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Killing_You

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Everything posted by Killing_You

  1. Ah, I see. That makes sense, thanks for clarifying that.
  2. Alright hold the phone. This made me go back and reread the thread and, well... Okay, so first she says that she blocked him, implying that he took an action, and then she says that he didn't do anything. Wouldn't she be notified if he didn't take an action? If so, why did she open with "I tried to block him, but he didn't do anything?"
  3. Okay, Retaliation voting himself that quickly and boldly is concerning. He doesn't even seem remotely interested in defending himself. I feel like he's got a passive that would mean bad things for town if he died.
  4. Oh shit I forgot to unvote, thanks for reminding me. ##unvote
  5. Curious that you'd phrase it that way. Is this a subtle admission of scuminess I see?
  6. Actually, I wouldn't say it's gamebreaking. If anything it's just an additional layer to the game, like anything else. It can be trusted, distrusted, distracting, ignored, etc...
  7. For sure. In the Halloween Mafia, for example, I tried to claim Dormammu (town) and swapped my avatar to match. Very few people believed me, and for good reason, because I was actually John Constantine (scum).
  8. It's just something some of us decided to do. Honestly I have no idea how it got started.
  9. That's fair. I debated just doing a reveal via avatar and keeping my abilities a secret. I'm just a little distracted right now and I don't want scum to throw us off of the trail.
  10. Guatemala, Los Angeles, and a distant planet. I don't think we'll gain much looking at flavor, though.
  11. Wouldn't be able to tell you. Never seen a rambo movie.
  12. You got Burma right. Not rolling with a comic book character this time, though.
  13. Welp, let's get this out of the way. ##vote Killing_You Also, I was the one who hammered kam hard for voting nolynch back in CYOR 2. It basically gives scum a free NK and gives us nothing to go on. Even if we mislynch, we can examine arguments and voting patterns. In addition, those same patterns might come in handy when looking at the first NK. Generally from what I've seen, aside from "classic" rivalry options, the first person to be killed is someone that scum see as a threat, either by skill level or because they were closing in on the truth D1.
  14. I'll sit this out. I'm prepping for the next Mafia.
  15. Was it really that bad on Complex and Guard Duty? CI I understand 100%, but it didn't seem that bad on the other two.
  16. I think we should see how these team locked doors work out first and then go from there. Who knows? They might solve roof flares, they might not.
  17. That's... actually genius. It might even help make the War Factory a more interesting building on the whole. And it might help people keep an eye out for spies who like to hide on that pipe and wait for Soviet vehicles to be built... *looks at forg*
  18. For the sake of gameplay, I think we can be okay with this.
  19. Honestly the War Factory could use a redesign. I know, we don't have the manpower to do that right now, but if we did, that building would need it the most. I've never liked the layout to begin with, honestly, though. Actually, my examples included both a trapdoor and a fence for basically that reason. You could even put a canopy over the elevator to prevent Tanyas ejecting onto the elevator. I do see your point about the upper walkway, though.
  20. Indeed, and that's why I tried to integrate those aspects into my (shittily drawn) concepts. Did the old refinery have a hatch as well?
  21. Randomly remembered I was supposed to draw up some concepts a while ago. And since we're discussing this publicly, might as well put them here. It'd be better for feedback anyway. Alright, so, I figured the best solution would be a maintenance elevator of some kind. That way we can take some liberties with the fine details without affecting the shape of each structure too much. Specifically, remember this thing from the Renegade campaign? Same principle, basically. Visually, it's simply guard rails, an elevator, and a hatch. The reason why I felt this approach would be acceptable is because an elevator is easy to integrate into the two designs. And I know that people had trouble in the past, but that doesn't seem to happen with the Missile Silo and Airfield. My guess is that it has to do with the three walls and door that keep you from lagwarping too far.
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