Post by Draxas on Mar 10, 2004 22:06:43 GMT -5
Original game design of PD - LMS is (C) 2004, owned by Bent 00 (whose real name will not be listed here to protect anonymnity as much as possible), and used with permission. All properties of game mechanics and system not covered by the above copyright are (C) 2004, owned by Draxas. All elements of characters and concepts used within the game that are not solely fabricated by Bent 00 or myself are (C) their respective owners (Rare or Free Radical).
Welcome, participants in PD-LMS! This guide will help you to understand the rules of engagement, as well as the arms and equipment you will be using to ensure your foes are eliminated.
First, to start:
- All players begin their first LMS with 50/50 HP
- At the start of their first LMS, each player is also issued a loaded Falcon 2, plus 80 additional Pistol Rounds
- Finally, all players are given $10 at the start of each round, unless they were victorious in the last LMS. For the monetary reward for winning a round, see below.
And now, how to play:
- Players take it in turn to attack each other with whatever weapon they have equipped. In order to attack, a player posts a message like "*Shoots <target> with a Falcon 2*" or something similar. The victim loses HP equal to the damage value of the weapon used.
- Players reduced to 0 HP or less are eliminated. The dead take no further part in the battle.
- Double posts are strictly prohibited, with only 2 exceptions. Under normal circumstances, after taking an action, you must wait for at least one other player to act before you can act again.
- Exception #1 to the above rule is for non-playing posts. Please head these with "OOC POST" or something similar, so everyone knows it does not influence the game.
- Exception #2 occurs if 24 hours have passed since your last playing post. If this occurs, you may act again.
Actions:
- An action is anything you do (game-related) during a post. Actions are categorized into "fast actions" and "post-ending actions."
- There are several types of post-ending actions, but the most common are: attacking (a player or a Sim), reloading, or unloading a clip from a weapon into your reserves.
- Fast actions include everything else: Shopping, using consumables, switching weapons, etc.
- Post-ending actions do exactly what they say: they end the playing part of your post. Any other actions performed afterward, of either type, will be ignored. Repeated violations of this rule may have to get the Judge involved...
Cash, and its uses:
- Each time you dispatch an opposing player (ie., strike the killing blow), you earn an amount of money based on their maximum HP:
50 HP: $5
to 100 HP: $10
to 150 HP: $15
to 200 HP: $20
etc.
- Cash can be spent on weapons, ammo, and other equipment in the Armory. For Armory specifics, see below.
- Victory in a round of LMS will score the winner $30.
Equipment:
- Only one weapon (except double-ups) can be equipped at a time. By default, your equipped weapon is the last weapon used.
- In addition to a weapon, certain pieces of equipment (ie. Shields) can also be equipped simultaneously.
- Certain weapons can be doubled up. This, for game purposes, will usually just allow two attacks against your chosen target. Certain weapons may have other effects, however...
- Weapons will need to be reloaded once their clip is expended. In order to reload a weapon, you will need the appropriate ammo type. Reloading is a post-ending action, so you are not allowed to attack during a post you reload in. You can elect to reload your weapon before the entire clip is used, in which case it is treated in the same manner as described.
- Players are limited to carrying 6 items in their inventory. This includes all types of items (Consumables, Armor & Shields, Weapons) except ammo. Maximum ammo capacities can be found in the Armory rules.
Status Conditions:
Several conditions have been revealed in the arena so far, and more will be added as they appear. For now:
- Blindness: Blindness normally lasts 5 posts, and will reduce your accuracy with all weapons to 10% while it is in effect. However, it will also negate any other accuracy penalties that are affecting you while it is in effect. If a Blind player is hit with another Blindness inflicting attack, it will have no effect. Has only been known to occur from Mystery Boxes so far.
- Regen: Regeneration will normally last 10 posts, and will heal +2 HP each post for the duration of the effect. This will not allow you to exceed your Max HP. If a player already has the Regen status and has another Regen bestowed upon them, their status will not be affected. Has only been known to occur from Mystery Boxes so far.
