Version .21 by William
Nill
Table Of Contents
1 - Introduction
2 - Basic Game Information
2.1 - What is FireArms?
2.2 - Singleplay
2.3 - Singleplay Story
2.4 - Multiplay
3. - Gameplay Information
3.1 - Starting
3.2 - Credit System
3.3 - Teamplay
3.3.1 - Capture the Intelligence
3.4 - Movement and Firing
3.5 - Reloading
3.6 - Damage System
3.6.1 - Head Shots
3.6.2 - Arm Shots
3.6.3 - Torso Shots
3.6.4 - Leg Shots
3.6.5 - Bleeding and Bandaging
3.6.6 - Lose of Limbs
3.7 - Weapon Accuracy
3.8 - Ammo Boxes
4. - Small Q&A
5. - Credits
1. INTRODUCTION
Welcome to the FireArms FAQ. The purpose of this FAQ will be to further
clarify information about FireArms up until and after it's release.
The setup of this FAQ is a little unorthodox, however, I feel that
it allows for greater readability. The first part of each section
will offer a complete explanation of the topic, following that will
be standard Questions & Answers.
On with the show...
TOP
2. BASIC GAME INFORMATION
Before anything else, let me get a few things straight. I will do
this in the form of Q&A.
Q. When will FireArms be released?
A. When it's done.
Q. When will you release a beta?
A. We're trying to get a fully functional game out, which means
no public betas.
Q. Can I help you test this really cool mod out?
A. No we're not looking for beta testers.
Q. Why do you hate the fans?
A. We don't hate the fans, we love the fans, they offer support
and good suggestions. They're what keeps us going exepct seeing the
mod coming together. What we don't like are people that complain as
if they shelled out $50 for it and want it done NOW!
Q. Why is WhiteCloud such a moron?
A. We don't know, but he does add an odd glow to the message
boards. We think it might have something to do with nuclear radiation.
I know that it seems out of place, however, we get tired of hearing
the same damn questions over and over and over...
You get the point.
TOP
2.1 WHAT IS FIREARMS?
FireArms is a modification for Valve Software's great game Half-Life.
With FireArms we're creating a realistic modification that will be
both entertaining and cool. FireArms will feature singleplay, teamplay,
variants of teamplay. The download will be about 20-30 Megs, so those
of you with 56k connections better pack a lunch.
The gameplay will be altered in many ways; it will be very realistic
but still remain fun.
Basic features in the initial release:
- new teamplay rules & features
- new flexible class system
- new mapping entities
- driveable vehicles
- new textures
- new sounds
- new skins
- new models
- new graphics
- lots of new levels
- new player models
- twenty seven new weapons
- new gameplay rules & features
TOP
2.2 SINGLEPLAY
In FireArms singleplay you play the role of Ezekiel Sawyer (Just like
Gordon Freeman in Half-Life), you're an professional soldier with
many years of experience. You run a private international security
company.
However, singleplay will be delayed in order to put maximum effort
in to a quicker multiplay release.
More information later...
TOP
2.3 SINGLEPLAY STORY
It's been a long day. Running a private international security company
has been hectic, especially of late. Civil wars, terrorist bombings,
threats against important people, and stolen chemicals have all led
to lots of business, lots of clients, and no time to relax.
You unlock the front door to your house and drag your luggage inside.
A few steps and you pass by your office. As expected, the red light
on your answering machine is blinking on and off. Throwing your oft-stamped
passport on the desk, you hit the play button on the machine and begin
unpacking.
The messages are all the usual stuff: the stock broker, the angry
woman you'll never see again because you missed a date, and your old
military buddies looking to get together again. But one message catches
your ear as you hang your suit in the closet:
"This is General Rathum. I'm calling from a pay phone, and I think
you know what that means. I need your help. I really can't use anyone
on the inside. Meet me tonight in the basement of that place where
we all celebrated our return from Desert Storm."
You haven't heard from Rathum since you left the service 4 years ago,
but you know the place he's talking about: The Catalina Club. You
rub your eyes and look at your watch:
3:00pm. "At least I can get a little sleep in." You lay on your bed,
trying to imagine what Rathum could possibly want. "Calling from a
pay phone?" A thousand scenarios dance through your head, but an uneasy
sleep finally claims you.
Eight hours later, you find yourself going in the service entrance
of the run-down club. In the background, you can hear cheap speakers
cranking out stale country music. You descend concrete stairs lit
by a single bulb hanging from an worn wire. The basement is nothing
more than a large square concrete room filled with the flotsam and
jetsam of the club: empty boxes, trash, and crates of toilet paper,
napkins, and table decorations.
