Post by Rodimus Prime on Jan 27, 2010 22:20:14 GMT -5
For some reason, we thought this might become significant shortly, so Adminimus decided it was time to make a ruling concerning 'acquired' weapons (as opposed to those listed on your 'character sheet' on the wiki).
A character's sheet includes the weapons they are applied for with, including their firepower level and their special-ability (signature) weapons. A character may temporarily lose a special-ability weapon due to in-game events (the Targetmasters' little guys, Springer's hurricane gun, etc), but eventually the character will regain the weapons or have them rebuilt, as they are part of the character 'package.' The character can permanently lose such weapons with the player's consent, but admin needs to be informed so that the wiki can be altered. They do not automatically get a new special-ability weapon to replace it.
The above applies to the loss of weapons in play. Weapons gained in play fall under two general categories, and will be covered below.
Special-ability weapons/weapons that increase a character's firepower or other stats: These weapons can not be kept permanently by the character unless the player applies for them as an upgrade. The character can use such a weapon or device for a limited period of time (usually no more than one battle), but must then lose access to the weapon somehow - maybe it's destroyed, stolen, backfires, or something else along those lines. A weapon of this type is the sort of thing that needs to be included on a character's wiki-page, and thus needs to be applied for in some way if the character is going to keep it. Finally, whether a character is using an upgrade to keep one of these weapons permanently or just using it once, we do need you guys to run it by us first. No atomic bombs 'for just one use'.
Weapons that just let the character do what they can already do in a different way: A weapon that causes the same Firepower or Strength level of pain as what the character already has, but in a different manner, can be kept as a permanent addition. Say, an energy weapon where the previous character only used projectile weapons, an ordinary sword where the character already uses daggers, or that sort of thing. Because characters can ordinarily only make one attack in a combat turn, these weapons do not increase a character's power level - they're just a flavor/role-play thing. Please note that a gun that allows a character to shoot much FASTER or over a much wider area than before counts as a new special ability.
Anyway, that covers it. This is not an attempt to squelch role-play, but to keep things fair. Besides, knowing this group, I look forward to the creative and interesting ways you guys will be losing your temporary toys down the road.
A character's sheet includes the weapons they are applied for with, including their firepower level and their special-ability (signature) weapons. A character may temporarily lose a special-ability weapon due to in-game events (the Targetmasters' little guys, Springer's hurricane gun, etc), but eventually the character will regain the weapons or have them rebuilt, as they are part of the character 'package.' The character can permanently lose such weapons with the player's consent, but admin needs to be informed so that the wiki can be altered. They do not automatically get a new special-ability weapon to replace it.
The above applies to the loss of weapons in play. Weapons gained in play fall under two general categories, and will be covered below.
Special-ability weapons/weapons that increase a character's firepower or other stats: These weapons can not be kept permanently by the character unless the player applies for them as an upgrade. The character can use such a weapon or device for a limited period of time (usually no more than one battle), but must then lose access to the weapon somehow - maybe it's destroyed, stolen, backfires, or something else along those lines. A weapon of this type is the sort of thing that needs to be included on a character's wiki-page, and thus needs to be applied for in some way if the character is going to keep it. Finally, whether a character is using an upgrade to keep one of these weapons permanently or just using it once, we do need you guys to run it by us first. No atomic bombs 'for just one use'.
Weapons that just let the character do what they can already do in a different way: A weapon that causes the same Firepower or Strength level of pain as what the character already has, but in a different manner, can be kept as a permanent addition. Say, an energy weapon where the previous character only used projectile weapons, an ordinary sword where the character already uses daggers, or that sort of thing. Because characters can ordinarily only make one attack in a combat turn, these weapons do not increase a character's power level - they're just a flavor/role-play thing. Please note that a gun that allows a character to shoot much FASTER or over a much wider area than before counts as a new special ability.
Anyway, that covers it. This is not an attempt to squelch role-play, but to keep things fair. Besides, knowing this group, I look forward to the creative and interesting ways you guys will be losing your temporary toys down the road.