Over my months of observation (such is the validation wait), I keep seeing the topic of escalation come up--feeling blasters are getting too powerful, pot-shot rounds, ammo concerns, you name it. The overarching idea is that people (whatever their opinions) want to avoid taking the fun out of it, but overall want to avoid banning things unnecessarily, or arbitrarily.
So, I'm not a modder, per se. I follow the great guides on here and enjoy my guns, but I doubt my contribution to this forum will ever be a new, original modification. Ideas, rubrics, that kinda crap, I can do. A dime a dozen, yes, but I figured it's a better first post than "Wch gun best 4 lewzering?"
What I've put together is a numerical system, very easy-to-use, for classifying various blasters based on maximum level range, rate of fire, ammo capacity, and any integrations included. The actual USE of these ratings is up to the person running the event--use it to categorize rounds, use it to ban blasters of certain classes, use the point value to limit overall loadout but still allow flexibility, whatever.
**The System**:
Classification Levels:
Class A: 0 points - 25 points
Class B: 30 points - 45 points
Class C: 50 points - 65 points
Class D: 70 points - 90 points
Class E: 95 points - 115 points
Class F: 120+ points
Each weapon is assessed according to the following traits: Maximum Level Range, Rate of Fire, Ammo Capacity, and Integrations (the physical attachment of another weapon). It is important to know that integrated weapons are still classed as separate weapons, but there is an additional point cost for the convenience of having it integrated as well.
Maximum Level Range
Melee - 10 ft: 5 points
11 ft - 25 ft: 10 points
26 ft - 35 ft: 15 points
36 ft - 50 ft: 20 points
51 ft - 70 ft: 30 points
71 ft - 90 ft: 45 points
91 ft - 110ft: 65 points
110 ft+ : 80 points
Rate of Fire:
Single: 5 points
Clip-Fed Single: 10 points
Turreted Single: 15 points (refers to self-rotating turrets)
Shotgun Fire: 15 points
Semi-Auto: 25 points
Full-Auto: 35 points
Ammo Capacity:
Single: 5 points
2 - 8 darts : 10 points
9 - 16 darts : 15 points
17 - 25 darts: 20 points
26+ : 30 points
(Additional Clips/Belts/Drums: 5 points each)
Integrations*:
Add 5 points for each Classification Level of the integrated weapon. (ex. integrating a Class C weapon would add 15 points)
*For the purposes of this system, an integration is defined as "Two or more physically-attached weapons with separate firing mechanisms." This includes weapons with linked TRIGGERS, but separate plungers/springs/etc. This does not include weapons with integrated parts (ex. A maverick with additional cylinders integrated would have a higher CAPACITY, but not be considered an integration because there is only one firing mechanism.)
*USES:*
1. ...to expressly limit gun types for a particular activity. (ex. having a Class-B round)
2. ...to shape the TOTAL equipment for each player. (ex. You are alotted X points, however you should choose to use them.)
3. ...to provide limitations for any "squads" you may have organized for some games. (ex. "No more than 1 Class C weapon," or "Total points less than X," etc)
*The KISS Doctrine (Keep It Simple, Stupid):*
While this explanation may be somewhat long and complicated, it's only because I'm introducing a new system AND all the ways it could be used.
*EXAMPLE:*
Let's say I'd like to use the following weapons, and I need to know how they're classified:
1) Longshot with Raider Drum and Brass Breech System, w/ Integrated Front Gun
2) Nerf Eliminator with AR Removal/Brass Barrel
3) Stock Maverick
Modded Longshot:
Max. Level Range: 95 (60 points)
Rate of Fire: Clip-Fed Single (10 points)
Ammo Cap.: 35 darts (30 points)
Integrations: Integ. Class A (5 points)
TOTAL: 105 points - Class E weapon
LS Front Gun:
Max. Level Range: 30 (15 points)
RoF: Single (5)
Ammo Cap.: Single (5)
Integ.: None
TOTAL: 25 points - Class A weapon
Eliminator:
Max. Level Range: 30 (15 points)
Rate of Fire: Single (5 points)
Ammo Cap.: Single (5 points)
Integrations: none (0 points)
TOTAL: 25 points - Class A weapon
Stock Maverick:
Max. Level Range: 25 (10 points)
Rate of Fire: Turreted Single (15 points)
Ammo Cap.: 6 (10 points)
Integ.: none (0 points)
TOTAL: 35 points - Class B Weapon
At the start of the day, I register these weapons when I sign up, so that GMs know what I can use at any given time.
So, let's say our GM set a limit for the first game at 60 points. The longshot is out, but I can take the Maverick AND the Eliminator. I can't run around at all times loaded for bear.
Now, the next game, the cap is raised to 130 points. Now I bust out my Longshot/FG, which rests at a total of 130 points.... but I REALLY want to bring my Maverick, too. So, I can instead agree not to load the Front Gun, making the Longshot only 100 points (subtracting the integration) and allowing me to bring the Maverick. I put a piece of orange tape over the FG barrel to signify it's out-of-play for now.
Another way I could lower the point value of my Longshot is to just change out the Drum Clip for a standard 6-round magazine, with a spare in the stock. That'll bring the total down 15 points.
**BUT WHAT ABOUT AMMO?**
Safety concerns should always be at the discretion of the game moderators. Other ammo concerns are already accounted for above (for instance, in weapon range categories). If you use stefans or CDTs or stock ammo or marshmellow Peeps, their impact is accounted for in the above categories. However, if you're of the camp that feels slingshot ammo is too dangerous or painful, you can outright ban it without banning particular blasters or mods.
Questions or adjustments to numbers are perfectly welcome. Again, this is just a proposed idea for helping keep things objective when determining what fits in what round, or what isn't welcome at a particular event. People can prepare beforehand, and make adjustments to bring their favorite blasters in-line with requirements (or get another they KNOW will fit).
Edited by Dastardly, 19 February 2010 - 09:31 AM.