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gun range Started by: Kain-Ducare on Jan 29, '11 13:15

i realiesed that you could make the gun range more interactive if you had multible leveles. like gun safety and matinence to a beginer range to an expret combat corse

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So how would this reflect on Gun/flight timers and the gun boost difference between the "gun safety" and the "Expret combat corse"?

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Well looking at this from the RP aspect. How many 1920 mobsters had expert training? Mobsters don't need expert training, they just need to know how to shoot straight.

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Actually they get taught normally by someone in their fam this idea could be used in a RP sense

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Well I can see what you mean. And the thing I see the safety training being for would be to try to avoid Wackback. But other than that I see no need for anything other than a regular training at the range. Because you only use it until your gun is maxed anyways.

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The range expenses depend on the rank thus by adding multiple training (exercises) this could help low ranked to rank up their gun faster.

Example:

safety range 60K - 1 hr (till next training) - 0.25 Gun points - 0.25 Defence points
combat training 120K - 2 hrs (till next training) - 0.50 Gun points - 0.20 Defence points
Professional Range training 240K - 3 hrs (till next training) - 0.75 Gun points - 0.15 Defence points
Expert training 300K - 4 hrs (till next training) - 1 Gun point - 0.10 Defence pooints

The Defence points (on a RP side) is put for common sense, meaning that new tricks and new combat trainings will not only help in attacks (kills) but gives the trainee some experience in Defending himself.

example:

If I learn that when I crouch I aim better so if I am attacking someone and they crouch then I would know that he has a better aim at me so I hide or move...

and having the time, Gun points differ from the Defence only gives people more play time, something new to do, and once Attack is maxed the training stops (even if the Defence is not maxed)

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