Hey, and welcome to the first iteration of a bit of an ongoing thing I'm planning to do to help keep interest/the community active/productive on the forums so this isn't a /complete/ waste of money for our benefactors. We'll kick off this first topic with a bang.
They're a crucial aspect for any FPS, and in Half-Life 2 and replaying it; weapons are strewn higgledy piggledy around the environment; from underneath overturned bathtubs, in old abandoned vans, and in people's apartments. Weapons are given at certain points of the game to help clear out the tasks ahead and to help solve puzzles, making them more like tools.
Yet on HL2RP it's a challenge to regulate them. Typically you either get your first gun on a server either on your first day or in the next week after joining; AKA there is typically either too much restriction or not enough. Regulating them is a challenge because ideally you'd want room for them to exist as they help drive roleplay, but yet at the same time not enough room as to clog the system with everyone owning an AR3.
So, any ideas for the control/regulation of weapons?
Weapons.
They're a crucial aspect for any FPS, and in Half-Life 2 and replaying it; weapons are strewn higgledy piggledy around the environment; from underneath overturned bathtubs, in old abandoned vans, and in people's apartments. Weapons are given at certain points of the game to help clear out the tasks ahead and to help solve puzzles, making them more like tools.
Yet on HL2RP it's a challenge to regulate them. Typically you either get your first gun on a server either on your first day or in the next week after joining; AKA there is typically either too much restriction or not enough. Regulating them is a challenge because ideally you'd want room for them to exist as they help drive roleplay, but yet at the same time not enough room as to clog the system with everyone owning an AR3.
So, any ideas for the control/regulation of weapons?