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Community
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General Discussion
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Insecticide code....
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Re:Insecticide code....
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LiquidZ
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0
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06/03/2007 23:32
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I say if the flit guns are going to be enabled for this, DO NOT give them out again, except to people who where around for the event in the first place. Allowing anyone to get the flit gun again will ruin it's historic vet value. It's been done before with the beta jump and mobius code, and several people didn't like that. How about instead trading in a stack of spray for a NEW item that does more damage than 15pts to the corruptor. You know trade in 20 sprays and get a can of "Industrial Bug Spray" or something like that. That one can does 350 damage (gives people a reason to get it). Further it stacks, and helps reduce the need for EVEN MORE inventory slots that we don't have. IF you are going to enable the flit gun it should do 10 damage or so, remember this thing has a launch timer on it.
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Community
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General Discussion
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Insecticide code....
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Re:Insecticide code....
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LiquidZ
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0
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06/03/2007 20:38
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This "quest" if you will call it that... is too bloody *CENSORED* repetitive. Yeah I can understand one big guy to take down. That's good. But come on, 2100 kills for one bloody item. Add in a mission or something that can help you earn some insecticide, or a special weapon to do some damage to him. Anything besides sitting and killing over and over. Furthermore you have to wait 50 minutes for another spawn... and people don't want the item now because of all this work. Which I agree the item is not worth the effort. So why am I getting the item? More for bragging rights... most of my faction does'nt want the item because of all this non-sense of repetitive kills. Hell you could of put in a variety of things to kill, different types of corrupted. This feels like nothing more than recycled content to distract us for a long time. This is the one patch I am actually disappointed in.
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Development Discussion
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Development Roundtable
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Restricting area effect heals and buffs to the mission team
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Re:Restricting area effect heals and buffs to the mission team
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LiquidZ
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0
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05/18/2007 10:22
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I can't stress how flawed this idea is. 1. We have a team size of 6. Now... couple this with #2 2. In PVP or any event members of a team are likely to be spread out, and not in close quarters of each other. 3. Keep in mind the people use area heals not just for PVP scenarios... think of the pandoras boxes... think of people who just want to help others but can't fit on the full team of 6. 4. Seriously think about how useful AOE heals are in real PVP. People spread out alot, and people usually go for the healer/rez guy. Now... what are the benefits of implementing this? 1. No area heal spam at events 2. Going on a limb here... increased numbers of healers. .... Am I missing some? I am seriously trying to think what good can come from this limitation? We already have healing tactics being used in PVP and events now, and ways to counter them. It's not like it's going to be something new or difficult for enemies to deal with... if anything they will love it, easier to kill everyone. It puts MORE favor in the zerg's hands. Ok... so if you are still not convinced by me... then at least implement the following first... 1. Increase team size to 12. Why 12? because usually a faction will end up with two full teams of people in PVP spread out over the place. Yes, I know this effects missions as well, but think about how often 12 people will want to run missions, except for low levels who will be doing that anyway. 2. Give people more of a reason to be a healer... sure you are putting in a cool item for them... but what motivation is there to BE a healer... Just to help people? Please... people are not that inspirational nowadays. Maybe some cheap XP... not much... I am thinking data miner type of XP here... if not less. Just ANYTHING to motivate more people to be medics. Yes, I know people will exploit this, but it makes them use medic now doesn't it?
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Development Discussion
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Development Roundtable
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Epic Coder Idea! (Fix for random sims)
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Re:Epic Coder Idea! (Fix for random sims)
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LiquidZ
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0
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04/14/2007 12:04
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Now we just need to get the dev with the most to take a look at this post...
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Development Discussion
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Development Roundtable
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Epic Coder Idea! (Fix for random sims)
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Re:Epic Coder Idea! (Fix for random sims)
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LiquidZ
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0
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04/09/2007 21:25
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I love the positive feed back. Ironically I thought of this *poop* while driving to work while thinking how to store CD's in my van... don't ask... Indeed the sims must have a timer on them to prevent immediate re-use. I suggest using the same timer that is currently in place for sims.