"Glad you could make it." Rathum stands. He's dressed casually, and
his face looks worried and tired.
"Well, you look bad. Why am I here?" You ask curtly.
"You were always direct. Sit down, and I'll tell you." You scoot up
a sturdy looking box and sit down. The general lights up a cigarette.
"Two weeks ago I got a letter across my desk, anonymous, from somebody
that works at disposing old equipment and hazardous materials. He
says that every month or so a shipment won't come in. When he goes
to check the computer, the shipment is gone.
"As you well know, some of the junk that goes through there is dangerous.
I was worried, but had no proof anyone was stealing the stuff. Well,
yesterday, I get another letter that a truck is going to show up at
a factory around midnight tomorrow.
"Now, this is an inside job, and I still got no proof other than a
couple of letters that could be from some lunatic. I've got a feeling,
though, that there is something to this. I can't use my guys for fear
of tipping off whoever it is. So I called you. I know you've got the
skills, a gun collection to die for, and...
"It's the TIME I don't have," you answer testily.
"Yes, well I'll make it worth your while. You name what you want.
Money, classified information, a date with my daughter, whatever.
You'll get it. All you need to do is sneak in there, find out who's
involved, what's involved, and report to me. Proof would be nice,
too. I hope it's nothing."
"And I name my price?" You ask.
"Yep."
"Well, then I suppose I could do this one for you. You got a picture
of your daughter?" The General smiles.
"Here's the address." He hands you a napkin with the address scrawled
on it. Stamping out his cigarette, he turns to go. "One more thing.
Be sure to burn the tape in your phone machine. I guess you knew that."
You wave good-bye. "Actually," you murmur to yourself, "I didn't.".
TOP
2.4 MULTIPLAY
Multiplay will consist of teamplay and CTI teamplay. Teamplay however,
will be a little different than the basic teamplay rules. The gameplay
will be fast paced while still being realistic.
In FireArms teamplay you're a part of a large military force know
as Red or Blue. You decide what force you want to join, when connected
to a server. Against each other, forces launch many different attacks,
which stretch over all of the multiplayer levels in FireArms. Some
attacks have other objectives then just total elimination of the opposing
force as well as their reinforcements. You'll be fighting in arctic
places, boats, high complex security buildings as well as outdoors
and cities.
FireArms will have support for regular deathmatch in its first release;
however, it is not likely that any official deathmatch maps will be
released. But the mapping specs are online, so get out there and make
some kickass deathmatch maps.
TOP
3. GAMEPLAY INFORMATION
3.1 STARTING
When entering a singleplay, teamplay or deathmatch game session you
will be presented with a menu where you have to choose armor, items
and weapons. All of them will cost a certain amount of credits. When
you respawn you will be re-outfitted with that armor and weapon configuration
throughout the game. You will be able to change your weapon configuration
whenever you want, however, it will not take effect until the next
time your respawn. Each time that you respawn you will be given full
ammo for all the weapons that you are carrying. See AMMO BOXES for
more.
TOP
3.2 CREDIT SYSTEM
Everyone has the same set amount of credits per life. The more you
spend on armor, the less you have for guns. This method of "buying"
weapons, assures that someone entering late, has just as good a chance
as someone that has been in the game for 2 hours. Think of the credits
more as weight than money. Each weapon "weights" a certain amount.
When you encounter a weapon that someone has dropped, you may pick
it up only if you have enough credits for that gun. If you do not,
you must first discard other guns in order to free up credits.
TOP
3.3 TEAMPLAY
Each team will start out with a specified number of lives, or respawns,
when a team member dies he will come right back in to play, decreasing
the number of team lives by one. When a team runs out of lives, they
lose that round. There will also be variations of the normal teamplay
rules.
TOP
3.3.1 CAPTURE THE INTELLIGENCE
The initial variation of the teamplay rules in the first release will
be called "Capture the Intelligence". It is played similar to Capture
the Flag. The objective will be for the Red Team to infiltrate the
Blue Team's, secure a briefcase filled with confidential information,
and bring it back to their base; and vise versa.
Because it is based on code called "Capture the Item", mappers are
able to set any item to be the target for capture. Thus allowing for
very varied gameplay. For instance, you could have warring police
squads fighting over a box of doughnuts at a doughnut shop in the
middle of a city. Once again, get on the ball you mappers.
