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Messages - Oksbad

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46
Curses / Re: New Weapons, and a few other suggestions...
« on: April 02, 2009, 09:06:18 am »
It appears that I have confused weapons that are actually automatic and those that only look like they're automatic. My mistake. Then I suggest the uzi be a weaker/cheaper version of teh MP% with same legality (like 9mm vs .44 Magnum)


My point is that you're a guerilla fighting force at best, not an organised military. It doesn't make sense that the LCS would acquire this vast stockpile of full-auto military shotguns and mount weapons to jeeps, and not have the entire american military knocking on their door in the morning. Especially as the door is to an abandoned building or homeless shelter.

Where to start?
If a terrorist organization was killing hundreds to dozens of people every month (half of them cops), was fighting off the national guard, the CIA, Swat sieges and evading the freaking air force, then the "the entire american military knocking on their door in the morning" situation would happen. Yet it does not.

I think the LCS (and CSS) are capable of acquiring such assets in secret. And who says this has to be limited to the LCS? Why not a corporate mercenary/soldier racking your car with machine gun fire while escaping from a Corporate residence or army base?

47
Curses / Re: New Weapons, and a few other suggestions...
« on: March 30, 2009, 01:11:01 pm »
The bow is there mostly for novelty, but I'm thinking impossible to conceal, high damage, low armor penetration, no reload nessesary, low accuracy without any skill, and can never be banned. Possibly new "Pro Archer" job...

Uzi because I believe in the US atm, it is possible to buy automatic weapons. However the game lacks any non-military automatic weapons.

48
Curses / New Weapons, and a few other suggestions...
« on: March 30, 2009, 07:23:59 am »
May I suggest a few new weapons?

-PANCOR Jackhammer, automatic shotgun, hits up to three times, found rarely on CCS bosses

-Sawed off shotgun, less accurate than a shotgun, but can be concealed under clothes (like a pistol), is banned earlier than normal shotguns (C or M)

-Bow, just for the heck of it

-Uzi, weaker version of MP5, cheaper than MP5 and is legal at C gun control


I also suggest re-adding a way to acquire tanks (though it should be horrifically difficult)

Perhaps to mounting weapons on Jeeps (for a hefty price)? (should beef up escapes! )

May I also suggest taxi driving as an illegal fund raising method? You'd need stolen taxi cab and a guy with driving skill and the act raises this skill. Rarely you might be caught and be charge with auto theft. (I say rare since cabs look the same and I assume the LCS changes the plates.)

49
DF Dwarf Mode Discussion / Re: The Real Life 'Carp'?
« on: March 30, 2009, 01:58:41 am »
Anyone else think this should replace carp if carp are nerfed?

50
Curses / Re: Banning Other Weapons
« on: March 26, 2009, 12:29:47 pm »
Don't them brits have bans on katanas or scimitars or something?

51
Curses / Re: Suggestion: Random Improvised Weapons
« on: March 26, 2009, 12:26:53 pm »
Because sometimes making things better and making things bigger isn't the same thing -- nerfing strategies and cutting features might seem like counterproductive bad things, but often they can help to build a more focused, more sleek package.

But why cut improvised weapons in particular? Aren't they a part of the arsenal of almost any mob to date?

52
Curses / Re: Suggestion: Random Improvised Weapons
« on: March 25, 2009, 10:46:56 am »
Improvised weapons had a good purpose when it was originally introduced, but I'm not sure it still does. Cutting it actually seems like a decent idea.

Why?

53
Curses / Re: A bit stuck here.... Any help?
« on: March 15, 2009, 04:32:11 am »
You are overachieving.  In order to get advanced warnings, you just need any type of sleeper.  Janitors warn you as well as CEO's.

That's not to say that CEO sleepers aren't great for how they influence the issues and leak you info.  But if you are publishing special editions, you don't need many of each type of cultural sleeper.

(referring to cops) Most likely, perhaps due to a mistaken belief that higher ups should know more...

Yeah and %70 most of my special edition material did come from hackers, so leaking maybe is not so useful... Nevertheless, it is fun watching your sleepers leak you docs every once in a while...

Do merc sleepers warn you of raids? And is the same true for the CIA? I'd imagine they would be more secretive...

54
Curses / Re: A bit stuck here.... Any help?
« on: March 15, 2009, 02:59:11 am »
Special editions + tons of cop/agent/CEO sleepers for getting advance warning for raids is quite powerful. Hell, half my roster was probably agents/CEO's/cops that I couldn't convert in time.