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Development Discussion
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Development Roundtable
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Epic Coder Idea! (Fix for random sims)
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Epic Coder Idea! (Fix for random sims)
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LiquidZ
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0
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04/08/2007 12:38
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For those of us that use coder, we now have all the sim types available to us... however we are plaqued... as we cannot control what sim is created... A solution: Transform the Sim abilities into a true coder ability... in the same way ability coder or weapon coder works... ZOMG?! *CENSORED*?! Does that mean? When you load up Sim you can use your code analysis tool to create sim code up to the highest level you have loaded. So Sim 1.0 at level 4 you can only make level 4 sims... level 50 Sim 5.0 lets you make level 50 sims... The coding window will let you pick which kind of sim you want to make, Kung Fu, Pistol, SMG, etc. Now here's the awesome part... You write the code for the sim, and it goes into your Inventory! Additionally you go through and you code up other sims, 10 SMG, 5 Kung Fu, 2 Pistol... (Obviously these should stack because we have such little Inventory space). So when you go to fight and you need a sim, just launch the sim code from your inventory, and WHAM! The exact sim you want... Now you are asking... this would allow everyone to run around with sims, thus "Teh suxor"... Nah good friend... for the Sim code (or item) will require that level of Sim coding loaded to be used. (Just like a SMG would require level 30, and a pair of dual SMG's might require level 45). Another issue you might be thinking of... "What if I use a sim, but want to put him away for now? Won't destroy sim trash my item?" In this scenario you are willingly disposing of your sim instead of killing it. Destroy could be changed to simply put that sim back in your inventory. However if the sim is "detonated", or killed... you lose it. This makes coders try to keep their sim alive more.... This also puts more usefulness into coder.... 1. This can be extended further later to allow for more "Bad a55 sims". To make those sims red frags are needed. These sims could have higher resistances, do more damage, etc. 2. Adds more strategy to using coder, other than just send in the sim. 3. Could be tied in with the data miner tree to find "Super rare" frags to make MUCH stronger sims, bringing attention and use to both trees. I don't know how the game is designed... but it would seem that this solution should be quick if code re-use can be done on the following: 1. Copying coding categories 2. Copying the level requirement checking of items/weapons, small changes to point to the coder abilities 3. Re-using the existing Sim spawn code and putting it into an item. 4. Re-using all the existing sim create/delete animations Possible Annoyances for the guy stuck coding this thing... : 1. Sim destruction (adding items back into the inventory... what if it's full?) 2. Setting up the coding requirements for creating sims (Not sure if individual items all have individual codes or not) 3. Adding a "cast" time on the items. So what do you all think... good... bad... or is Old Z off his rocker again?
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Abilities and Disciplines
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Loading Construct - Coder Discussion
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[CR2.0 Focus Thread] Coder Bugs
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Re:[CR2.0 Focus Thread] Coder Bugs
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LiquidZ
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0
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04/08/2007 11:56
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We still have that bug where the coding screen will often appear, and then disappear when trying to code an item. It often works fine on the second attempt. This one as been around for almost a year now...
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Community
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General Discussion
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The Official Buddy Key Request Thread.
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Re:The Official Buddy Key Request Thread.
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LiquidZ
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0
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01/16/2007 16:05
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Just a friendly reminder to any dev type that might read this... We have a bunch of folks wanting to try the game... but no trial keys to give them.... We need a trial system that is constantly going on...
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Development Discussion
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Development Roundtable
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whats going on dev team
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Re:whats going on dev team
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LiquidZ
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0
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01/14/2007 13:50
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I thought someone said it was because of a hole in the map in that area... However the server failover thing sounds more likely. Is there not a log for failover tracking?
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Development Discussion
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Development Roundtable
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Rename the FM-1500
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Re:Rename the FM-1500
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LiquidZ
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0
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01/14/2007 13:44
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Counter Strike avoids this issue, by simply renaming the gun to something... different. However if you visit the Magnum Research home page and dig around some. They mention games/movies, etc. that use their gun. Of the games listed is Counter Strike. Which CS lists it as the Night Hawk or something like that... but the game object name is DE... so perhaps a simple... "Can we use the name?" will be cool with Magnum Research. As someone else mentioned... Additional revenue for the game: Gun of the Month (or maybe quarter) where a gun maker pays mxo staff to place one of their guns in the game.
