Fedaykin

Should 'Assault Weapons' be allowed in Firefly games?

Should 'assault weapons' be allowed or not?   35 members have voted

  1. 1. Should 'assault weapons' be allowed in Firefly games?

    • Never
      0
    • Alliance only
    • Restricted by law enforcement permits
    • 'Don't get caught by the law'
    • I only have AEGs and don't want to hire
      0

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41 posts in this topic

For clarification: An Assault Weapon is an automatic SMG, Rifle or Machine Gun.

 

The rules on these need defining and I want players opinions before deciding.

 

In addition to the weapons rules, retricted ammo and in game purchase will be brought in. i.e. we will supply the ammo ourselves and it will be bought in game from the 'Sutlers' (or maybe Saloon).

 

Any AEGS will be mid-cap restricted regardless.

 

Please be open and frank - we need to make these games play as you the paying player want them to play.

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Well the way my M4 was performing I was better off with my glock anyway :(

 

As long as Alliance numbers are right for the plot then the Alliance should keep the assault rifles.

 

Also if Mr Purple Pants had managed to get his assault rifle license it would have been even more of a bloodbath on Sunday afternoon

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Fully automatic weapons were used in the Firefly series by people other than the Alliance. So I say yes, allow them with ammo limits and no high capacity magazines. I would make them a restricted item in area's with Alliance control. Or any sheriff with a bit of common sense and the muscle to back up the law. Would add a nice role play element and make the game a bit more accessible to players.

 

On the flip side it could easily just turn the event into a slightly themed skirmish.

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While I see what's being said about people in the series using assault weapons, I think for our purposes the game story would best dictate this. I don't think the weapon permits should continue to exist in future FF games.

 

EG: If we have a story line where in the Browncoats are planning on attacking and destroying an Alliance base, then as part of the story and one of their objectives would be to procure Assault weapons and pyro for the attack.

 

I think a system like this would work well :

 

Alliance soldiers should always carry an Assault Weapon, a Pistol side arm and Pyro, (BFG or MK5) restricted to semi auto and mid-cap mags. They are a military force and would be well armed and well supplied, unless the story line dictates otherwise. Alliance can always carry their weapons in their hands wherever they go.

 

Sheriff's departments should have a choice of either a Rifle (Bolt action, leaver action etc), or a Shotgun and a Pistol, No Pyro. One or two assault rifles and some pyro are kept in the Sheriff's Weapon Locker in case things go bad, or to fend off Reaver attacks. This makes sense to me, as local law enforcement alone on a back water moon would have a few pieces of heavy equipment in storage. Sheriff's can always carry their weapons in their hands wherever they go.

 

Towns Folk / Browncoats (As the Browncoats are trying to stay off the radar, they come into the same team class as Towns Folk) should be allowed to carry one out of the following types of weapon per person. Rifle (Bolt action, leaver action etc), Shotgun or Pistol. No Pyro. They can only carry their weapon in the open when the weapon is holstered / slung properly. Any townsfolk seen carrying a gun in their hand would be seen as a suspect by local law and treated as being up to no good.

 

I feel the above restrictions would give people a reason not to get into fire fights with the Alliance or Sheriff's and also give the Sheriff's a reason to stop and search suspicious looking characters. It would also add a smuggling aspect into the game, EG: the Browncoats would need to get their weapons to the Alliance base without the local law seeing them with a weapon they should not have.

 

Their would also be room for a black market character, as the towns folk / Browncoats would need ammo and pyro and thermite, things that are not on sale in the local saloon,

 

Let me know what you think about the above rules guys, they make sense to me but then I've read them about 10 times now :)

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Personally I'd restrict them to Alliance only - if nothing else that makes the Alliance a pretty fearsome opponent. Then again I found that even AEGs/GBB pistols felt a little too hectic in the environment, not out of reality, but when I've got a six shooter and a Winchester anything even slightly automatic outguns me.

 

Playing where every shot counts *could* be incredibly good fun, but it's diminished a little when your opponent is rapid firing a 1911 in your direction.

 

That said, as a support gunner usually I'd really like to see some full-auto positions made available - if a stronghold had a single fixed position support gun in place it could make for some far more tactical assaults.

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I like the idea that you need a permit for any weapon. So everyone could start the game with a basic permit which would cover a pistol, hunting rifle (single shot) or a shotgun. For anything else you need a different permit, and importantly some background as too why your character would have such a weapon.

 

Then if you are seen about town with any weapon the Law has the right to see your permit. If you don’t have it with you then you are going to spend some time in the gaol. The permits could also be removed (for a period of time) if a character is involved in a firearms related incident.

 

This way you allow people more choice as to what weapon they are going to use but it has to fit with their character and there are consequences for the use of any weapon. I think as long as the ammo is limited it could work. It would also mean that if you were seen with or using a prohibited weapon, without a permit, you would never know when the Law was going to come knocking, and because they know you have a prohibited weapon they would look to come tooled up.

