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by Lloyd999 on Sun Sep 21, 2014 1:04 am
Ah, you don't play TF2? I mean, its free to play and all, fun as hell too. Although, I'm wondering if anybody truly plays it because they like the storyline. I mean, that's the reason I play most video games, but TF2 I only play cuz its actually fun.
Yeah, Medics can revive fallen players. Players will drop these big packs which will display holograms which the Medic can place his heal beam on to magically revive a person with full health. Its probably best and most accurately illustrated in the TF2 promotional video "The Sound of Medicine" (which is on youtube) which also illustrates the projectile shield. Either way, I think that's all fair enough. The idea that all players begin with stock weapons in the beginning? On one hand, I think that's fair as characters slowly progress and get more experienced at defending against the robots and gain more money and can spend them on new weapons just as they would spend them on upgrades, thus allowing a wide range of weapon loadouts to be explored by the players, especially if you, the GM, decide to turn this weapon buying system into something similar to the random drop system, where when a player decides to buy a weapon (however expensive you decide that will be, maybe somewhere between $1000-$3000) you choose a weapon at random that they receive.
On the other hand, allowing players to use whatever weapons they please also has its own spirit to it that resembles how MVM was played. Back when it was released, everybody was new to the gamemode and no real metas had been established, so everybody would be trying out all kinds of different loadouts and strategies and trying to establish metas. The Engineer would be using the Frontier Justice as had difficulty being able to save his sentries from the Sentry Busters, Soldiers would try out all kinds of launchers and buffs, Pyros wouldn't have learned to airblast enemies into pits so they would use the Phlogistinator or Backburner, Spies and Snipers would have difficulty fighting and Medics were a luxury as opposed to a requirement. It was just something new at the time and the players would be trying out their old strategies on the gamemode and develop new ones as they discovered weaknesses and explored possibilities with other weapons.
Though, I will admit this is still fully possible with the system I spoke of above, so if you decide to start everybody with stock, then that's perfectly fine. I personally like the idea of the random item buying system, and thus a very strict money system should be implemented into the roleplay. Every wave should provide a maximum of a certain amount of money and everybody gains the same amount of money regardless of who collects it. The exact quantities and type of robots that appear in each wave should also be clearly defined at the beginning of each wave, along with the maximum amount of money to be collected. Upgrades should have the same costs as they ordinarily would in the game (and for simplicity's sake, lets give Medic the updated Overheal and Heal Mastery upgrades he gets in Two Cities as upgrading the different aspects of healing and overhealing separately was just way to tedious) and upgrades should probably be preserved between events. Perhaps upgrades should have some sort of realism to them, such as Reload Speed upgrades might had some sort of autoloading device onto the guns or Regeneration and Resistance upgrades should perhaps inject a class with some sort of special serum, and so on. One question I have is if Power Canteens will be available. I'd imagine uber canteens would be consumed and make a player shortly invunerable, while crit canteens supplies directly to a weapon, along with clip/ammo refill canteens. Building upgrade canteens probably send a signal to placed buildings that somehow automatically upgrades them while teleport to spawn upgrades probably work similarly to the Eureka Effect. Of course, with how the Medic can share power-ups with other classes with an upgrade, the canteen probably supplies directly to the healing supply.
I think one thing I'll suggest to you, who doesn't play the game, is to certainly watch a lot of videos. As you probably know, there are plenty of promotional TF2 videos, 10 centering around the classes as the Meet the Team videos and about four (I believe) other promotional ones, two based on MVM. Yet, with the release of Source Filmmaker, there's all kinds of fanmade TF2 videos out there, many of which with what looks like impressive or at the very least decent animation skill (SFM tends to make even lazier works look professional, although it still requires a lot of skill to animate with it) and many of which are great for giving a visualization of TF2.
Also, on an unrelated note, I'm assuming you'll be playing Miss Pauling? She's definitely an essential character.
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