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  1. Lynch 3 Result *warning, video below contains gore! [Lynch Result - Success] Players have decided that Voe is going to be lynched today! Voe, the Neutral Forklift Truck (Mystery IV), was so close of surviving this game! Prior the lynch happened, there were casualties in the outpost, mainly due to not following the safety regulations! Jeod, the Neutral Daniel Molotov, was so close of surviving this game! FRAYDO, the Soviet Airfield, won't serve the Motherland anymore! NIGHT 3 After the lynch, the night falls soon. The Outpost staff is getting ready to sleep and Allies are planning a night kill right now. If you have any Plan Actions you want to perform during the Night, please send them now via PM before next Day starts! Night Guidelines During the Night - Plan Phase (24 hour duration), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. Additional Rules: No quoting mod communication or other out of thread communication. No out of thread communication unless specifically allowed by the mod. No content-posts after death unless allowed by the mod. Whitenoise that doesn't affect the game is fine. Use your best judgement, but remember that anything you say can be taken by the players to mean something it doesn't. If in doubt, say nothing. The same goes if you aren't playing, and double if you aren't playing and have been spoilered. Don't try to break the game. No sillyness like telling everyone to make a roleclaim post and encrypt it, then reveal their encryption keys/methods all at once for example. No saying "my role PM has X characters in it" And if you come up with it, and you're a little too proud of coming up with it as a way to get around the spirit of the game, don't post it. Mods, do your best to prevent this crap in the first place if you can. Don't give everyone with the same role and/or win condition the exact same wording for example. "Outside influences" such as bribing, threats, promises, whatever falls under the above. Don't do it. Don't be an ass. This includes "bussing" fellow scum/cultist teammates. By bussing we mean revealing fellow scumteam members as scum to spite them or gain townie points. No backseat modding. Unless the game's GM/Mod asks for forum moderator assistance, let them handle it. Especially if they have forum moderator privileges themselves. This is more of a respect/courtesy thing than a rule. Pointing out that the hammer has fallen and noone should be talking until the moderator handles it is fine; deleting posts put up after the hammer isn't. If you signed up for a Mafia Game, you're expected to participate actively. It's up to a GM to setup a minimal post quota for each player so that the game won't get hampered by inactive players. If you know you won't be able to play for more than one day, it is your responsibility to let the GM know in advance. Please don't try to be an Internet detective to find out who was online where and when. Not only is it not a good way of hunting down players, it's also a bit creepy and unfair for the person. Don't base most of your case on someone around "his last online time was X thus he was online at hammer but didn't post/vote" for example. Don't abuse the Board's Voting system - don't upvote/downvote player's posts unless you are allowed from the mod Don't edit your posts in game thread Players alive/end day CVC Time Left: 0 day(s) , 14 hours, 59 min, 59 sec CVC: Chaos_Knight voted Voe ChopBam voted Voe Mojoman voted Voe Voe has been HAMMERED with 4 votes! Note: The game will start on usual Hammer time UTC 10 PM, today! You have max 14 hours from this post to send me the Night Actions! Day 4 will start in 15 hours from this post!
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  2. The persistent self repair mechanic has another main purpose not really related to repairing damage; An active Construction Yard raises the TTK on all structures, excluding the Construction Yard itself. Now, I do think that the self repair functionality is not very high right now and that it could do with a bit of a change to encourage prioritizing the Construction Yard as a target. Without upsetting balance, this can happen by splitting buildings into three groups; Group one, slow auto repairs (current repair rate): Construction Yards should be the only thing in here, granting it minor slow auto repairs more for consistency purposes and general QoL. Group two, slow auto repairs (current repair rate), with 60 second delayed repair rate increase: Base defenses should not become too much harder to destroy in active combat due to balance concerns, but they are easily forgotten and a burden to repair since they are rarely close to a purchase terminal. Therefore adding a delayed repair effect to base defenses, that boosts the repair rate by ~100-200% after one minute, seems like a logical tweak to gameplay. Group three, slightly faster auto repairs (~50% more than the current repair rate): Anything that isn't a Construction Yard or base defense can be placed here. The net effect of the change would simply be a raised TTK on core buildings, that will encourage prioritizing the Construction Yard, or improved focus fire from attacking units, or C4 based destruction (which has become a bit of a rarity in Delta due to the ease of destroying buildings with conventional weapons). As for why no delayed repair rate increase here? I personally think base repairs should still be something a team has to look out for, and not forget about entirely, because otherwise poor defense attempts don't get punished enough. The above changes would change the overal APB Delta gameplay by slightly reducing the base destruction rate, and encouraging a bit more use of tactics. Maps without a Construction Yard would of course not be affected, but then that's a good thing, since the presence of a Construction Yard will actually start to be noticeable, like not having a Radar Dome... Which leaves just Power Plants out as the odd building everyone can do without, currently, but that's another topic entirely. To counterbalance these changes, the Construction Yard health pool can be lowered to match similar structures. Edit: I feel that prioritizing the CY as a target is good for APB gameplay. Currently the priority is almost always the War Factory, which then cripples the losing team and things generally snowball from there. By adding the CY as a bit of a "buffer" in between, you prolong matches slightly and give less good teams another chance at finding their feet.
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  3. Right now, the Construction Yard auto repairs buildings. Defenses get repaired at a good rate, but main buildings repair very slowly. I think this was balanced on purpose to encourage attacker and make the game more fun. The idea of a CY is that - If you manage to repel a wave of attackers, the buildings can fix themselves during the breathing period before the next wave of attacks, and you are freed to do other stuff. However, right now I feel that main buildings repair at such a slow rate that there is almost no point to self-repair. Nobody just leave a damaged building alone, more often than not people always switch character to repair it. But making main buildings repair faster will make the game less fun and encourage turtling. Is there anyway to do a delayed-repair logic to CY? It a building gets damaged, auto-repair won't start until 15 seconds without being damaged, but it will repair faster than it is now. This way, CY can do its job effectively without discouraging attackers.
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  4. Increased CY priority would also be in line with the original RTS gameplay.
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  5. (The wind behaves oddly tonight, as if laughing maniacally at the events that have recently transpired...)
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  6. [Vote Counted] Chaos_Knight voted Voe to be lynched! [Vote Counted] FRAYDO voted Voe to be lynched! [Vote Counted] Mojoman voted Voe to be lynched! [Vote Counted] ChopBam voted Voe to be lynched! [Day End] Voe has been HAMMERED with 4 votes! Hmm, before the attempt to lynch voe, there were some accidents reported in the outpost... [Random Player Select] Jeod was chosen by highest value on the dice roll (97/100) [Random Player Select] FRAYDO was chosen by highest value on the dice roll (82/100)
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  7. Bit of a meta argument here: They exist in APB as well in ToTheCore and (IIRC) Siege. And this is an APB mafia. (Goes back to being dead) Oh, Jeod: This one is for you:
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  8. Throwback to BHP sh*tposting and stock images.
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