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I'm a big fan of Four Leaf's whole proposal.

 

I think assault weapons should be Alliance only (with mid cap restriction). Personally I've been Alliance both games and used my pistol 97% of the time (as I was an officer type both times) but in both events I think the Alliance soldiers/police used their assault type weapons in a very responsible way.

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Support gun would be especially useful if we use Anzio again and Alliance is based out of the armoury bit at the top of the hill.

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Adding onto tumblers idea of if you are caught in a fire arms related incident and have your permit taken from you then there should be a price to claim it back the ammount should vary depending on how bad the incident was

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I voted for restricted by law enforcement and Steve/Tumbler pretty much hits the nail on the head although as an additional means of control I would add in the ability for total revocation of anything except for personal defence.

 

Ammo limits I'm highly in favour of as I went through less than 200 rounds at both Firefly events - you could impose a real cap limit ie if you have a 1911, you only load as many rounds as the real thing but then I could see this causing cry offs. Alternatively, if you're having an ammo shop what about having people treat it like a bank? Deposit x amount of rounds there in a speedloader (labelled with the players name), and a staff member/senior player oversees 'withdrawals' - if you use up all your ammo then you've got problems. Combine this with a no loose ammo in the field rule and it should quell trigger happiness.

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I didn't attend ff2 so I don't know how it worked there but certainly I felt that the way it worked in the first game (alliance and sherifs dept only unless you had a permit) worked quite well as it made the alliance punch well above their weight considering the size of the team they had, and made the law someone you didn't want to upset. the only problem I saw with this is that permits became very easy to obtain and although hardly anyone used assault weapons, the possibility of every man and his dog being tooled up like they would on an open day was very real. I personally would have it so only alliance/ law enforcement could carry assault weapons as standard (maybe faction leaders also) and then have assault weapons for everyone else either limited severely or banned outright.

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Alliance should have the AEG's with semi auto and midcaps. It fits with Firefly, makes them stand out as a military force, but not dominate, yet still a fearsome opponent. Also, when you've only got a pistol and the Alliance walk past weapon ready with AEG's it makes you think twice. One of my favourite parts was the Alliance public execution, that worked with the assault weapons (hats off for that idea and character roleplay, that was fantastic) and then the following pot-shots at them from the townsfolk. I felt that was a cool twist, although it descended into a mass firefight rather than a hunt for the shooter. Point is, Alliance need the firepower to stand out.

 

Sheriffs should have access to pistols, shotguns, rifles (not assault) but defiantly with some heavier firepower in their office or base. During the reaver attacks and other escalating engagements, like the real sheriffs, they'd go and get their smg's or assault weapons to uphold the law.

 

I like the idea of weapon smuggling, but to make it work it'd have to be heavily restricted and watched, otherwise it's going to end up as a skirmish. Most pistols are pretty much semi auto, and thats more than enough for this type of game. Pistols and shotguns would be the best and most fitting i feel for the majority of players.

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I really like that idea! It keeps the idea of smuggling and illegal arms dealing in the game, yet could be controlled enough to prevent it turning into a skirmish. Also it means the law enforcement would keep an eye on people associating with known dealers, getting the money for the weapon, and other possibilities. Fits in well with Firefly and another addition to the roleplay idea of more civilian characters (doctors, traders etc).

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Maybe have a terror threat system for what the sheriffs can use? Also regular players should be able to use assault weapons if the objective calls for it, e.g if a faction has to assault another faction then assault weapons can be used as long as they complete other objectives first.

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only problem I can see with a 'threat escalation system' for the law is that they may have trouble responding to serious threats quickly enough and the situation may have changed by the time they have returned to their base and stocked up on assault weapons. DECKTRONS idea of factions using assault weapons as part of a mission sounds good but it will probably end up turning the game into a skirmish event.

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I do like the idea of weapons dealers by the way, it would be a brilliant gameplay aspect.

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Different factions using assault weapons could be story driven. Like I said, if the Browncoats manage to achieve an objective and get some assault weapons for a massive attack on the alliance, then well done them. But if they fail in that objective, then they just have to go and attack the Alliance with whatever they have.

 

Personally I'm not keen on weapon permits and totally in favour of a black market dealer selling hire guns to whoever has the money, but at the end of the day, the person still wont be able to walk round with that assault gun as the law / alliance will still arrest them on site and confiscate that gun. If they manage to smuggle the gun around and then attack a base with it, then well done them, that's part of the game. Mid cap limits would stop it being a full skirmish game, and the response from the law would also mean that the people in that attack would be arrested would loose their assault rifle. Then they have to try and get the money again, maybe by gambling, or by running messages for someone, or trying to raid somewhere.

 

The only issue I could see here would be the amount of money already floating around in the game. As all the money from the previous two games is still legal tender I know various people have a large wod of it at home with them (I do). Perhaps a new currency for the next game could be brought in that renders all the previous money useless ?