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Abilities and Disciplines
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Loading Construct - Coder Discussion
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[CR2.0 Focus Thread] Coder Bugs
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Re:[CR2.0 Focus Thread] Coder Bugs
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LiquidZ
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0
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01/14/2007 13:30
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You can cancel coding by trying to move. As far as typing... there are a few ways to do it... but it should be allowed in the first bloody place... so...
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Abilities and Disciplines
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Loading Construct - Coder Discussion
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What does Cryptography do?
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Re:What does Cryptography do?
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LiquidZ
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0
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01/14/2007 13:27
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Perhaps this thread's constant return from the dead means something... You know... like... How the skill should either be made useful, converted, or removed... Naaaahh...
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Abilities and Disciplines
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Loading Construct - Coder Discussion
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Go Proxy, GO!
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Re:Go Proxy, GO!
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LiquidZ
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0
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01/14/2007 13:20
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This is one of my favorite uses for the proxy. Make it kill guys while I code, or decomp items. I use it on all my low level chars, first I go and kill a few myself to get my inventory nice and full. Then I grab the sim, set it to kill and code away.
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Recursion
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Crew and Faction Recruiting - Recursion
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The Daemon Contingency - Sign up Today!
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Re:The Daemon Contingency - Sign up Today!
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LiquidZ
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0
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01/14/2007 12:46
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Who rigs every Oscar night... who keeps trying to introduce the metric system... We do... We do.... ------------------------------------------ Join the faction that keeps everyone sane... or at least attempts to... The Daemon Contingency! Check out our website for useful Guides, Resources, and other Information ! http://www.tdcgamers.org
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Abilities and Disciplines
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Command Line - Hacker Discussion
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Hacker on offense?
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Re:Hacker on offense?
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LiquidZ
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0
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12/13/2006 12:28
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Bayamo wrote:
Howitzer can solo a box 4. Not nerfed, just have to use it right. and at the right place...
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Abilities and Disciplines
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Command Line - Hacker Discussion
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teh joys of dev fielding
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Re:teh joys of dev fielding
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LiquidZ
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0
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12/13/2006 12:04
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Yes I necro'd this thread! To ask... Does anyone still get ANY joy from their dev field... or is it officially thrown away as another "dead" ability.
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Abilities and Disciplines
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Loading Construct - Coder Discussion
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Make people use coder more!
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Make people use coder more!
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LiquidZ
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0
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12/13/2006 11:56
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Ok, so I am going through checking the posts on DN1, and I see that I was still the last person to post in this section.... ALMOST A MONTH AGO! In addition I also noticed... well it's bloody obvious... that almost no one uses coder... I use it quite often along with other trees against NPCs... helps with farming... But what motivation is there to use it in PVP? So I figure why not make a thread... hopefully it will be positive... on changes that are needed to make coder more useful as a pvp tool. In summary post here, what you think needs to be added/changed in coder to make you want to use it in pvp. I might as well try it first eh? 1. Coder is largely trusting the AI of the game to fight for you (Duh sims). Sims still use pretty stupid tactics, but it has been slowly getting better. Perhaps to make up for the "stupidity" of the sim they can do a bit more damage as a player will often fight a sim for a long time. 2. No way to track your sim. Because the coder will get owned in and out of IL, he must hide and send in his sims... but where is that sim? Not to mention how easy it is for a sim to get lost. 3. The coder himself is pretty much helpless. Viral accuracy is low... melee accuracy is low... ranged accuracy is low... and I don't think thrown even exists for it. Either way you have a low probability to hit, the coder himself needs some kind of way to defend himself other than the proxy. Players are smart enough to ignore the proxy, and go for the owner. Perhaps something that only boosts defense rates on the coder, keeping him from being hit, but not giving a boost to actually hit. 4. Coder is similair to a "Necromancer" or "Summoner" in other games... most of those games let you make several cronies to follow you. Coder could make use of this to help even out the "zerg" effect against their team. Allow coders to make a group of lower level sims 5 levels lower than the coder. A group of these may consist of three, and the ability should have a long re-use timer. Just some general ideas...
