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Thanks for the input! To reply to your questions...
1. How will you be able to update the game consistently to keep players interested?There are a few different ways I'll be doing this, but what I prefer is player input.
It'll start out with a fairly big region to play in, large enough to support 16 players, on average.
As the server progresses, I'll watch the players and see where they go/what they do.
Based on that, I'll make tweaks and additions.
I'll also work with those who want to roleplay, as I'm happy to make slight adjustments to the build to suit them and their stories.
2. How will you be able to balance the steep gap of experienced players and nubs such as Nubs getting wrecked all the time by the pros as well as weapon balance and locations for items. Randomized item generators might help tho.This one is probably the hardest to answer, and ties a lot in with the other questions.
There will be enough signage to help advise new players on their decisions, but not too much so it's intrusive.
To make this easier to both make and read, I'll be using prints for these signs instead of events.
3. IF this mod actually sees the daylightYes, this will see daylight! It may take a little bit of time, but as I progress I'll be hosting little minigames to test out certain builds and whatnot.
4. How you will do combat. Will you do it Arma style? Traditional Horror Style? Borderlands/Dead Frontier Lootfest style?To start off, you will not be allowed to fight everywhere.
There will be certain areas where you cannot draw your weapons, say, like, bases.
In this areas, also, you cannot take damage from other players.
You can still, like, fall to your death and die however.
There will be no outside threats in these areas, except for yourself.
To help players safely leave these areas, there'll be ample cover and I'll probably make rules associated with camping outside of safe zones to pick off players.
I guess, however, the combat is a bit more like ARMA, as it's set in an open world.
However, there are different environments and different enemies, all of which will require different approaches.
5. How much freedom you will give the players. Carefully crafted or wild and rowdy do what you want EVE style?As much as they damn well please, really. There'll be some basic rules -- nothing too complex or hard to comprehend -- and besides that, well, have fun. So long as you're not there to ruin someone else's day or exploit a stupid big, you can really just do what you please.
6. Good admins?The rules are simple, and the server will run simpler. Currently, I haven't put together a team of admins, but I have some people in mind who I'll ask. I only give admin to those I know, and trust. People I've been playing with for over a year, really. I have not, and will not accept applications.
If you look back on my past projects, administration has always been extremely swift and reliable; this is not going to change.
That's not to say admins are safe from trouble, because if they screw up, well, they've got me to answer to.
Hope that answers your questions!