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Jeod

Forum Game Masters
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Everything posted by Jeod

  1. I think the engine still uses 'GDI vs Nod' logic that's just overwritten with Allies vs Soviets, with some minor loopholes that allow for a Neutral faction. As far as I know, buildings use the sort of logic that won't allow them to be Neutral, so they must be one of the two factions. This doesn't account for the capturable Oil Derricks though, so I could be wrong.
  2. Alright, at a laptop which means I can write my thoughts more clearly. Mojoman is either a Yak or a Longbow. My role PM says all vehicles will be turned to random infantry and that all buildings will be forced to dismantle. If there's an Allied building, they'll likely become a Spy. Since this would happen at the end of the day, then they will have a night action available immediately. Cop roles beware. Please note that the OP states that there is a mystery role in this game. My role PM classifies me as Custom VI, not Mystery VI. This adds additional suspicion to Mojoman, since I don't see why a random Yak would be alerted to an experimental vehicle. A Longbow, however, might be. I would also like to invite the Allies to stop this detonation. A quid pro quo, if you will. If the Allies have a Rocket Soldier, they can shoot me to kill me before I detonate. But they will obviously be lynched. The choice is yours.
  3. I requested the M.A.D. Tank, and was asked to help build it. I designed it to be an "even the playing field" kind of role.
  4. Well, that depends. All vehicles and structure roles that currently exist will be reduced to mere infantry roles. This will be randomized, so there's still a chance we'll have the scum cornered. On the other hand, this could leave them with some powerful scum roles and us with weaker town roles. As for myself, well I'll explode at the end of the day so.
  5. Also correct. I wouldn't have been able to manually detonate until N3 at the earliest. Again, I wasn't told anything about an early detonation if shot.
  6. Now you're talking. I have a feeling you realize what's coming.
  7. In Red Alert, the M.A.D. Tank did a percentage of damage to vehicles and buildings with a shockwave that went off after a short timer after deployment. Three M.A.D. Tanks, therefore, would be enough to destroy some smaller buildings like Power Plants. In APB 1.2.x, it was a popular strategy in Keep Off The Grass to have 3 or 4 of these things go off in the center of the map to take out the Allied Gap Generator.
  8. @VERTi60, if others are interested in joining this game, I'm completely alright with a hard reset. I have plenty of other roles I can request. More players means more fun!
  9. Might as well hammer. There's only 3.5 hours left and it's doubtful any new information will come to light to make us change votes.
  10. Next time I'll ask to be a Demo Truck so Mojoman blows himself and 1 other player up.
  11. I don't think any normal Soviet infantry would have knowledge of an experimental vehicle, and the buildings that can shoot don't match his 25% claim. That means you're a third party.
  12. It's not a way of resetting the game. It's my role mechanic, and just because I pick power roles doesn't mean they're always bad for town. I chose the M.A.D. Tank this time because I wanted to be town.
  13. Very well. Mojoman, please explain why you're trigger happy today. You certainly seem eager for some good old fashioned chaos.
  14. So you're confirming that there was a jamming chance to resolve and well as a hit/miss chance?
  15. Typically you write "X fires a gun at Y [pause] and <hits or misses>".
  16. We should shift our focus for the time being. Verti's flavor text seemed abnormal to me, as if a jammed gun chance didn't need to be resolved. Mojoman, why on earth are you so trigger happy on D1?
  17. Vehicle armor. Also, you know that I never request such things. I’m a value player. That said, you have a confirmed town dying at the end of the day.
  18. You’ve basically doomed us all. And I was told nothing about an early detonation being possible.
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