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Last Man Standing - Rules

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Razor
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PostSubject: Last Man Standing - Rules   Wed Jun 13, 2007 6:21 am

See ANNOUNCEMENTS for more information.

Welcome, combatants, to the Last Man Standing (hereby referred to as LMS) competition, DDF chapter. Please enjoy your stay, and be sure to keep the rules in mind.


When joining LMS, there are some steps to follow:
1) Choose your starting pistol from between a Glock 18 and a HK USP. Statistics for these will be found in the Armory.
2) You will begin with 100 Pistol Rounds and a full clip in your weapon.
3) You will begin with 100 HP.
4) Please PM Razor with your desire to join and your weapon selection.
5) Sign up for the next available LMS in the proper signup topic.

At the beginning of a round of LMS:
1) All players who have signed up will be placed into the arena. NO LATE ENTRIES ALLOWED.
2) All players entering a round will receive 10$.
3) Pay attention to the introduction post to see who is participating, what the environment is, and any special rules for the round.

During a round of LMS:
1) You may perform one post between updates. These will generally occur once a day around midnight EST. Updates will be more frequent as the number of players remaining drops. When it is down to two players, the two may go at it in alternating posts until one is defeated (no ammo loss will be incurred for attacks made after the opponent's death, but you should strive to keep track of their HP.
2) Various Simulants (AI opponents) will enter during the round. Their rules may vary depending on their type, but generally they carry rewards and will attack at random unless attacked, in which case they will retaliate. Most Simulants act at a set interval of posts, designated by their difficulty. However, some Simulants follow different rules, and may attack more or less often, or more or less randomly depending on the arena and Simulant in question.
3) Pay attention to environmental hazards. Some will be there at the start of the round, and some may be introduced later.
4) Containers will drop en masse sometimes during the round. There will be an abundance of containers of a single type, and there are more than enough for everyone, but they will disappear after the next update. Different container types have different odds for recieving items and setting off traps.
5) OOC posts are allowed, but try not to clutter things up.
6) Players reduced to 0 HP are eliminated, and may no longer participate in this round.
7) Defeating another player will net you a cash reward equal to their Maximum HP divided by 10. If they are defeated by a Simulant, Hazard, or themselves, the last living player to attack them receives the reward.
NOTE: Illegal actions will be met with the creative wrath of the judge.

During your action:
1) You may perform any number of "Fast Actions" and a single "Post Action." No SINGLE action may be performed more than once in a turn. After using a "Post Action," your turn is over, and you can perform NO other actions. The actions are as follows:

Fast Actions -
-Shop at the Armory
-Use a consumable item
-Switch weapons
-Switch weapon attack setting
-Pick up an item
-Open a container
-Various other arena/hazard specific actions

Post Actions -
-Unload a weapon
-Reload a weapon
-Attack a player or Simulant
-Various other arena/hazard specific actions


2) You may describe your actions if you choose to, but it is not necessary. Make sure it is made clear at the end of your post what you are doing, for example: *pops open a container and blasts Swifto with a triple burst from his Glock* is more than enough.
3) Make sure to scroll back through already performed actions to keep track of what is going on. Admin messages, including rules violations, Simulant actions, defeat messages, and results of certain attacks or actions (including opening containers) will be posted in RED in the action posts of players.
4) Unarmed attacks are allowed. See the Armory for details.

Ending a round:
1) When only one player lives, the round is over. Congratulations to the Last Man Standing!
2) The winner of a round receives 30$, as well as a rare, one-of-a-kind item based on the round's theme.
3) All players participating in a round have their maximum HP increased by 10.
4) Weapons, items, and cash are carried over to the next round.
5) Each participating player will receive a free box of ammo for a weapon they possess.
6) All players are healed between rounds.
7) You may shop for new equipment between rounds in the Armory. Please make these posts, along with stating which type of ammunition you'd like, in the Signup topic for the next round. Rare Items, however, may become available during the course of a round. You may only carry two rare items at a time.

Equipment:
1) You may only have one weapon equipped at a time. Some weapons can be doubled up with other weapons of the same type.
2) You may only have SIX weapons on you at any time. Certain ITEMS will also take these weapon slots.
3) Ammunition, Bandages/Potions, Keys, and certain other pieces of equipment will not take up inventory slots. However, these items have a limit to how many you can hold depending on the type.
4) If you receive an item, do not have the space for it, and have elected to not discard an item in the case of a full inventory, it will be DROPPED to the arena floor for anyone to grab.
5) You may only dual-wield specific weapons that allow it. In general, these will be two of the same weapon, but in some cases you will be able to pair up different weapons (like a Katana and a Wakizashi).

Additional Rules:
1) You may only attack a single target in a post, unless the weapon specifically states otherwise.
2) All attacks must be targeted at a SPECIFIC target.
3) Obviously, permanent teams are an impossibility, and backstabbing/killstealing is encouraged. There can only be on Last Man Standing.
4) If a player is inactive for ONE WEEK, they will be disqualified and executed by the Judge. Reward for their death will be granted to the last attacker, however this will not add to that person's kill-count. The same is true for simulant and environment related deaths. Suicides will count as a negative kill for the player in question.
5) There is a 3% chance that a dead simulant will drop their weapon.
5) HAVE FUN, and HAPPY HUNTING!