- Poison: Poison normally lasts 6 posts, and will reduce your HP by -1 each post for the duration of the effect. If a Poisoned player is hit by another Poison inflicting attack, their Poison counter will be reset to its maximum value. Poison status can be inflicted by attacking with a dataDyne Combat Knife in secondary mode.
- Sedation: Sedation normally lasts 5 posts per level, and can be increased to a maximum of level 3. For each level of Sedation, your accuracy will suffer progressively more. This is as follows:
Level 1: 50% accuracy
Level 2: 20% accuracy
Level 3: 10% accuracy
If a Sedated player is hit by another Sedation inflicting attack, their Sedation Level will increase by 1. If their Level is already at 3, then their duration counter will be reset to maximum. Sedation can be inflicted by many weapons, including Tranquilizers, Crossbows, and N-Bombs.
- Psychosis: Psychosis is a special status that can only be inflicted on Simulants, and only by the Psychosis Gun. Please consult the Psychosis Gun information in the Armory for its effects.
Surprises...:
- On occasion, Simulants may enter the arena. Sims will have stats just like players, and will be armed just like players.
- There are many types of Sims, many like the ones in PD, some not. Each type will attack according to its personality and ruleset. As Sims appear in the arena, their behavior will be added to the Simulant Library.
- Every Simulant has a reward to bestow on the player that strikes the killing blow against it. This will be described when the Sim enters the arena, and could be just about anything...
- Simulants may wind up killing a player, either by attacking or counterattacking them. If this occurs, nobody scores the kill, but the cash reward for killing the player goes to the last human player to attack the victim. If, by some strange circumstance, the victim was never attacked by a human, the money is lost.
- If a player becomes the Last Man Standing (winning the round), all Sims still in the arena will flee.
- A SIM ACTION IS NEVER CONSDIERED A PLAYING POST!
- Another item that may pop up on occasion is a Mystery Box. Mystery Boxes can be opened by any player during a playing post as a fast action.
- Mystery boxes can have any number of effects, good or bad. The effect is determined randomly, and changes every time.
- You can, of course, elect to ignore a Mystery Box. You will only open a Box if you explicitly state that you are doing so.
- Boxes ignored for a long enough time by all players may do unexpected things...
For the next time:
- After a round is complete, player status will be logged for the next round.
- Players can carry over all weapons, ammo, items, and money they have at the end of a round into the next round.
- As a bonus for playing a round of LMS, every player's max HP will increase by 10, whether they win or lose. In addition, all players will be granted a bonus box of ammo for a weapon of their choice that they possess. If a player is completely equipmentless and moneyless, they will be granted a new set of starting equipment at the beginning of the round.
- All players will be healed to full HP at the start of a new round.
- You can shop at the General Armory (no Rare items) between rounds as much as you like. If you would like to do so, post your purchases/sales in the current signup thread.
Miscellaneous other rules:
- VERY IMPORTANT! All players are limited to a maximum of 10 playing posts per day. This is gauged on a midnight to midnight basis, Eastern US time. A counter is present on everyone's status to inform you of how many posts you have left in a given day. Violation of this rule is an extremely serious infraction, and the Judge's wrath will be swift and terrible...
- All attacks must be targeted at a specific player. You may not target "the next poster."
- Doubling up on weapons will not allow you to attack two separate targets. Similarly, you may not attack multiple players, or attack multiple times, in a single post.
- Permanent teams are prohibited. Temporary alliances are fine, but there can be only one Last Man Standing...
- As always, role playing your posts is encouraged. Just be sure to make it clear exactly what you are doing in your post. If you think it might be unclear, just spell it out at the end .
- In order to make sure the game doesn't die, or get really dull, there is an activity time limit. One full week of inactivity in the LMS arena will cause you to be disqualified, and eliminated from the arena. If, for whatever reason, EVERYONE in the arena goes AWOL for a week, the person who posted last will automatically be declared the victor.
- Remember, only actions performed by a living human player will comprise a playing post.
