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Reply Jackpalm Infested: League Official RP - Open
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nxegex
Vice Captain

PostPosted: Thu Oct 14, 2010 11:24 pm


Apparently, between Darius and K', we really need this. Nah, just joking about that, but we do still need this. Post all RP-relevant out-of-character questions and discussions here.
PostPosted: Thu Oct 14, 2010 11:45 pm


It's Jesse, Nxe. Jesse, xD

So, I wanted to ask what you guys are planning for after Jackpalm.
And.
Yeah, that's it for now.

NotaSuperHero

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The_Master_Wielder
Captain

PostPosted: Fri Oct 15, 2010 6:05 am


I dunno. Tourney?

BTW:
1) It would take hours for us to reach Jackpalm, and
2) We're at 40,000 ft. We can't see the city worth jack(...palm).

Also,
3) The jet has no weaponry, and
4) We need to wait longer, because other people are still joining.

By the way,
5) Nero's team (Now consisting of Nero, Sony, Doomshot, and Zari's Alida.) needs to drop in too, from their own drop craft. The idea is, we get no vehicle support, no weapons other than what we take with us. I mean, when was the last time, you took a f*ckin MECH into a zombie infestation? Not a common occurrence, mates.
PostPosted: Fri Oct 15, 2010 7:31 am


So are we(Nero's team) in the air? Or we still in the hanger awaiting take off?

High Templar Doomshot


Strifer Garuwashi

PostPosted: Fri Oct 15, 2010 7:47 am


On a slightly unrelated side note, but related to the RP, I'm going to ask if anyone else intends to be a bad guy in this roleplay, or if I'm going on my own. It will affect my actions greatly.
PostPosted: Fri Oct 15, 2010 9:40 am


I'm posting now to get us ready to drop.

Nero Zenndoren

Dangerous Millionaire


Ferregar

PostPosted: Fri Oct 15, 2010 1:35 pm


Striker,

As you're currently the only one on opposing us, and are the CEO of PHYRCE, I think it is safe to assume that you have the ability to create additional characters and NPCs to play with among your side.

Actually, I have alot of information I'd like to share with you guys in regards to the RP's current systems, how we can make them more dynamic, and some rules regarding NPC management for all of us.
PostPosted: Fri Oct 15, 2010 1:46 pm


Here is some system details I've withdrawn from an old guild I ran specifically for Zombie RPs, The Zombie Roleplay Union. It's unfortunately dead now, largely my fault as I had a long stint of inactivity on Gaia due to school, life and such.

Anyhow, take a look at these, and tell me what ya'll think. They worked really well in ZRU, and it would be nice to see them successfully implemented again.

First - take a look at this, The Infection Factor. It's a universal system of measurement for zombie presence within the RP's threads. The details are below:

Quote:

0- No zombies within one mile; extremely rare but extremely safe.
1- Little or no zombies;1-10, and are usually very spread out; very safe place
2- A moderate amount of zombies, around 10 - 30. Zombies tend to travel in small "packs," but the area remains relatively safe.
3- A more prominent group of zombies, between 30 and 50. It is doubtful that you will find just one.
4- A significant amount of zombies, anywhere between 50 and 100. Zombies travel in groups no smaller than 5.
5- A formidable amount of zombies. Anywhere between 100 and 300 within a half mile radius, resting is not encouraged, and certainly not safe unless doors are barred and windows blockaded.
6- A massive and dangerous number of zombies. Anywhere between 300 and 600 zombies within a half mile radius.
7- An incredibly dangerous and perilous place to be, anywhere between 600 and 1,000 zombies within a half mile radius at any given time.
8- Nothing short of a battlefield. Between 1,000 and 2,000 zombies within a half mile radius. Survival is far from guaranteed.

Rank 9 Travelling into this area alone is a guaranteed death. Between 2,000 and 10,000 zombies within a half mile radius, in groups of no less than 100 at all times. You better be at your BEST to survive through this, even with friends.

