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Carver

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Everything posted by Carver

  1. Love the IDs. Not a fan of the gaudy and flat PDAs, the bright blue NT background is harder on the eyes than the current, very plain olive/blueish backgrounds, unless there happens to be some sort of option to swap to a version of that Syndie background, sans the prohibition symbol.
  2. Great roleplayer, good Head of Security/Sec player as a whole, and general all-around decent dude who adapts well to the roles given to him. Has never disappointed except in Payday 2+1
  3. A simpler way of explaining it is exactly as it states when you select it; "Choose your relation to NT. Note that this represents what others can find out about your character by researching your background, not what your character actually thinks." What I've gathered from my studies (+Flavour): Loyal : -- to be on the Status Summary, -- to be a "Possible collaborator" in traitor notes. NT views you as a valued asset, The Syndicate views you as a risk Supportive : - to be on the Status Summary, - to be a "Possible collaborator" in traitor notes. NT sees you as a trustworthy employee, The Syndicate is wary about you Neutral : +/- to be on the Status Summary, +/- to be a "Possible collaborator" in traitor notes. NT neither suspects nor trusts you, The Syndicate is curious about you Skeptical : + to be on the Status Summary, + to be a "Possible collaborator" in traitor notes. NT is suspicious of you, The Syndicate views you as a potential resource Opposed : ++ to be on the Status Summary, ++ to be a "Possible collaborator" in traitor notes. NT views you as a risk, The Syndicate views you as a possible ally Being on the status summary may increase the number of telecrystals given to a traitor by 4. Being a "possible collaborator" opens up the (Rare) potential RP of a traitor turning to you for assistance in their schemes. Rank does not influence any of this, a Head of Security is as likely to be on the summary/be a potential collaborator as a Janitor. It's a risk vs reward system of being seen by NT as a far less suspect NT Employee, or a vastly more suspicious yet possibly more dangerous sleeper agent. It's entirely up to the player whether or not it factors into their direct roleplay. (Being an ex-member of an infamous worker's union vs being a fresh-out-of-college blue-blooded worker; Both might factor into your character's current mindset, or both might just be a part of the past for them) -- tl;dr: No, being Loyal vs Opposed has nothing to do with implants, nor being selected as a traitor, nor need it affect your direct RP.
  4. ~@RnRCarver~ Someone talked with me last shift and it wasn't for work reasons. I think my coffee is making me hallucinate. Must be because of the Chemist I saw near the food and beverage fountain earlier. #DontTrustDoctors Robert Carver
  5. An inherent issue with the mode, is it will never start unless you have both a Captain and another Head readied up, with the other head readied for Mutineer as well. Meaning you will likely never see this mode more than once a day on high-pop, perhaps even only once or twice a week. Keep in mind you need to factor in both voting for the mode, and atleast two whitelisted heads readying up for the correct positions at round-start. Once you get past the giant wall of starting the mode, it tends to work relatively well assuming you don't get one side stacked over the other. (Which is often the case when you get the various "Fuck Aliens/Women/Men in particular" directives.)
  6. As long as this 'kiss verb' isn't instant (And can be resisted) so I can't just have a traitor run up and smooch me in a fight, shouldn't be able to go through breath masks/gas masks/riot helmets/hardsuits/etc as well. If it works with a verb, might as well make it a little more innocent with a non-lethal version of the verb for for ERPers lovebirds, so it's harder to meta it.
  7. If you inject yourself with 'random enzymes' as a Geneticist, you're liable to go blind/deaf and get seizures. This is already a thing.
  8. From my short few hours with it, I'd say InfernoMOO is definitely a vast improvement in the "Getting your character somewhere within a reasonable amount of time" department. Have myself set up to where I could probably pick up a few cheap weapons/items for folks needing them, or where I could assist in combat now and then with new characters. Hit me up via PM if anyone's interested in playing this soon.
  9. On one hand, less grinding, on the other hand, less abortions/child killing. Though is combat/grinding much of an issue if we set up a get-together and just run through everything as a group? I remember one rule of this game was that you were generally fucked if you were outnumbered. Although, I'd imagine InfernoMOO is generally more up-to-date and well-maintained. That's certainly a plus. Though I checked their wiki and they seem to be missing certain mutations.. Shame.
  10. I remember this game being good fun, yet, incredibly grindy at times. Might actually be decent with a group (And groups might also make support builds viable), so I'd certainly be up for joining you folks.
  11. First is nice, very easy to read and well-sprited. Second just doesn't look right from that angle, like it's directly facing the player/tilted upward.
  12. Upcoming Viking DLC (With Sailing! http://store.steampowered.com/app/321300/), whoop whoop. Time to bring these 622 hours of gameplay up to atleast 722.
  13. I own this game, I've seen numerous playthroughs, I've played the Demo, but I've never played the game proper. I feel ashamed.
  14. Looks amazing. Sure it'll take eight months for every episode to be released, probably ten months if they go beyond the usual five episodes, but I'll still be getting this day one if not earlier. Not a single Telltale series to disappoint me yet.
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