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Killing_You

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Everything posted by Killing_You

  1. 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.
  2. I'll sit this out. I'm prepping for the next Mafia.
  3. 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.
  4. 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.
  5. 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*
  6. What did his interior look like?
  7. For the sake of gameplay, I think we can be okay with this.
  8. 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.
  9. 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?
  10. 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.
  11. What exactly would that accomplish?
  12. That airfield texture actually got me thinking... I've always disliked the grey brick texture for the War Factory, and I've tried several times to get a decent brown one but I'm not very good at it. Would you be able to whip one up, even just as an alt for people like myself?
  13. I think a CYOR would be best as a "break" after the thought intensive Star Wars game.
  14. Looking at it, I'd be fine with it replacing the refill cluster and moving the repair/refill cluster closer to the landing zones. I'm thinking adjusting the wall corner by the CY and PP would be best as it wouldn't make the Soviet base too exposed, and might actually give the SAM sites some much needed breathing room. It'd also give the Soviets some incentive to keep an eye on that particular entrance; most of the time that I see Soviets lose, it's because an Allied spy sneaks into that entrance and shuts off the PP long enough for a horde of longbows to have their way with the base.
  15. Thanks for GTA 3!
  16. That would be nice. You could probably make them elevators with team-locked hatched- which would actually give that second floor on the CY some purpose. And, I think with some creativity, we could make it fit without worrying too much about divulging too much. If you'd like, I can draw up some concepts later and post them internally. Alright then, how about this: Keep the exterior ladders that can be accessed by anyone, but also add the team locked doors/elevators. This would allow people to retaliate against defenders while still providing a home field advantage. And yes, I know people would camp the team doors, but honestly I don't see that as an issue. Players wouldn't be dealing with the restrictions that come with a ladder, and it'd be the same as the MCT rooms in the Barracks, WF, Sub Pen, and so on.
  17. Personally, I've always liked having ladders on buildings. WHile I don't use them 100% of the time, they do provide a nice home advantage, especially for snipers and rocket soldiers. I think the only real issue is with the roof flare, and even that I think can be solved by making rooftops for certain buildings only accessible by members of the team (I say certain because I don't think the Barracks has enough height to provide that big of an advantage), and perhaps only from the inside. Honestly speaking, though, the ladders do provide some flexibility and I'd rather not see them go.
  18. I've got two snakes: a ball python named Freddy, and a corn snake named Jayne Cobb.
  19. In any case, it's neat brainstorming in case people start feeling like depth charges underperform.
  20. Well, shit. All I can do is ##jedi-ready I have to leave for work soon, so if I have the stamina, just assume I'm in ##jedi-ready, only changing to ##center-of-being when stamina gets too low to keep it held.
  21. Are you pecking kidding me...
  22. ##Jedi Ready ##Empower Force
  23. ##Center of Being ##Malacia
  24. Well, for the destroyer, you wouldn't need a torpedo launcher. As I said, anti sub missiles exist. https://en.wikipedia.org/wiki/Anti-submarine_missile
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