 

Also, massive fan of the idea of having a static emplacement that is full auto. Great idea Sam. Adds as an extra deterrent and also makes the places that are meant to be fortified a hard place to attack.

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The only issue I could see here would be the amount of money already floating around in the game. As all the money from the previous two games is still legal tender I know various people have a large wod of it at home with them (I do). Perhaps a new currency for the next game could be brought in that renders all the previous money useless ?

 

My initial thought on that was that if characters have done well and earnt money then carrying it over shouldnt be a massive deal. In particular it will probably require gold bars for purchase of weapons. However I would like to start recovering it, as printing off a fresh wedge every new game will get a little annoying. The cash system may well get an overhaul anyway along with the contract rules.

 

Also, massive fan of the idea of having a static emplacement that is full auto. Great idea Sam. Adds as an extra deterrent and also makes the places that are meant to be fortified a hard place to attack.

 

Not bad for Alliance military but not sure if it works for any other faction - maybe a Browncoat stronghold if we ever have one.

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Ok personally I think when it comes to assault weapons less is definately better. If you start allowing characters/teams outside the Alliance to have them then you risk people treating the event like a themed skirmish and I pity the poor characters who just have a 6 shooter. Having said that the dodgy arms dealer does sound good so maybe they could supply a bright two tone gun....then the characters would have to try and sneak around with that up their coat....could be interesting. Also remember there will still be a single shot rule on any guns in the game so there may not be a massive advantage.

As for support weapons, well all you really need to do is allow the Alliance to use full auto in defence of their base only. This makes sense in that any Alliance base would be heavily defended and they would have powerful weapons. So it would not be something to be done lightly, and any assault would need careful planning and preparation, e.g arrange a diversion, have numerous gangs join forces, etc.

As for money, simply print off higher denomination notes ($50-$100 or higher) and ask those with stashes to exchange for these new notes at the start of the game. New characters may be poor but that is RPGs for you, and rich characters could then become business men and buy a venture (e.g. mine, casino), dress smartly, set up dodgy loans, gamble and whore it all away, spend it on ammo/pyro, bribes, hire mercs, go mad and burn it like the KLF, etc.

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I Think that the weapon permit's could work, but would need heavy policing. The Alliance should without a doubt have Assault weapons (with the restriction of semi and mid - caps) as mentioned before, they are the military presence and makes the easily identifiable as the guys you don't want to screw with; Sheriffs with Pistols, Rifles(single shot leaver action), Shotguns with the possibility of a stash of heavy firepower should they need it to protect the citizens from a reaver attack. Towns folk/ Browncoats, Should start with bare minimum (Personal Defense).

 

Should anyone want to upgrade their permit, they must either pay a healthy sum of money/gold or complete objectives set by The Alliance/Sheriffs (Particularly difficult ones). or they could run the risk of breaking the law and having their weapons confiscated either for a period of time (30min - 1hr) and spend some time locked up, or Pay once again a healthy sum of money/gold, to acquire the permit to use the weapon (once set free from the gaol)

 

As for money, i would say a fresh batch of it (although a pain in the butt) would benefit the game. with higher denomination notes introduced (as Mentioned by Marty)

 

Bare in mind, these are just the ideas of someone who has just woke up :-P

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Should point out that there is only going to be one law enforcement faction in future games, so any rules for them will be common to both Sheriffs or Feds. if there is both a Law Enforcement team and an Alliance Military or espionage team, then the Alliance team would have assault weapons and a different role to the law.

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I'm one who agrees with the Alliance as a Military force while the Sheriffs are the law. The differences in their power would have to be made clear however, and their objectives would be very different. As a military force the Alliance would be after certain things, while the Sheriffs would be more concerned with the town safety as a whole or corrupt criminals (similar to FF2) but it would have to be made clearer. I was unsure as to if the Alliance could withhold people or not. Also, it's already been mentioned, but their base was a little way out.

 

I'd make the Alliance as a military force with no lawful powers at all, except that over their own people. Also, they should fall under the laws jurisdiction - if an Alliance member is breaking the law, he can be arrested like any other, and the Alliance would have to negotiate his release (e.g. prison break, bail, simply wait). Same goes for prisoners who the Alliance wish to interrogate, they would have to get the sheriffs permission or kidnap the suspect. I think that could lead to some interesting interactions between the two groups, as at times they would have mutual goals while others they could come into conflict, similar to what could really happen in such a situation. It keeps the Alliance as the dominant military force while the law is no pushover and has its own abilities to withhold people. I'd be interested to see if some people would even go to the law for protection from the Alliance if they knew something, and so on. That being said, I think Fedaykin's above post pretty much nails it.

 

Also, is there a chance of some 10's or 20's notes? I had so many 2's last time, and kept dropping them to pay the $10 healing etc. The money as whole was really cool though, and loved the style and images.

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