- Violation of the rules will cause the Judge to take action... And he doesn't like that. Judgement will be meted out as he sees fit...
Please note that these rules may be subject to change as situations warrant. If they do, I will post an update here.
Happy hunting!
Welcome, participants in PD-LMS! This guide will help you to understand the rules of engagement, as well as the arms and equipment you will be using to ensure your foes are eliminated.
First, to start:
- All players begin their first LMS with 50/50 HP
- At the start of their first LMS, each player is also issued a loaded Falcon 2, plus 80 additional Pistol Rounds
- Finally, all players are given $10 at the start of each round, unless they were victorious in the last LMS. For the monetary reward for winning a round, see below.
And now, how to play:
- Players take it in turn to attack each other with whatever weapon they have equipped. In order to attack, a player posts a message like "*Shoots <target> with a Falcon 2*" or something similar. The victim loses HP equal to the damage value of the weapon used.
- Players reduced to 0 HP or less are eliminated. The dead take no further part in the battle.
- Double posts are strictly prohibited, with only 2 exceptions. Under normal circumstances, after taking an action, you must wait for at least one other player to act before you can act again.
- Exception #1 to the above rule is for non-playing posts. Please head these with "OOC POST" or something similar, so everyone knows it does not influence the game.
- Exception #2 occurs if 24 hours have passed since your last playing post. If this occurs, you may act again.
Actions:
- An action is anything you do (game-related) during a post. Actions are categorized into "fast actions" and "post-ending actions."
- There are several types of post-ending actions, but the most common are: attacking (a player or a Sim), reloading, or unloading a clip from a weapon into your reserves.
- Fast actions include everything else: Shopping, using consumables, switching weapons, etc.
- Post-ending actions do exactly what they say: they end the playing part of your post. Any other actions performed afterward, of either type, will be ignored. Repeated violations of this rule may have to get the Judge involved...
Cash, and its uses:
- Each time you dispatch an opposing player (ie., strike the killing blow), you earn an amount of money based on their maximum HP:
50 HP: $5
to 100 HP: $10
to 150 HP: $15
to 200 HP: $20
etc.
- Cash can be spent on weapons, ammo, and other equipment in the Armory. For Armory specifics, see below.
- Victory in a round of LMS will score the winner $30.
Equipment:
- Only one weapon (except double-ups) can be equipped at a time. By default, your equipped weapon is the last weapon used.
- In addition to a weapon, certain pieces of equipment (ie. Shields) can also be equipped simultaneously.
- Certain weapons can be doubled up. This, for game purposes, will usually just allow two attacks against your chosen target. Certain weapons may have other effects, however...
- Weapons will need to be reloaded once their clip is expended. In order to reload a weapon, you will need the appropriate ammo type. Reloading is a post-ending action, so you are not allowed to attack during a post you reload in. You can elect to reload your weapon before the entire clip is used, in which case it is treated in the same manner as described.
- Players are limited to carrying 6 items in their inventory. This includes all types of items (Consumables, Armor & Shields, Weapons) except ammo. Maximum ammo capacities can be found in the Armory rules.
Status Conditions:
Several conditions have been revealed in the arena so far, and more will be added as they appear. For now:
- Blindness: Blindness normally lasts 5 posts, and will reduce your accuracy with all weapons to 10% while it is in effect. However, it will also negate any other accuracy penalties that are affecting you while it is in effect. If a Blind player is hit with another Blindness inflicting attack, it will have no effect. Has only been known to occur from Mystery Boxes so far.
- Regen: Regeneration will normally last 10 posts, and will heal +2 HP each post for the duration of the effect. This will not allow you to exceed your Max HP. If a player already has the Regen status and has another Regen bestowed upon them, their status will not be affected. Has only been known to occur from Mystery Boxes so far.
- Poison: Poison normally lasts 6 posts, and will reduce your HP by -1 each post for the duration of the effect. If a Poisoned player is hit by another Poison inflicting attack, their Poison counter will be reset to its maximum value. Poison status can be inflicted by attacking with a dataDyne Combat Knife in secondary mode.