RANK 10 You cannot win here. It is statistically impossible. Not even an army can clear out an area like this. There is anywhere between 10,000 and 50,000 zombies within a half mile radius. A nightmarish sight of a literal SEA of zombies. All you can do is run. Run, and pray that you can make it to the other side through any means neccessary. I hope you get the point.

X- This can be added after any measurement. This simply means that a deviant, which is a zombie that has somehow evolved a little further on or some kind of experiment made in the labs is in this area.


This system will allow people to observe the ebb and flow of zombie movement throughout the city, the "difficulty rating" of encounters in particular district, and the presence of elite enemy NPCs/PCs (Deviants)

Second, here is a guideline for developing NPCs. I think this will be very useful to us, and will keep everyone interested in the RP. Check it out:

Quote:

BASIC NON PLAYER CHARACTERS
These types of NPCs are frequently seen, or characters that do not dramatically impact/ alter the events of the RP.

- Basic Zombie NPCs
-- Basic Zombie NPCs are any of the Basic Zombies found in the Zombie Types thread.
-- The number of Zombie NPCs created by any guild member MUST relate to the Infection Factor of the location in which the NPCs are "spawned." For example: In a location with Infection Factor 0, no zombie NPCs may be created. On the other hand, in a location with infection factor 10, as many as 200 TOTAL Basic Zombie NPCs may be created by an individual member. [Do note, however, that not all of these zombies would be able to move/ act at the same time. Gets a little crowded, you see icon_wink.gif ]
-- Basic Zombie NPCs must adhere to Basic Zombie lore. They are disorganized, mindless, and act without regards to possible danger.
-- Players may only create ONE "Runner" NPC per level of infection up to level Six. Past Infection Factor 6, TWO Runners may be created per level of infection.
Example: Three runners can be created at IF 3. FOURTEEN can be created at IF 7
-- Basic Zombie NPCs may be controlled by any player unless stated otherwise by the member who made them.
-- Basic Zombie NPCs may be whoever and whatever you'd like. An infected Marine, and Infected Police Officer, an infected crazy cat lady, etc.

- Basic Human NPCs
-- No Basic Human NPC may have a military background.
-- Basic Human NPCs may have one firearm of EQUAL or LESSER power to a .22 Rifle. They may not have automatic weapons, heavy explosives, or grenades. They may have any improvised melee weapon (crowbars, pans, baseballs bats, an ax, etc)
-- Unlike Zombie NPCs, Basic Human NPCs have a cap of four per player.
-- No more than ten Basic Human NPCs per player in Uninfected Areas (0)
-- No more than three Basic Human NPCs per player in Infected Areas (1 - 10)
-- Basic Human NPCs may NOT be created with the intent to farm their ammunition. Doing so is an act of metagaming.

- Skilled Zombie NPCs
-- Skilled Zombie NPCs may be created from the list of Advanced Zombies found in the Zombie Types thread.
-- No more than five Skilled Zombie NPCs may be controlled by a Guild Member in any infected areas.
-- A maximum of THREE Guild Members are allowed to create Skilled Zombie NPCs in each thread. This privilege may be passed from Member to Member via OOC in the thread.
Example: [From Kirby] ((I want nxegex to have my SZ privilige))
-- If more than three members want SZ Privileges, all desiring members must generate a random number between 1 and 10. The three members with the highest numbers are given SZ privileges.

- Skilled Human NPCs
-- Skilled Human NPCs may not be created by Guild Members unless given permission by Guild Crew or Moderators.
-- Skilled Human NPCs encompass all Human NPCs with light - moderate military background, practical and professional experience, ALL hostile Human NPCs and ALL Faction NPCs.
Examples: A Private in The US Army. A First Sergeant in Marine Corp. A Member of SWAT. An Agent of The FBI. A Freelance Mercenary. A Professional Hunter.
-- Skilled Human NPCs may also be used to drive personal plots and sub-plots.
-- Skilled Human NPCs have no concrete cap limit, but the number of SH NPCs created must be approved by Crew/ Moderators and be WITHIN REASON.
-- Skilled Human NPCs may have two sidearms and a primary weapon. They are allowed weapons that relate to their field, but must be standard weaponry. No Gatling guns or RPGs, you hear?
-- Skilled Human NPCs may only be controlled by their maker, Crew, and Moderators unless their maker gives permission to ONE other player,