55
Curses / Re: A bit stuck here.... Any help?
« on: March 14, 2009, 02:59:26 pm »
Woot beat the game!



56
Curses / Re: New Constitutional Amendments
« on: March 14, 2009, 11:52:40 am »
I'm tempted to suggest that:

No C+ free speech without repealing the first amendment

"In light of rampant hurtful speech, WE THE PEOPLE hereby revoke the first amendment of the United States constitution. Anybody who engages in hurtful speech will be punished to the fullest extent of the law. Have a nice day."


No L+ Gun Control without repealing the second amendment.

(see Jetman's post)

No C+ Death penalty without repealing the 8th (cruel and unusual punishment)



No C+ privacy without repealing the 4th

Furthermore

Repealing the third amendment (quartering of troops) causes any police raid to immediately start form the "National guard" stage


Repealing the fourth amendment (unwarranted search and seizure) means police don't need warrants and this causes more raids

Repealing the fifth ("double jeopardy", right to silence) means that your men are more likely to crack under police interrogation, meaning they have more evidence against them, making it harder for them  to get off on a trail or making them more likely to testify against you. Also, any crime out get aquited of has a %40 chance to remain on your record.

Repealing the sixth (Rights of the accused, right to speedy trial, right to council etc.) means that police can prevent you from having a lawyer with them, causing the same effect as repealing the fifth. The police can take as long as they like without taking you to court, possibly torturing you for info/decreasing your stats if cop regulation is C+. If you are lucky enough to get a trail, then you wont be able to receive a free lawyer.

Thoughts?


Although that gives the CSS more restrictions on victory, 3 vs 1, it gives the conservatives much more ways to tip the balance in their favor by repealing core amendments.

57
Curses / Re: Partial Squad Inventory Removal -- Request For Comment
« on: March 14, 2009, 11:20:57 am »
duffel bags/back packs FTW?

Maybe anybody can bring a bag for a slight accuracy or disguise reduction?

58
Curses / Re: Partial Squad Inventory Removal -- Request For Comment
« on: March 14, 2009, 04:14:01 am »
But then, how will a firearm equipped squad pack a crowbar? Will they be stopped by a single locked door?

59
Curses / Re: A bit stuck here.... Any help?
« on: March 14, 2009, 03:47:34 am »



Not guilty! That Maneuala Youngblood must be an epic lawyer. (She even has apartments named after herself  :D)

I have an idea, how about after a certain crime value, courtroom results make the news? Something like "(Name) sentenced to (time/Death)" or "(Name) aquited". I mean frequently a very known person getting sentenced or aquited is a very important news story. And certainly the conviction of a notorious terrorist or him getting off at over 100 murder charges and about a dozen combined treason and terrorism charges should make the news.



By the way I've heard that some LCS members can testify against you, how can that happen?

60
Curses / Re: Partial Squad Inventory Removal -- Request For Comment
« on: March 14, 2009, 03:19:32 am »
I'm planning to add secondary weapons before next release. Secondary weapons can be instantly (no time lost) swapped with the primary weapons. Some weapons won't be able to be equipped as a secondary weapon. Melee secondary weapons will be used to counterattack melee attackers, if the primary weapon is a ranged weapon. For example, on your turn, you shoot your .45 at a telemarketer. On the telemarketer's turn, he punches you, but you deflect the blow and knife him with your secondary weapon. On your turn, you shoot again with the .45. (Note melee counterattacks are already in, but using secondary weapons to help is not -- so as it stands, you'll just club the telemarketer with your .45 instead.)

With this change, I'd also like to partially remove the squad inventory, and that's the focus of this post.

Specifically:

- Outside of site actions, there is no squad inventory. Nothing that isn't worn or carried in a weapon slot may be brought onto a site action.
- Weapons, items, loot picked up on site go into your initially empty squad inventory. Inventory works as normal. When you return to base, your inventory is purged and all equipment is dumped back into your safehouse inventory.
- The equip screen on base access the safehouse inventory directly, instead of the squad inventory.
- Pawn shops also directly buy from your safehouse inventory, not your squad inventory.
- Moving equipment between safehouses is accomplished through an interface similar to moving non-squad-members between safehouses.

This will prevent you from coming with clothes to change into on site, but after much consideration, I'm prepared to sacrifice this ability.

I'm interested in your thoughts on this proposed solution to the squad inventory issue.

I disagree with no squad inventory during actions, one of my main tactics to free prisoners/servants is to bring extra police/Security uniforms. The tactic does make sense, no?

Squads will be able to use secondarily equipped crowbars and spray paint, right?

Also...
1) Loot: [hammerspace] [teleportation]
loot doesn't clutter your inventory, but is automatically transported to the safehouse if anyone survives the mission (silly, but spares lots of hassle)

I don't get why an unarmed/unarmored person can't pick up and use dropped weapons & ammo or quickly strap on a kevlar vest from a fallen enemy...

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