Post by robotik on May 14, 2014 22:47:36 GMT
It would closely resemble Far's Red vs. Blue lasertag event, go check it out if you haven't seen it, but basically here are the differences:
1. The weapons.. they are real. So, don't walk around the hallways like some nincompoop had been doing during the laser tag competition, because if it hits you, it's going to hurt... like /a lot/
2. The factions are also real. Soviets have invaded the Aurora Station. It is up to the crew to which side they join on. You cannot be neutral, otherwise, your an enemy to both the Soviets and the Americans.You cannot ally with both sides, otherwise, your an enemy to both the Soviets and the Americans. You cannot make your own faction, otherwise, your an enemy to both the Soviets--well, I'm sure you understand the point.
3. It's not just a matter of color anymore, but advantages and disadvantages.It's a matter whether either the Soviets have better ______ than the Americans and vica versa. It really depends on how the admin really feels about it.
4. You don't.. stop it. It's basically like a hybrid of Soviet-American confrontation/Nations/RP-Revolution (even revolution for that matter, since we're on this server). Sometimes, the battle is often won depending on how you manage to recruit a department. One side, will, die. Otherwise, it goes on.
RULES:
1. If Department A has Soviet allegiance and Department B has American allegiance, Department A cannot DIRECTLY fuck with Department B; for example, the Soviets are in control of Research. And the Americans have control over Cargo, Research personnel don't get to start bombing Cargo just because they are Soviet and they are American, each to their own respectively.
2. Headquarters CANNOT be shifted for random reasons; for example, if the Soviets declare Research as their headquarters and Research is taken over, Soviets lose. If you receive intel about Americans planning an attack on Research, you don't get to evacuate. If you are physically running away with an inch of your life, towards Research: the headquarters can be moved, and honestly, this really comes down to IC-IC relationships.
3. You can trade with one another, representing departments, but not as Soviets versus Americans. Cargo can trade Research and vica versa; but a Soviet guy doesn't come by an American and start to trade.
4. You don't get to kill on sight, just because he's American or he's Soviet. It has to be planned, and it has to be authorized (not by an admin, but by a person within the command chain of either the Soviets or Americans ((players get to decide how they want to work their government, within their group)).
5. You aren't allowed to attack the HQ of the enemy base for at least 45 minutes to an hour of the round start. You should be conquering other areas, like the Chapel or the Library, or Primary Tool Storage, or parts of Maintenance. Make buffer zones, basically. Suggestions and critiques are welcome; but I do NOT want this to become a Soviet-American flame war (unless we're talking about slitting each other's throats IC, than it's all good. )
1. The weapons.. they are real. So, don't walk around the hallways like some nincompoop had been doing during the laser tag competition, because if it hits you, it's going to hurt... like /a lot/
2. The factions are also real. Soviets have invaded the Aurora Station. It is up to the crew to which side they join on. You cannot be neutral, otherwise, your an enemy to both the Soviets and the Americans.You cannot ally with both sides, otherwise, your an enemy to both the Soviets and the Americans. You cannot make your own faction, otherwise, your an enemy to both the Soviets--well, I'm sure you understand the point.
3. It's not just a matter of color anymore, but advantages and disadvantages.It's a matter whether either the Soviets have better ______ than the Americans and vica versa. It really depends on how the admin really feels about it.
4. You don't.. stop it. It's basically like a hybrid of Soviet-American confrontation/Nations/RP-Revolution (even revolution for that matter, since we're on this server). Sometimes, the battle is often won depending on how you manage to recruit a department. One side, will, die. Otherwise, it goes on.
RULES:
1. If Department A has Soviet allegiance and Department B has American allegiance, Department A cannot DIRECTLY fuck with Department B; for example, the Soviets are in control of Research. And the Americans have control over Cargo, Research personnel don't get to start bombing Cargo just because they are Soviet and they are American, each to their own respectively.
2. Headquarters CANNOT be shifted for random reasons; for example, if the Soviets declare Research as their headquarters and Research is taken over, Soviets lose. If you receive intel about Americans planning an attack on Research, you don't get to evacuate. If you are physically running away with an inch of your life, towards Research: the headquarters can be moved, and honestly, this really comes down to IC-IC relationships.
3. You can trade with one another, representing departments, but not as Soviets versus Americans. Cargo can trade Research and vica versa; but a Soviet guy doesn't come by an American and start to trade.
4. You don't get to kill on sight, just because he's American or he's Soviet. It has to be planned, and it has to be authorized (not by an admin, but by a person within the command chain of either the Soviets or Americans ((players get to decide how they want to work their government, within their group)).
5. You aren't allowed to attack the HQ of the enemy base for at least 45 minutes to an hour of the round start. You should be conquering other areas, like the Chapel or the Library, or Primary Tool Storage, or parts of Maintenance. Make buffer zones, basically. Suggestions and critiques are welcome; but I do NOT want this to become a Soviet-American flame war (unless we're talking about slitting each other's throats IC, than it's all good. )