I appreciate your point of view. Some of our players have 1000-400 darts at their disposal others have 12.
Supply darts then. It's only a few bucks to supply hundreds of darts (that's a link I found just now, not the best price I've seen). You could be in the thousands for less than $100, and asking your players to all pitch in $5 to cover dart costs could easily end you in the black.
I do this to make the game more approachable to all skill levels. Some of my players will be worth upwards of 10 regular men on the battlefield.
The best way to deal with this is to divvy them up among the teams rather than say "Hey guy, you're worth 10 other guys so you have 10 fewer people on your team". This is especially true when he's just as vulnerable to stray hits as anyone else, since all blasters are probably going to hit roughly the same ranges.
Also keep in mind: In NERF equipment > skill. Perhaps as in many things, but it can be especially deceptive when a guy shows up in full gear with a good-looking blaster and then fails to perform while the guy with one maverick wrecks everyone around him.
I will provide what i can to new players and many of our vet players would do the same. I will roughly follow orlandonerf guildes for archetypes. http://www.nerforlan...dier-types.html
- If you are on your last life and are killed then you are out of the battle - leave your weapon and bullets on the ground (but not custom weapons) and go inside the house until the next battle. Do not come outside or people will waste their shots thinking you are in the battle (adults are the exception).
ick. IMO, player elimination shouldn't be a thing - it makes the game unfun. In HvZ, you've got permanent team swapping, but you're never just plain out.
Hang on, might be best to go through point by point in their quote:
On to their Soldier types:
So the current meta in the hobby nerf community is pretty strongly opposed to forced loadouts of any kind. I believe the reason is two fold, in addition to just that you're alinenating players:
1) The game isn't vast enough to really call for it. You're not fielding thousands (even hundreds) of players, you're not fighting armored vehicles, you're probably not even on a battlefield the size of a real battlefield. Even if you were, darts fired at a velocity safe to use on people will max out at several dozen yards. This is important because it implies a scale problem: I used to be able to cover 100 yards in ~10 seconds. You don't need a vehicle or artillery in a war where players are a few hundred feet apart at most. You could use emplacement blasters, but that'd be more like WWI than WWII: Trench warfare since anyone who pokes out will get mowed down by a higher ROF blaster with neigh-unlimited ammo.
2) The equipment isn't capable of replicating actual war/video games the way the loadouts imply. You can't reliably use a 'loser' to take players out who can return fire from just as far out as they can, and even if you did use it, no blaster is accurate enough to do that as a role reliably that isn't also replicible in a higher ROF blaster. Grenades are difficult to make/use and not as effective as you'd like them to be. Even if you wanted to use artilery, you couldn't since I can't think of a good safe way to deliver the rounds (Drone loaded with a bomb-bay of darts maybe?).
This is why I (and others) prefer to consider the 'soldier types' as self-asserted roles instead of fixed rule-based types. Generally I've categorized them thus:
Ninja - sock warrior/scout who uses socks and maybe also a pistol.
Blowgunner - if you allow it, these can be the closest to 'losers' you're likely to get. Alternatively someone who is a crack-shot using a modded Boomco M6.
Skirmisher - Your bulk players. Probably a single blaster, maybe it uses a turret. Not likely to be carrying much ammo, may or may not use mags.
Scavenger - Similar to a skirmisher, but usually intentional about it. Carries a blaster that loads on the fly and travels light so they can capture points and scout and stuff.
Player - For lack of a better term, someone who's invested in the hobby and has lots of good gear. Not automatically good, but should be balanced between teams.
Heavy - Someone who carries a mag or chain-fed semi/auto blaster with a ton of ammo onboard. Not automatically good, but should be balanced between teams.
Veteran - Someone who is actually known to be good with whatever they're using. Balance these guys out and ideally put them in charge of their team. If you're vet-heavy, put the noobs on the captain spot and have them pick vets for a fun time and to give the new guy a sense of importance and belonging.
Note that these are all player chosen and that you should not have rules governing them. A scavenger might have a bag-o-darts that holds 1,000 loose rounds, while a heavy might show up with 6-18's and call it a day. The only rules you need impose are ones observed from the game you're playing. If you see ninja's owning everybody, then you can consider limiting the amount of socks ninja's are allowed to carry (since you've got reason everyone has experianced to support your decision) or turning the meta into a ninja-war. If you see blowgunners getting smashed in the teeth, ban blowguns.
Fair rules to provide are things like medics and engineers. They do a gimmicky thing that can be fun, if the ruleset you've designed/chosen allows for them. Use care if you want them and try vanilla rounds first.
Edited by Meaker VI, 14 February 2017 - 11:00 PM.