I knew it. Was hoping you'd post joker.
Here's an extra challenge I would like to add: No spare ammo! Only loaded magazines, no bottles of bbs/etc. But you can carry as many guns and loaded mags as you want.
EDIT: Joker suggested we let people carry up to 1000 rounds of spare ammo if they don't have enough mags. Opinions?
Unfair to those that do not have a stack of mags. If you are going to limit ammo, limit it by volume, not storage capasity in the mags.
aside from that, the game looks good, seems to be allot of paperwork involved, but as long as you have people willing to do it, Sounds good.
yes but it kinda like this, if we limit the amount of ammo people have to be more selective of what they shoot.
i have noticed this in mil-sim events that dont allow high caps... which make me laugh me a$$ off.
one high cap is equal to two to three mid caps.
so limiting mags to mid caps does not limit the amount of ammo one has on their person.
i do not now or ever think that the use of mid caps in mil-sim does anything for bringing the level of the game closer to the basic goal of mil-sim.
now if one was to use "real-caps" mags that only carry 30-32 rounds, coupled with a 6 mag limit, then it would mirror what i believe is "real-sim" which would be closer to what a solider would honesty have on their person at a given time.
equipment for players...
zombies- handguns, aegs... no saws ,caws, ect.
ghouls- knifes... or small sticks... if the player does not have a rubber knife.
hunting party- single action rifles only
merc party- aegs, handguns, (one saw)
this creates a balance on the field.
as zombies can not chase players across areas... but ghouls can... ghouls can be controlled by zombies...
zombies can respawn in any area, and depart any area if there are no active players in it.
zombie require 3 hits to be inactive
ghouls require 5 hits to be inactive
this game also lends itself to being a repeat game, with the bragging rights to the team who earns the most points.