Post by Geddon on Jun 5, 2013 12:20:08 GMT -5
Tentatively scheduled for 2nd weekend of April at Whatz Up Family Fun Park in Seven Points, Tx
In the desert near New Vegas, a key discovery has been made. A rich oasis teeming with life, old tech, and new adventures.
Many adventurers enter the Oasis, but few ever return. Rumors of a violent tribe of people known as the KOTO Clan have circulated, but none can be confirmed. Those who have returned have told stories of violence and wonder. Tech scattered throughout ruins inside the oasis, clean food and water, and a frighteningly violent tribe of men and women who protect it all.
The NCR and the Legion have each taken an interest in the Oasis. The Legion vowing to conquer and subdue any so called "keepers" and claim the riches of the Oasis for themselves.
The NCR has come to appeal to the Koto Clan and attempt to negotiate a treaty, but their violence has made things difficult.
Meanwhile, a group of traders, adventurers, and miscreants have set up a small trading post outside the Oasis where they are staging multiple raids, inflaming the situation on all sides. Trading with both the NCR and the Legion has made the town a variable wild west where gun battles can break out any time.
Scouts have reported seeing strange people watching the town. Fear of a massive KOTO Clan raid is widespread and both the Legion as well as the NCR have been called upon to help provide protection for the vital trading post.
The Setup
The NCR and the Legion will have base camps on the northern most corners of the map, at the edges of the Oasis.
The Trading Post will act as the endpoint for all tech and gathered items as well as a source of resupply for all non KOTO factions.
Crafting will take place in both NCR and Legion camps as well as a centralized point in the town.
The overall, arching goal of the game is to bleed the OASIS of all tech and potentially useful items.
The KOTO Clan will act as an OPFOR, based from the middle of the oasis, and will counter raid tech from any bases, murder, kill, and destroy anything they wish, and otherwise act as a preventative agent to all teams.
An "environmental" faction has been added to help seed the field and stir the pot. They will consist of Ghouls, Raiders, Mutants, and animals such as "deathclaws." Each will utilize different characteristics, but the goal will be the same. in groups of 3-5, they will be dropped into the game, usually with a supply of props. They will proceed to an area to hide those props and then engage players they encounter inside those areas. They will act as a balancing agent against alliances and act to upset ammunition supplies all over the game.
As usual, the ammunition will be heavily regulated and limited foam hand-to-hand combat rules will be used.
expect more traps and trip wires in the jungles of the oasis as well.
Crafting will be slimmed down, but not removed this go around.
More focus will be given to combat in the Oasis and roleplay in the town.
The 3 Non-KOTO factions will be placed in a "triangle" formation and spread far away from each other. This will require dangerous trips to town for resupply for both the military factions and dangerous treks into the oasis from the town itself.
KOTO Clan members will enjoy many advantages inside the oasis vs outside and the reverse will be true for outsiders.
Environmentals will have much flexibility and uptime as their presence will be a constant factor throughout the game. A wide variety of weapons and rules will be made available to them without the need for bottlecaps, roleplay, etc. If you're not big on roleplay, but like the trigger time and being an integral part of the game, this faction will definitely be for you. An admin will be embedded in each group of environmentals.
More to come...
In the desert near New Vegas, a key discovery has been made. A rich oasis teeming with life, old tech, and new adventures.
Many adventurers enter the Oasis, but few ever return. Rumors of a violent tribe of people known as the KOTO Clan have circulated, but none can be confirmed. Those who have returned have told stories of violence and wonder. Tech scattered throughout ruins inside the oasis, clean food and water, and a frighteningly violent tribe of men and women who protect it all.
The NCR and the Legion have each taken an interest in the Oasis. The Legion vowing to conquer and subdue any so called "keepers" and claim the riches of the Oasis for themselves.
The NCR has come to appeal to the Koto Clan and attempt to negotiate a treaty, but their violence has made things difficult.
Meanwhile, a group of traders, adventurers, and miscreants have set up a small trading post outside the Oasis where they are staging multiple raids, inflaming the situation on all sides. Trading with both the NCR and the Legion has made the town a variable wild west where gun battles can break out any time.
Scouts have reported seeing strange people watching the town. Fear of a massive KOTO Clan raid is widespread and both the Legion as well as the NCR have been called upon to help provide protection for the vital trading post.
The Setup
The NCR and the Legion will have base camps on the northern most corners of the map, at the edges of the Oasis.
The Trading Post will act as the endpoint for all tech and gathered items as well as a source of resupply for all non KOTO factions.
Crafting will take place in both NCR and Legion camps as well as a centralized point in the town.
The overall, arching goal of the game is to bleed the OASIS of all tech and potentially useful items.
The KOTO Clan will act as an OPFOR, based from the middle of the oasis, and will counter raid tech from any bases, murder, kill, and destroy anything they wish, and otherwise act as a preventative agent to all teams.
An "environmental" faction has been added to help seed the field and stir the pot. They will consist of Ghouls, Raiders, Mutants, and animals such as "deathclaws." Each will utilize different characteristics, but the goal will be the same. in groups of 3-5, they will be dropped into the game, usually with a supply of props. They will proceed to an area to hide those props and then engage players they encounter inside those areas. They will act as a balancing agent against alliances and act to upset ammunition supplies all over the game.
As usual, the ammunition will be heavily regulated and limited foam hand-to-hand combat rules will be used.
expect more traps and trip wires in the jungles of the oasis as well.
Crafting will be slimmed down, but not removed this go around.
More focus will be given to combat in the Oasis and roleplay in the town.
The 3 Non-KOTO factions will be placed in a "triangle" formation and spread far away from each other. This will require dangerous trips to town for resupply for both the military factions and dangerous treks into the oasis from the town itself.
KOTO Clan members will enjoy many advantages inside the oasis vs outside and the reverse will be true for outsiders.
Environmentals will have much flexibility and uptime as their presence will be a constant factor throughout the game. A wide variety of weapons and rules will be made available to them without the need for bottlecaps, roleplay, etc. If you're not big on roleplay, but like the trigger time and being an integral part of the game, this faction will definitely be for you. An admin will be embedded in each group of environmentals.
More to come...