapons when appropriate but take time and pieces. Making support weapons like rubber band powered semi autos offer great support power because they fire fast and have decent power. They take ages to reload and take up many rubber bands so they would be best used in bases with protection. Make sure you have a wide and smart spread of jobs for your teammates.
-Setting up mines and making grenades could offer great defensive and offensive support. Throw grenades on charging enemies to make them retreat. The are usually easy to make although the best ones are also rubber band consuming and you'll have a limit to those.
-If playing in large areas or better yet, dark areas, it might pay off to have silent weapons so that they don't hear you firing at them.
-Set up an explosive environment with knex bombs such as IaC war bombs or DX8 (Compact version coming soon) Suplodies to shoot at to make burst of pieces fly everywhere. Set them up in the middle of the war zone or in areas with a lot of cover to make a no man's land where no one can hide.
-Yes if the gun fires shot as in more than one piece of ammo at a time then each piece does the same amount of damage. So if a gun shoots 5 green rods then for each green rod that hits they receive the damage of a green rod. If all 5 hit then they receive 5 points of damage. With the spread of the shot you can dish out a lot of damage on a group of foes. They do usually have short ranges though like real shotguns.
-Got any more ideas?
Anyways I know there are other guides for things like this but I'll make this just for my game.
Basically the ones who get to charge the enemy. They'll fight using generally the "assault" rifles or true shotguns.
The almighty healer of the team. You'll need to protect them. You have the option of giving them the ability to self heal although they cannot fight during this time. They will generally be equipped with light weapons to run around such as pistols and "sub-machine guns" Sometimes can be partnered together with the Support Class.
They usually have the fast firing guns or repeaters with good distance to help suppress the enemies. They usually stay back at base or from a far distance. Sometimes they can be partnered with the Medic class.
This is an obvious class... You hang back either at the base or another sniper point and snipe others. Obviously they are usually equipped with rifles with high power and large calibers.
Kind of a lowly class. They're in charge of making more weapons and fixing them+your defenses after the building stage is over and the battle has begun. With them being the only ones who can build after the building stage they are more valuable than you think.
Shotguns and explosives! Basically a more destructive close up version of the support class. Being the pyro-masters they are they can build more explosives with spare parts like the Smith Class
I'll think up other classes later.
Personally if I were to be in a battle like this I would probably pick the support class or medic. I'd probably arm myself with the Stg44 and then I'd use the TDS2 or a similar weapon just something small that I can use to defend myself while trying to reload the weapon. I'd probably make a few splody like weapons to lug out.
What would you guys be and use? Also what would be your strategies? Most importantly how do you like the idea/would you ever play a game like this? I was just bored and wanted to post this.