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Killing_You

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Everything posted by Killing_You

  1. Welp, time to poke the regulars just in case. @ ChopBam @ OrangeP47 @ Sunflower @ TheIrishman @ Retaliation @ iLikeToSnipe @ Louis @ Coolrock @ Mojoman @ Anon_Kat
  2. I already extended him the offer, he's just gonna observe. Shall I sign you up regardless?
  3. If you want an in-depth guide to the flavor, @ TeamWolf is the man to talk to. Luckily, though, I've designed this game to be friendly to newcomers. You won't really need to know it intimately to understand everything going on.
  4. INTRODUCTION Welcome, Mafiosos! It's been quite a while, hasn't it? Dune has been on a bit of a hot streak lately. The new movie came out late last year, Spice Wars is coming out soon, and our very own project, Battle for Dune: War of Assassins, is set to release this season! So to celebrate, I figured, why not throw a game of Mafia in there? THE GAME The game will take place in the capital city of Arrakeen, which is currently occupied by the noble House Atreides. Rather than a direct assault, the sinister House Harkonnen have sent in a small team of agents. Their goal is to tear the security forces apart from the inside, picking them off bit by bit until they are weakened enough for a direct takeover. During the Day Phase, players will attempt to deduce who among them is a Harkonnen spy. Voting will be the only action here, and will be the only way for House Atreides to eliminate their foes. Persuasion (and deception) are key. Unlike previous games I've hosted, there will be no early hammer. This is subject to change in the future. As soon as the game hits the Night Phase, the real work begins. House Harkonnen will attempt to kill an enemy player, while House Atreides will seek to either gather extra information or prevent the kill altogether. Not everyone will have access to abilities, however. Previous Mafia games have also featured Items. They will make a return in this game, but with a twist. Rather than having a seperate action, they will provide passives when activated. All items can be activated alongside an action, but will expire after a single use. They will also be available to pass around. Sign-ups will close Friday, May 6th. The game will then begin at usual hammer time on Saturday, May 7th. However, the game is subject to small delays if more players are needed. SIGN-UPS- 8 Jeod Category 5 Hurricane Shade939 FRAYDO ChopBam Retaliation Louis TheIrishman BOOKMARKSDAY ONE NIGHT ONE DAY TWO NIGHT TWO DAY THREE NIGHT THREE DAY FOUR GAME END
  5. Eh, gimme a day or two. I might be able to get something ready.
  6. Interesting find! I always thought that the oddities with the Medium Tank in the cutscenes was down to quirky art of the time or oversights. Cool to see some basis in reality! As for GZ, while I can't promise anything, I can say that we're considering it enough to the point where we've added the images you posted to our references. Thanks for the find!
  7. Undecided at this stage, especially since making an APP would involve just adding an extra cooling tower. Time will tell here.
  8. I've always believed in being good for goodness sake and peace on Earth.
  9. APC feels fine IMO, and any buffs to the ranger will likely carry over to the Captain, so I'd exercise caution there. I think the shockie feels fine right now. If anything, it could do with a bit of a range boost. Not a bad idea, really. That alternate suggestion is probably the better of the two. The Chrono Tank already feels like it should be a somewhat beefy brawler with a unique escape/approach option. Could probably lean into that a little more, and if it's too much, perhaps cutting the teleport ability for a few seconds if you take damage? (That way you can't just insta-nope out of a bad fight, you'd need to be smart). This, I'm also wary of, considering how they can already bypass a front line easily. But I'm not against it wholesale. I'm not sure if I like this, honestly. It's already quite capable in the right hands, and self-heal might be a bit too much. On top of that, it'd diminish the role of the mechanic.
  10. I voted for Option 1 as well. We know the allegiances of the town, might as well try to work the anti-Nod angle to our advantage.
  11. ##vote Option 1 I agree with Shade. Option 2 won't get us anywhere. Option 3 could be useful for finding clues as to the disappearence, but we'd also be suffering from a lack of direction. I'm not sure if I agree with contacting the villagers for help right now, but eavesdropping on the meeting might yield enough information to point us in the right direction. For example, they might namedrop a specific farmer who has disappeared, and we can then go to his farm to look for clues and try to discover some information. Y'know, something along those lines. Plus, we might pick up on their allegiance. Are they friendly towards GDI, Nod, both or neither?
  12. I think @ TeamWolf would be able to tell you some stories.
  13. I voted for landing near the Airstrip. Allow me to explain my reasoning. Given that this is an Infiltration based game, it stands to reason that we're going to try to be as stealthy as possible, so I'm not worried about immediately running into a fight we can't win. The Nod Base is probably going to be our biggest source of headaches if and when the fireworks start, so while we're still undercover I think it'd be a good idea to assess the threat level. If it's little more than a few guys? Cool. If there's a tank that will give us trouble, we'll sneak away and know to prepare for such an engagement. Also, I agree with the consensus that the village is likely not our best bet, as we have no idea how the villagers will react to our presence. Landing at the tib field isn't a good idea either IMO because we'd be going in with zero intel on what Nod could throw at us if things go belly-up. So, I say let's scout the base and leave without making our presence known.
  14. Mobile HQ is a very strong possibility. Or, at the very least, some sort of unique escort mode, as I think that'd be fun to do within the MilSimmy environment. Sole Survivor mode... as much as I have zero interest in Battle Royale style games, I wouldn't say no to including it. Of course, bearing in mind that any and all hypothetical alternate game modes are post-release at best and should not be taken as "we're 100% doing them." Just to temper expectations properly.
  15. He speaks the truth. The primary game mode of Ground Zero is basically Domination mode with full tech and bases. The goal is to win by holding the majority of the points (represented by Supply Depots) to gain enough Conquest Points to win. (That said, if you wish to win by base destruction, that is also an option). We've been kicking around the idea of having more Seamist-style assault maps as well, but that's probably not going to be in the first release.
  16. Of all the changes introduced in the recent patch, by far the most interesting (to me, at least) was the introduction of the BTR to the low-tech Soviet roster, replacing the Soviet Ranger entirely. Now that we've had a few days to play around with it, I'm curious. How does everyone feel about it? Is it a worthy addition to the game? Is it over or underperfoming? Discuss away!
  17. I don't know if this counts because I haven't been around as long as most of you guys, but I did randomly remember that I made a cutscene for the Soviets on Seamist all the way back when I first joined the community. Enjoy the cringe I may or may not remake this eventually, especially since I have actual facial hair.
  18. Either way, consider me already signed up for that.
  19. We were both doing our best to be cooperative and we ended up being the tie vote on D2. I'm still surprised Town managed to recover.
  20. So why on earth did you not kill Cat5 and coast on the one and only cop report in the game?
  21. You speak as if you weren't so close to winning the game...
  22. @ FRAYDO Dave's last name is never said in the series and I didn't submit one, so yes, you could've totally debt noted me. :P
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