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Recursion
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Events - Recursion
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| | | - The Tournament - Information & Signup thread
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Re:| | | - The Tournament - Information & Signup thread
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LiquidZ
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0
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12/13/2006 10:53
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Need some questions answered: 1. Do all three fight at the same time, IE basically a pvp fight 2. Will the fight be monitored for cheats/sploiters (because we refuse to partake otherwise) 3. Is this broken up into level sections or just straight team vs team Thanks, (and I figure all that will be answered with your rules, but wanted to point out those)
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Recursion
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Crew and Faction Recruiting - Recursion
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The Daemon Contingency - Sign up Today!
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Re:The Daemon Contingency - Sign up Today!
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LiquidZ
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0
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12/05/2006 12:02
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Did you know... That the Daemon Contingency has over 50 members, all of varying levels? We help the new and the old folks alike.
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Development Discussion
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Development Roundtable
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Aesthetics
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Re:Aesthetics
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LiquidZ
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0
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11/21/2006 10:59
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A new area of the city would be nice, but then again there are a few areas of the city I think need work... like around Hampton green. Something isn't right about that part of the map... always high lag on recursion... I think it is simply a case of something not connecting, or running over onto something else.
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Development Discussion
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Development Roundtable
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Coder Tree Improvements
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Re:Coder Tree Improvements
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LiquidZ
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0
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11/21/2006 10:21
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I've brought it up a few times as well... Sim's need better AI... however the dev's have mentioned that won't be done (and I think they won't either for a long time). At least we got in the different types of sims now... hopefully we will get some controls on which type of sim we want to spawn next.
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Community
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General Discussion
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Crap XP
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Re:Crap XP
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LiquidZ
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0
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11/21/2006 09:27
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9mmfu wrote:
Hrmm I see many folks are talking about this. I can safely say that it was NOT our intention to nerf xp if the issue is indeed present. I will look into it. It's been a patch or two ago for me... I never get to run with my alts much, so I have'nt paid much attention to it. Running missions in Tabor park, Long and Hard for the mission settings for Assassination.
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Recursion
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Crew and Faction Recruiting - Recursion
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The Daemon Contingency - Sign up Today!
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Re:The Daemon Contingency - Sign up Today!
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LiquidZ
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0
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11/21/2006 09:21
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[root::2006.11.21]$ Daemon Contingency... Defined # # Broadcast Depth # # Incoming Transmission # # LiquidZ // HvCFT Oyuban # # RELAY Initialized - DN1 Some people wonder... what IS the Daemon Contingency... Perhaps understanding the terms will help... Daemon. (n.d.). The American Heritage® Dictionary of the English Language, Fourth Edition. 1: Computer Science. A program or process that sits idly in the background until it is invoked to perform its task. Contingency. (n.d.). The American Heritage® Dictionary of the English Language, Fourth Edition. 1: A possibility that must be prepared for; a future emergency. So what does this mean? It means that we keep an eye out for problems... we do not need to be seen to be ready to act, we observe, we wait for when the conditions are right... or in some cases... wrong... to act. We constantly look to the future, preparing for events that endanger the balance of power, or worse yet... endanger the truce. We are the program that runs in the background... always ready... always watching. # # End Transmission
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Feedback Forums
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Ability Feedback
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Z's Diabolical Evil Plot/Idea for Multi Sim types
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Re:Z's Diabolical Evil Plot/Idea for Multi Sim types
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LiquidZ
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0
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11/19/2006 02:39
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10011 wrote:
Like I said in the Ask Dev thread, I forsee people being frustrated that they keep getting an MA sim when they really want a Rifle sim. I'm having a bit of that frustration right now... I want a pistol sim atm, but I keep getting MA sims. After two or three tries I have to sit and regen IS. Edit: Is it possible to give us commands to create the sims that we want? Further... can the ability be broken out in the future as described above.
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Community
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General Discussion
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Sorry Devs, The Matrix Died.
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Re:Sorry Devs, The Matrix Died.
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LiquidZ
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0
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11/19/2006 01:27
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Same problems here... all my characters on recursion are stuck at "Loading Character" I get no error messages. Syntax chars work for me at the moment, but I have not logged off of them and back on. Will do a /ccr to report the problem.