- Sedation: Sedation normally lasts 5 posts per level, and can be increased to a maximum of level 3. For each level of Sedation, your accuracy will suffer progressively more. This is as follows:
Level 1: 50% accuracy
Level 2: 20% accuracy
Level 3: 10% accuracy
If a Sedated player is hit by another Sedation inflicting attack, their Sedation Level will increase by 1. If their Level is already at 3, then their duration counter will be reset to maximum. Sedation can be inflicted by many weapons, including Tranquilizers, Crossbows, and N-Bombs.
- Psychosis: Psychosis is a special status that can only be inflicted on Simulants, and only by the Psychosis Gun. Please consult the Psychosis Gun information in the Armory for its effects.
Surprises...:
- On occasion, Simulants may enter the arena. Sims will have stats just like players, and will be armed just like players.
- There are many types of Sims, many like the ones in PD, some not. Each type will attack according to its personality and ruleset. As Sims appear in the arena, their behavior will be added to the Simulant Library.
- Every Simulant has a reward to bestow on the player that strikes the killing blow against it. This will be described when the Sim enters the arena, and could be just about anything...
- Simulants may wind up killing a player, either by attacking or counterattacking them. If this occurs, nobody scores the kill, but the cash reward for killing the player goes to the last human player to attack the victim. If, by some strange circumstance, the victim was never attacked by a human, the money is lost.
- If a player becomes the Last Man Standing (winning the round), all Sims still in the arena will flee.
- A SIM ACTION IS NEVER CONSDIERED A PLAYING POST!
- Another item that may pop up on occasion is a Mystery Box. Mystery Boxes can be opened by any player during a playing post as a fast action.
- Mystery boxes can have any number of effects, good or bad. The effect is determined randomly, and changes every time.
- You can, of course, elect to ignore a Mystery Box. You will only open a Box if you explicitly state that you are doing so.
- Boxes ignored for a long enough time by all players may do unexpected things...
For the next time:
- After a round is complete, player status will be logged for the next round.
- Players can carry over all weapons, ammo, items, and money they have at the end of a round into the next round.
- As a bonus for playing a round of LMS, every player's max HP will increase by 10, whether they win or lose. In addition, all players will be granted a bonus box of ammo for a weapon of their choice that they possess. If a player is completely equipmentless and moneyless, they will be granted a new set of starting equipment at the beginning of the round.
- All players will be healed to full HP at the start of a new round.
- You can shop at the General Armory (no Rare items) between rounds as much as you like. If you would like to do so, post your purchases/sales in the current signup thread.
Miscellaneous other rules:
- VERY IMPORTANT! All players are limited to a maximum of 10 playing posts per day. This is gauged on a midnight to midnight basis, Eastern US time. A counter is present on everyone's status to inform you of how many posts you have left in a given day. Violation of this rule is an extremely serious infraction, and the Judge's wrath will be swift and terrible...
- All attacks must be targeted at a specific player. You may not target "the next poster."
- Doubling up on weapons will not allow you to attack two separate targets. Similarly, you may not attack multiple players, or attack multiple times, in a single post.
- Permanent teams are prohibited. Temporary alliances are fine, but there can be only one Last Man Standing...
- As always, role playing your posts is encouraged. Just be sure to make it clear exactly what you are doing in your post. If you think it might be unclear, just spell it out at the end .
- In order to make sure the game doesn't die, or get really dull, there is an activity time limit. One full week of inactivity in the LMS arena will cause you to be disqualified, and eliminated from the arena. If, for whatever reason, EVERYONE in the arena goes AWOL for a week, the person who posted last will automatically be declared the victor.
- Remember, only actions performed by a living human player will comprise a playing post.
- Violation of the rules will cause the Judge to take action... And he doesn't like that. Judgement will be meted out as he sees fit...
Please note that these rules may be subject to change as situations warrant. If they do, I will post an update here.
Happy hunting!