Special Abilities:
Certain Sims will come with special abilities and properties. Under very rare or notable circumstances, players may gain these properties through a reward or through the use of items. These are some examples:

1) Natural Weapons/Attacks - Players cannot gain these unless their form is somehow altered. These are natural attacks that are racial properties of the Sim in question. Details on these will be posted along with the Sim info in the Simulant Library.
2) Special Abilities (Passive) - These are passive abilities that are unique to a particular Simulant, and are typically only held by Boss Sims.
3) Special Attacks (Active) - These are special attacks with limited use, and can typically be used by normal human characters. All Special Attacks have rules limiting their use.
4) Toughness (x) - This is a general Ability usually in the hands of Mechanical and Boss Sims. It reduces all damage taken by x, to a minimum of 1. Sometimes it may only apply to a specific kind of attack.
5) Regeneration (x) - The Sim will heal x HP every time they take a standard action (not retaliatory).
6) Morale Bonus (x) - The Sim gets a bonus to their morale when they come in, equal to the results of x rolls of a 10 sided die.
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Round #11, Round #15


Last edited by on Tue Jul 31, 2007 7:29 am; edited 1 time in total
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Maulkin
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 9:18 am

Wow, Excellent!


Now, you just need an inventory...
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Razor
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 9:24 am

Right. I'll be handling the Armory when I'm home...and I'd like to have somewhere safe to tuck and sticky it (LORD that sounds dirty) before I throw it up.
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Quote:
[12:31:58] Noxy : Stealing a woman's testicles: Sign number 827 of the apocalypse



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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 9:40 am

I like where this is going.

If there was Predator Heavy Pistol added to the Armory, I would devote every single earning towards purchasing it.
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Razor
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 10:37 am

In general 'exotic' things like that will be rare buys. Being a HUGE fan of the AvP franchise (except for that HORRIBLE movie), you can bet your ass there'll be an AvP arena at some point.

The Armory will be primarily modern weaponry, and even then, nothing rare like the OICW, S&W 500, or Barret 50 cal. Rare weapons will become available for purchase during each arena, and are dependent on the arena. When the arena is over, these weapons are unavailable again.
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The man with the shades.

"Bwahurglfutz?" - Gregory Deegan

Quote:
[12:31:58] Noxy : Stealing a woman's testicles: Sign number 827 of the apocalypse



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Maulkin
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 11:06 am

How about we have the option to change the name of the weapon (and appearance) but the function has to remain the same? Like, if you had a rapid-fire direct energy weapon, I could call it the Covenant Plasma Rifle?
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 11:30 am

Naw, because then it would mean less when you have some Covenant EliteSims coming in and they drop a Rifle when you kill them.

Part of the reason for this is to encourage battling the SIMS as well as battling the other players. Also, I can't think of any modern weapon that uses plasma batteries instead of physical ammunition. This causes a differentiation in Ammunition used. Thus, certain kinds of rare weapons will use Rare Ammunition as well. The weapon will be FANTASTIC, but must be used cautiously. Who knows when you'll find another Redeemer rocket or BFG round?
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The man with the shades.

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Quote:
[12:31:58] Noxy : Stealing a woman's testicles: Sign number 827 of the apocalypse



Round #11, Round #15
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 11:49 am

You've talked me into it, you bloody fool. The prospect of Chris and her baby being together again makes me gushy. <3

::dons her protective goggles::
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 12:32 pm

*cackles*

...and I wasn't even trying.

Also, the other problem with that idea I wanted to note is that having different names would be very frustrating for me and for other players, because we wouldn't know who was using what, and we'd have to go looking here or there...with a single Armory and a single name per weapon, it's easy enough to look up.
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The man with the shades.

"Bwahurglfutz?" - Gregory Deegan

Quote:
[12:31:58] Noxy : Stealing a woman's testicles: Sign number 827 of the apocalypse



Round #11, Round #15
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Maulkin
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 12:34 pm

Meh XP

...goodbye, Covenant Plasma Rifle. I'll miss you Crying or Very sad
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 12:39 pm

Knowing this crazy-mc-arms-man, I wouldn't say bye-bye to it yet. It won't be a standard munition, I'd gather, but I don't doubt you'll see it before it's all said and done.
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 1:03 pm

Yep. Because of the variety of interests, after the first round I will be putting up VOTES in the Signup threads to see what round is next. You bet your ass Halo will be on there. All of them won't be named directly though...I'll be naming every arena by a specific theme, and the name should be related to what the arena really is.

Hell, Halo could wind up being arena #2, and there will be PLENTY of Covenant Rifles around, what with all the EliteSims rolling onto the scene.

This way, the Rifle will have something SPECIAL to it. You can bet your ass that all Covenant weapons will be superbly effective against Shields and Machines.
_________________
The man with the shades.

"Bwahurglfutz?" - Gregory Deegan

Quote:
[12:31:58] Noxy : Stealing a woman's testicles: Sign number 827 of the apocalypse



Round #11, Round #15
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Maulkin
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 1:53 pm

Hmmm.... can we throw Infestation Forms (the little guys that appear in swarms and jump at you) at the other players?

"Catch!"

"GHHHAAAAA!!! *sound of an Infection Form getting it's tentacles under his skin* "

Classic. ^.^
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 2:38 pm

Oh, game-set arena's? I gotta really recomend Shadowrun for that, then. [not the shitty new PC game, that has NOTHING to do with the series. It's a paper and pencil RPG like D&D, but there's a few games based on it... The one for the Sega Genesis being, by far, the best]
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PostSubject: Re: Last Man Standing - Rules   Wed Jun 13, 2007 2:57 pm

I know what Shadowrun is.

Unfortunately I don't have the experience with it to be able to do that...I can only run arenas based on things I have experience with.

However, it IS a Cyberpunk-styled setting, and that's a definite.
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The man with the shades.

"Bwahurglfutz?" - Gregory Deegan

Quote:
[12:31:58] Noxy : Stealing a woman's testicles: Sign number 827 of the apocalypse



Round #11, Round #15
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