- Vendors
-- Vendors may only be created by Members given permission by Moderators.
-- Members wanting to make Vendors must PM a moderator the list and quantity of goods they wish to make available.
-- A VENDORS GOODS ARE NOT INFINITE
-- A Vendors goods must NOT weigh more than 100 pounds unless they have a shop/ cart/ what have you.
-- Once a Vendor NPC has been created, all players may interact with it, but none may directly control it except its maker, The Vice Captain, and The Captain. Vendor NPCs may not be moved until all "business transactions" are finished, unless the situation is clearly life threatening.
-- Vendor NPCs will deal more with bartering than money, as currency has little to no value anymore.
-- Vendor NPCs will be few and far between. If your request is denied, it's not because we don't like you

- Power NPCs
-- Power NPCs may only be created by The_Master_Wielder (For Human NPCs), Strifer (For Zombie NPCs) or a "Game Assistant" of their choosing.
-- Power NPCs may only be controlled by their creators. Munching against Power NPCs is not a good idea.
-- Power NPCs range from Faction bosses to Super Deviants to High End Government Officials, and whatever best fits the situation
-- Power NPCs will be primarily used to drive the universal plot and create event scenarios for the RP community.
--Power NPCs may not be exploited. Doing so will result in the suspension of Power NPCs by that particular player.


Any thoughts? 3nodding

Ferregar


The_Master_Wielder
Captain

PostPosted: Fri Oct 15, 2010 1:53 pm


Strifer may create Power NPC's.
PostPosted: Fri Oct 15, 2010 2:02 pm


Edited accordingly!

Ferregar


zariqueen

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PostPosted: Fri Oct 15, 2010 2:14 pm


Ooh, this all looks tres cewl! mrgreen
PostPosted: Fri Oct 15, 2010 2:19 pm


Also, anyone who joins later should be allowed to take over an npc, with the permission of the npc's maker and the guild crew.

The_Master_Wielder
Captain


Ferregar

PostPosted: Fri Oct 15, 2010 4:38 pm


I think that's a fine idea. All players will be able to have some NPCs, but it's critical to emphasize that almost all of the NPCs people will be creating in Jackpalm will only be basics or skilled. It won't be like having additional mercenaries with lifetimes of brutal experience and epic firepower.

The goal is to find that perfect balance between interactivity and power. This way, we'll have characters we can find, develop, kill, or assist. The mission will be dynamic in that respect, and each person will be able to bring something new to the table if they'd like.

Though, please realize NPCs are meant to be much more squishy and killable than us. Killing basic and skilled NPCs has to be something that's mutually understood by us playing the Humans, and by Strifer + His future dead boys. IF they get cornered, outnumbered, out gunned, etc... they're going to die unless you make a point to protect them.

I'm saying this because we will definitely need to have a fluctuating number of NPCs. We can't all be controlling NPCs at once, or things will become a convoluted mess.

Any other thoughts on it? Does everything seemed balanced?

PS! I think that it would be really cool if we assigned new members who join us later the character context of serving as Mercenaries within Jackpalm City and becoming trapped. That way, new members start new within the guild, and they can get acquainted IC.
PostPosted: Fri Oct 15, 2010 7:48 pm


Aye, seems good to me.

On the topic of New Members, generally my tactic is to have their characters, who in this case would be trapped in the city, join up with the League when they see how badass we are.

The_Master_Wielder
Captain


nxegex
Vice Captain

PostPosted: Fri Oct 15, 2010 8:58 pm


The infection factor is strikingly similar to the one inside my Zombie Roleplaying Union guild that's been dead for a few months (a year) now.

Also, since we're making zombie NPC's according to the chart, does that mean we can't just blast random zombies anymore? I always rather liked that part, because it saved us a lot of hassle.
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Jackpalm Infested: League Official RP - Open

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