TOP
3.4 MOVEMENT AND FIRING
When moving forward you will move at full speed, when strafing or
walking backwards you will only move at half speed. You will only
have crosshairs when standing still or turning. The rest of the time,
you will be forced to fire without the aid of crosshairs. This alone
should drastically reduce the number of players running around and
jumping like monkeys while firing with deadly accuracy. On top of
that, if you are shot while in the air, there is an 80% chance that
you will fall flat on your ass. The time you a on the ground depends
on the type of round you were hit with, i.e. a 9mm isn't too bad,
but a .50BMG will keep you DOWN. Movement and Damage also affects
your accuracy. See WEAPON ACCURACY and DAMAGE SYSTEM for more info.
TOP
3.5 RELOADING
When you reload an empty clip it is discarded. When you remove a clip
with ammo still in it, it will be put back into your inventory with
that many rounds left in it. When you no longer have any full clips
left in your inventory you will start to use the clips with left over
rounds in them.
TOP
3.6 DAMAGE SYSTEM
The damage system in FireArms is currently one of the most realistic
out there. There are currently 4 hit locations: Head, Legs, Torso,
and Arms.
TOP
3.6.1 HEAD SHOTS
When you are hit in the head you will receive 5X damage, being that
the least damaging round takes off 20 health it makes it impossible
to sustain a head shot with out a helmet. Even with a helmet you will
still take major damage and you will only be able to take a few small
rounds before going down. However, larger caliber rounds have no trouble
going though helmets.
TOP
3.6.2 ARM SHOTS
When you are hit in the arm you will sustain loss of accuracy until
you bandage.
TOP
3.6.3 TORSO SHOTS
Getting hit in the torso does nothing other than hurt like hell.
TOP
3.6.4 LEG SHOTS
Getting hit in the legs will hinder you movement until you bandage.
If you sustain enough damage to you legs, you will only be able to
crawl in prone mode.
TOP
3.6.5 BLEEDING AND BANDAGING
No matter where you are hit, you will bleed to death if you do not
bandage yourself. When you are hit you will be able to bandage. While
bandaging you will have to put your weapon down, it usually take about
3-5 seconds to complete. You are only allowed to carry a certain number
of bandages at a time, so use them wisely.
TOP
3.6.6 LOSE OF LIMBS
If you are hit with a large caliber round in your leg, arm, or head,
it will be blown off and you will die shortly there after.
TOP
3.7 WEAPON ACCURACY
Basically each weapon has a base accuracy value from 0-15. This value
is adjusted based on whether the player is crouching, prone, standing,
moving, or jumping. How much it is adjusted also varies for each weapon.
Heavier or hard-to-handle weapons will be adjusted more. Furthermore,
movement and arm injuries will cause an additional penalty.
Here are some typical values (still being tweaked) for the base index
and adjustment multiplier:
Barrett M-82: base 5, gain 3
Beretta 92F: base 4, gain 1
Colt M-16: base 8, gain 2
What these numbers mean is the size of the cone of fire. So, for the
M-16 standing there is an 8 degree cone extending outward from the
end of the barrel. Each time the weapon is fired, a bullet is randomly
placed somewhere within that 8 degree cone.
The gain is the number of degrees that are subtracted from the base
when you are prone. When you are crouched the accuracy cone will be
some where between standing and crouching. When you are jumping the
gain is approximately the number of degrees that are added to your
accuracy cone. When you are running or walking the accuracy cone will
be somewhere between standing and jumping.
So firing an M-16 while standing will yield an accuracy of 8, while
crouching with the it will be an accuracy of 6 and while jumping it
will be an accuracy cone of approximately 10.
TOP
3.8 AMMO BOXES
In FireArms, ammo costs nothing, it is in ammo boxes near your spawn
point in your base. To use it you have to turn around and hold down
use to get ammo out of the box, while you are doing so is a perfect
opportunity to get fragged. On top of that, if an ammo box sustains
enough damage, the munitions will catch on fire and it will explode,
causing massive damage to any surrounding players. The ammo box will
respawn in a time set by the creator of the map.
TOP
4. SMALL Q&A
Q. Can you add gun X? It's really cool
A. No, as much as you may like your Daisy BB gun, it serves
no purpose in the real world
Q. Why don't you have a BFG?
A. We already have an M60
Q. How do you pronounce Stielhandgranate?
A. I have no idea
A2. It is pronounced STEEL-HANT-GRA-NATE.
(Kenneth Ostlund)
TOP
5. CREDITS
* Caspar and the whole FA gang
* All the message board monkeys
* BigDog, for putting the smack down on WhiteCloud
* High-speed Internet access
* The opposite gender.
And...
* Caffeine
TOP
Content © of their Original Authors and
may not be reproduced with out their written consent.
|