01-28-2005, 11:42 PM | #21 | ||||||||
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The reasoning behind this is: a) destroying terminals is already more popular among the Reds than hacking. Making hacks easier to fix than destruction doesn't make hacking a better option. b) if you're a hacker, you can detect hacked terminals. Non-hackers will simply attempt to use the terminals, whereas hackers will fix them. Thus, letting the hackers use/fix the terminal in the same turn means that the hacking ability does not deter hackers, whereas the destruction ability deters everyone. Whereas if the hacked terminal cannot be used in the same turn it is repaired, it deters hackers (as they will be forced to waste their turn fixing it) as well as non-hackers (because they will get wrong information from the terminal.) I hope that rambling train of thought made sense, but the bottom line is that it's senseless to nerf hacking when it's already nerfed as it is. Quote:
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Despite Kefit's view, I think the fact that a single leak of information or a single bit of misplaced trust can lead to your immediate death is what makes this game all the more interesting - because teamwork is necessary to win. The final objective absolutely cannot be completed without 4 people working on the same side - but who do you trust? Giving the players a "trust parachute" of this kind, where everyone has a safety net that prevents a mistake in trust from costing them their life, defeats the purpose of the game. Mistakes are deadly. This doesn't mean that people should avoid communication, it simply means that people should think twice about informing anyone where they're going. Quote:
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01-29-2005, 11:49 AM | #22 |
FFR Player
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Get rid of all the useless terminals, definitely. Both the electronic lock and messege terminals should go, and so should the guard terminal (I really don't see how it is useful).
Last game I managed to run into a guard terminal, an anonymous messege terminal, and a lock terminal befure I died. This was incredibly annoying, as even if alert mode hadn't always been active, I still wouldn't have been able to do anything worthwhile. Balancing the terminals would also remove a little bit of the luck aspect of this game, which I think is in a game of this nature's best interest. And I still think we should try a game with no classes at all and balance that first before we play around with classes a bunch. |
01-29-2005, 01:47 PM | #23 |
FFR Player
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Well Chardish's class ideas work, and I think they would be of minimal importance in comparison to the game itself, which is very important.
On chardish's ideas... the terminal that tells you where a X terminal is is ridiculously beyond overpowered for BOTH sides, and it becomes whoever finds one of those wins... Patriot finds it to know what to hack/destroy Foxhound uses it to find seer terminals and everything else.... COMBINE that with the map terminal, and it becomes game over. I strongly suggest not using that terminal. EB said most of the other things I was thinking of, and then Chardish's most recent point hit everything perfectly on the head... I'll think about it some more.
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02-2-2005, 03:25 PM | #24 |
FFR Player
Join Date: Apr 2003
Location: Small town, TN
Age: 37
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Oh, I ought to answer Chardish's question: yes, definitly remove those 2 terminals. I don't like the move terminal either, though I see how it could be useful.
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02-2-2005, 03:52 PM | #25 |
Super Scooter Happy
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A switch terminal would've come in handy to get the superlocater back.
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02-2-2005, 03:54 PM | #26 |
FFR Player
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Yes, but considering that you can fix destroyed terminals now, there is not much use for it.
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02-2-2005, 04:06 PM | #27 |
Super Scooter Happy
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Maybe, but the wolves would still know where it is.
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I watched clouds awobbly from the floor o' that kayak. Souls cross ages like clouds cross skies, an' tho' a cloud's shape nor hue nor size don't stay the same, it's still a cloud an' so is a soul. Who can say where the cloud's blowed from or who the soul'll be 'morrow? Only Sonmi the east an' the west an' the compass an' the atlas, yay, only the atlas o' clouds. |
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