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Hidden 10 yrs ago Post by TTwoThumbsUp
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TTwoThumbsUp Oh God Why

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I guess it's time to eliminate EVERYONE
Hidden 10 yrs ago Post by Synthorian
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TTwoThumbsUp said
I guess it's time to eliminate EVERYONE


His rifle is silenced right?
Hidden 10 yrs ago Post by TTwoThumbsUp
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TTwoThumbsUp Oh God Why

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Synthorian said
His rifle is silenced right?


Correct, but a silenced rifle doesn't reduce all noise, so after this we pray to the New Sun that the other guests don't hear
Hidden 10 yrs ago Post by HeyNow
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Basically this:



My character is literally hovering over that top doorway. I can sweep out past 29-3-K as he comes in from room 29 and silently choke out his companions (29-1-K and 29-2-K) while someone quietly kills the first guy (Alsia maybe? I think she's near me). I like the idea of Thalos charging the guy coming from room 50.

And why does this facility have no soundproofing????
Hidden 10 yrs ago Post by Synthorian
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If the poof chokes out the other two, Thalos rushing the guy from 50 could work.
Hidden 10 yrs ago Post by TTwoThumbsUp
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TTwoThumbsUp Oh God Why

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Just posted and hoping that'll work, but if NewSun doesn't like the sudden repositioning I'll retcon it to the rifle.
Hidden 10 yrs ago Post by The Roman07
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I'll get a post up in a couple minutes.... almost lunch break XD
Hidden 10 yrs ago Post by NewSun
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TTwoThumbsUp said
Just posted and hoping that'll work, but if NewSun doesn't like the sudden repositioning I'll retcon it to the rifle.


No, that's more than okay! Ephemeral can move pretty damn fast when they need to. Comes with the territory.
Hidden 10 yrs ago Post by Synthorian
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I believe it is now NewSun's turn.
Hidden 10 yrs ago Post by Raptorman
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Hang on I may have a post coming
Hidden 10 yrs ago Post by HeyNow
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DS has moved into room 29 and is gradually asphyxiating the two remaining guards. I suggest someone follow behind and head right to deal with the two guards in that open C bit in room 33 and (eventually) the guy in the bottom right corner. Also, there's no doors between room 29 and room 15 - the guards there might visually confirm that the three guys in 29 aren't at their post anymore and raise an alarm.
Hidden 10 yrs ago Post by TTwoThumbsUp
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TTwoThumbsUp Oh God Why

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I guess we're killing everyone
Hidden 10 yrs ago Post by HeyNow
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Hell yeah!
Hidden 10 yrs ago Post by NewSun
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So guys, the first mission is what I like to think of as a sort of pilot for the rest of the RP, and I need some insight into the maps and how levels are represented.

A few questions: are you happy with the style and detail representation of the maps? How about the size? Would you guys like to keep this style with a few situational assets added in, such as vent systems, camera vision cones ect ect? Or would you prefer me to look into developing more detailed isometric 3d maps that cold include some Y axis action too? Bigger maps? Smaller maps with more detail and less clutter?
Hidden 10 yrs ago Post by TTwoThumbsUp
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I like the style of the maps, and I think you're doing this and it's just because of the first mission you're revealing most things, but specific details should be left out so that we may find them out, maybe during mission or sometime of mini-op to gather info on our next objective.

Sizes are mostly whatever to me, as I believe they'll probably vary from mission to mission yes?

As for situational assets vs isometric views I such, if you have the time I think it'd be cool if they varied.

And while we're on the topic, will there be a chance for missions where we run solo or break into smaller groups?
Hidden 10 yrs ago Post by HeyNow
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Tangentially, would it be possible to have a few rounds of posts after the op where the team gets to know each other a bit better? The pecking order right now is pretty ramshackle - it'd be nice to have a bit of breathing room to form alliances, rivalries, et cetera, et cetera.
Hidden 10 yrs ago Post by NewSun
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TTwoThumbs:

Indeed I am, just trying to get everything in order. What kind of details do you refer to that should be left open to discovery?

Map Sizes will definitely vary. There will be some small, intense maps; some wilderness ones hopefully, caverns, buildings, ships, ect ect. I was thinking that isometric maps (they are in my capacity to make, but its time consuming) would be used for smaller maps that needed more detail.

And I... actually hadn't thought of doing split missions. Something like that would have to be done via PM to avoid mass confusion... but... maybe. I'll have a think on how something like that could work out.

@HeyNow: Absolutely. I'll let you all loose on each other in the corvette when the mission is done. You'll probably have a day or two to associate with the other characters while i build the next mission's details.
Hidden 10 yrs ago Post by TTwoThumbsUp
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EVERYTHING! But no, I think it'd be interesting if we were just given a basic layout and maybe a general idea of where the mark is, with again perhaps a sort of minisode between missions that determines what else we can find out about the location?
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TTwoThumbsUp said
EVERYTHING! But no, I think it'd be interesting if we were just given a basic layout and maybe a general idea of where the mark is, with again perhaps a sort of minisode between missions that determines what else we can find out about the location?


Guard locations are pretty much a must for gameplay, however, or it'll be way unfair on you guys, but I see where you're coming from. It'll take some thinking to discern exactly what details can be cut from the maps though.
It seems like something in-between the missions is something that you guys would like to be included, though. Did you have any ideas about what kind of activities could allow the team to garner more information? My mind keeps wandering back to the idea of training simulations of some sort, but that seems like it could take a hell of a long time to get each individual one complete.
Hidden 10 yrs ago Post by horrordaily
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I actually really like both the suggestions that have been put up, of less information on the map and of something between ops, even if it's just us learning about each other.

On the note of the maps I find all the constant numbering of rooms to be rather confusing to keep up with, since I have to keep another tab of the layout open to follow any game play.

PS. I will have a post up shortly, just caught up with some business today.
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