Ars-Technica is a great resource for this kind of thing. Also Experts-Exchange is another good source. Write an article at the least. Submit or post as others have suggested with Wiki, blog, above sites or any other methods mentioned. Hopefully your company has a method to share information. Good on ya for trying to pass on some knowledge.
True about picking weapons, there is no bidding. False about switching. You can drop one of your weapons and pick up a weapon that has been left by a fragged player. You also inherit their weapons attribs (shooting mode and ammo). Any changes you make to your "start" setup will not come into effect until you respawn. There is usually what you are looking for laying around the battlefield.
There are limitations in what is available as a primary and secondary weapon.
The new setup makes it visually more like paintball though (very distinct team markings). This goes a little against the idea that you are shooting for blood. If I went into combat I would wear the minimum of identifiers and rely on comms and battlefield awareness to keep friendly fire at a minimum. But that's just me.
That would be an interesting attribute option to add, limiting weapon selection. I would want that as an option however, not required. These are pick up games though, so how to define who controls resources to decide who can pick what weapons and how the resources are acquired, etc. Sounds like it slows down starting the game, plus how do you let someone in midstream? Neat idea though. The rules could probably be worked out somehow.
Ars-Technica is a great resource for this kind of thing. Also Experts-Exchange is another good source. Write an article at the least. Submit or post as others have suggested with Wiki, blog, above sites or any other methods mentioned. Hopefully your company has a method to share information. Good on ya for trying to pass on some knowledge.
True about picking weapons, there is no bidding. False about switching. You can drop one of your weapons and pick up a weapon that has been left by a fragged player. You also inherit their weapons attribs (shooting mode and ammo). Any changes you make to your "start" setup will not come into effect until you respawn. There is usually what you are looking for laying around the battlefield. There are limitations in what is available as a primary and secondary weapon. The new setup makes it visually more like paintball though (very distinct team markings). This goes a little against the idea that you are shooting for blood. If I went into combat I would wear the minimum of identifiers and rely on comms and battlefield awareness to keep friendly fire at a minimum. But that's just me. That would be an interesting attribute option to add, limiting weapon selection. I would want that as an option however, not required. These are pick up games though, so how to define who controls resources to decide who can pick what weapons and how the resources are acquired, etc. Sounds like it slows down starting the game, plus how do you let someone in midstream? Neat idea though. The rules could probably be worked out somehow.