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Abilities and Disciplines
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Loading Construct - Coder Discussion
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Karate Sims?
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Re:Karate Sims?
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LiquidZ
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0
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11/17/2006 10:09
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Sweetness! We got them finally... still would have preferred being able to select which one we make... but improvements over time right?
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Development Discussion
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Update Discussion
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Update 48 Discussion Thread
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Re:Update 48 Discussion Thread
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LiquidZ
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0
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11/17/2006 09:14
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Thanks for the Proxy change Rarebit... hopefully one day you can prod the team to break them into separate skills when you load up the single skill.
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Archived Forums
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Archive Construct
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Ask the Devs an MXO question v.3
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Ask the Devs an MXO question v.3
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LiquidZ
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0
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11/16/2006 11:42
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[TGS wrote: Procurator]Rarebit wrote:
Apparently the UI ids were hardcoded in a fixed array for the tutorial, so updating UI anywhere else in the game could break the tutorial. =P The original developers really didn't program the game with scalability in mind, did they? SOE needs to give you enough funding to start the game from scratch. Hell... if I got a program that had stuff like that done, I would sneak a fix for it in by working a couple hours after everyone is gone. Sure I would'nt get paid... but it would drive me crazy knowing it's not dynamic. But the talk of changing some the UI ids... Hmm Dev Ninja magic...
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News and Announcements
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Broadcast Depth
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Image Retrieval - November 15, 2006
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Re:Image Retrieval - November 15, 2006
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LiquidZ
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0
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11/16/2006 07:45
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I like the idea, but in the picture it kinda looks like the guy jumping is a jet fighter with the trails.
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Development Discussion
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Development Roundtable
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New Mission Types
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Re:New Mission Types
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LiquidZ
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0
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11/15/2006 09:16
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Actually the puzzle mission type was not intended to constantly change, simple create two or three variants of the same mission, and selecting that mission would randomly pick one of them. As time goes on more variants could be added. I know that is static content, but at least it is something different from the normal ways of gaining XP. I have dozens of ideas on more content, but I generally only post the ones I think would be feasible or tie into something that is currently being worked on. For example Dynamic missions that could change on the fly, but that would be allot of work, very awesome, but allot of work. And that kind of stuff needs time and/or people.
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Development Discussion
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Development Roundtable
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New Mission Types
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Re:New Mission Types
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LiquidZ
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0
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11/14/2006 12:41
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There is another factor I didn't think of in regards to time, and of course it is an unknown for us... Adding mission types to the mission/contact screen. That's the only wild card I can think of. This should also classify as a "small" or "medium" sized project. I know it's nothing major content wise, but sometimes just adding a little bit to an old thing makes it a bit better.
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Recursion
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Crew and Faction Recruiting - Recursion
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The Daemon Contingency - Sign up Today!
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Re:The Daemon Contingency - Sign up Today!
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LiquidZ
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0
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11/14/2006 12:03
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Think outside the box... think... TDC...
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News and Announcements
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Broadcast Depth
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The Other Side of the Looking Glass - Friday, November 10, 2006
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Re:The Other Side of the Looking Glass - Friday, November 10, 2006
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LiquidZ
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0
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11/14/2006 08:27
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Silly Nublets... Walrus is doing some smoke and mirrors here... tells you all about this "Awesome" new feature... and drops a hint... of a not so awesome feature... He distracts you from thinking of awesome things... he is ninja... hell he sends in ninja strike teams to take care of problems. Luggables... maybe... many / commands... most likely... Ninja tactics... Priceless.
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Abilities and Disciplines
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Dojo - Operative Discussion
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Hmph... the all mighty Seraph huh?
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Re:Hmph... the all mighty Seraph huh?
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LiquidZ
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0
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11/10/2006 09:48
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There is a rumor that Seraph can only be beaten by Data Miner... but well... you know... Data Miner ownz all so it might be a sploit. Seriously... the NPC is way higher than you, if you solo him you would use alot of pills... then there is the dev/LET version... and I doubt they would ever let someone beat him.
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Development Discussion
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Development Roundtable
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New Mission Types
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Re:New Mission Types
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LiquidZ
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0
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11/09/2006 11:59
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Interesting idea Ironza... sounds like a modified Party Crasher... might be harder to code though because for yours to work a trigger would have to happen when the player enters a room, that could happen before they kill the target... Now if you make it so they have to guard an npc... the spawns could occur when they enter the room with the npc. More ideas the better... I wonder if the dev's have seen this goodness yet...
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News and Announcements
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Broadcast Depth
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Image Retrieval - November 8, 2006
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Re:Image Retrieval - November 8, 2006
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LiquidZ
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0
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11/09/2006 09:15
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Darn I was hoping it would be implemented with those crazy guards to kill people... But I approve of this... much more "civilized"
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Community
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General Discussion
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Tetragramma... woah! Where'd it go?!
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Re:Tetragramma... woah! Where'd it go?!
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LiquidZ
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0
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11/08/2006 13:22
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Walrus wrote:
Fight the system? Last I checked, I was part of the system. NOOOOOOoooOOooOOooOOoo! They have corrupted the Walrus... someone get the debugger, virus scanner, and the duct tape... yes duct tape fixes everything... I always love reading things like that, take for example this "No Smoking" what does that mean, No Smoking when, where, how? and Smoking of what? Just another case of ambiguity (sp?)
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Community
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General Discussion
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Tetragramma... woah! Where'd it go?!
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Re:Tetragramma... woah! Where'd it go?!
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LiquidZ
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0
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11/08/2006 11:51
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Walrus wrote:
Okay, folks. Let's relax a minute, here. The faction name does technically violate the naming policy, which can be found here: http://help.station.sony.com/cgi...faqid=16279 So, when the name was brought to CS attention, they were going by the book. However, as we all know, the movies were filled with religious references and that many players, crews, and factions went along that line when choosing names. We're not going to change the names of long-standing groups based on this policy. This is just a case where going by the book isn't the best policy. I'm working with CS on this issue now. Sorry I just found some humor in this... look around at Mara C... how many factions have "Neo" or "Morpheus" in them? Now look at this... From the policy: The following types of names are inappropriate: 7. Proper names from The Matrix Online™, including the first or last name of any significant NPC in The Matrix Online (e.g. Matrix, Neo, Morpheus, The Oracle, Trinity, Agent Smith, Tank, Cypher) *insert ROFL Copter Here* But yeah Tetra should get their name back... fight The System Walrus... get it.. The System... CSR... HAHA!
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Development Discussion
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Development Roundtable
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New Mission Types
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New Mission Types
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LiquidZ
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0
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11/08/2006 10:50
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Here is something that should be fairly easy to implement, and creates a little bit of extra content for all levels of players. New Mission Types! Missions can be (or at least I think) copied over to other orgs and adjusted with org specific dialog. We all have done the assassination, infiltration, rescue, etc... How about adding a couple new ones to the mix? Now missions shouldn't all be go here, kill that, save the hostage, and so on... How about puzzles? Sure we get them with live events, but how about some day to day puzzles? Mish Type: Puzzle Concept: The puzzles obviously have to be pretty primitive to work in the mission system, so most likely it would be like come of the criticals where you need to talk to people, choose a specific npc to kill based on early chat in the mission, activate a certain computer, talk/trade something to a specific person, etc. A wrong choice kills the mission. Length: Pretty long XP: Should be high since the probability for failure is higher, and requires more thought. Info: Should be low to medium How about another eh? Everyone loves to take on massive amounts of NPC's it seems now... and missions tend to only have a few in them... Mish Type: Party Crasher Concept: NPC spawns are scripted into the mission, and designed to spawn in waves. If possible either the number of NPCs or the number of waves should be balanced based on the size of the mission team. You are instructed to break up an important meeting with org X, you show up and take out some of them, and the boss calls in backup. Length: Short/One or two Phase XP: Same as assassination Info: Medium payout Should be fairly simple to implement... not sure how long it takes to create new criticals, but I would estimate it would be about the same amount of time for these. Any comments, suggestions...
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Recursion
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Crew and Faction Recruiting - Recursion
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The Daemon Contingency - Sign up Today!
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Re:The Daemon Contingency - Sign up Today!
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LiquidZ
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0
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11/06/2006 13:15
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