|-||ReeferMadness||3h||May the bridges I burn light the way.|
|j||Fengshui||10h||http://www.amazon.com/dp/B00M0DV5IQ <- My Book|
|And 13 more hiding and/or disguised|
Before sever system -
She has bioluminescent green eyes. Something something edgy eyeballs.
After sever system -
Leye: Her gaze shimmers an eerie bioluminescent green.
Reye: Her iris glows green with a subtle pulse, pupil dialated as she scans her surrounds.
This can be super awkward to write, but I know its important to honor the sever system. This hasn't been applied universally of course - these things take time to catch up with. It was permitted before to consider identical regions as one region with biomods before, but is this true now with the update?
Please advise :)
If you have a biomod with eyes written like you said, I'd ask to get it reverted to using one location via service request.
This would allow for a more flexible system, allowing for different yet valid payment schemes.
A way for people to flex on the amount of actual meaningful biz they do via said credit score would be cool and could be a way to both ICly and OOCly know where you stand as a mover and shaker.
First they dumped Phil Hernandez. Now they've displaced NeoTrans.
It surprises me that NEO didn't have much to offer players. As the transportation corporation, it seems like there should have been a lot of ways for them to exert leverage over other corps and exploit dependencies around things like logistics.
I really appreciate that the staff takes a holistic view of how an organization fits into the overall game with regards to factors like supporting certain skill sets and being able to foster certain dynamics.
I see this change as another step in the progression and evolution away from sindome as a game that is tilted heavily towards combat characters. Combat will obviously always be king because it is hard to argue with someone or act against them when you're sleeping in a vat.
I can see that the staff have an overarching strategic vision and they aren't just making reactionary changes in a ham fisted attempt to "balance the meta."
I'd like to make sure that vehicles that are making noises like rattling engines and transmissions and the like only do so when they take enough damage that a mechanic will actually be able to do something about it. If there's a chance of random damage, I really don't want mechs to have to turn people away for following what sounds like a roleplay cue, when there's a ceiling on how much they can repair.
It's so rare to happen on rare vehicles I don't really wanna attach the messaging to it, and it's so common on REALLY damaged vehicles, I aso don't want to attach messaging to it. You'll either never get the messaging, or constantly get the messaging, at both ends of the extreme.
I'd really prefer people like.. use systems before they offer feedback. I don't like it when people don't even give my systems a chance before they offer opinions.
I am a bit concerned about probabilities though. Assuming rooms in the tubes count, a single one-way trip from Red to Green can easily cover 80 rooms or more. If you're on a bike with all parts being non-pristine, that's 880 checks for damage. In a car, it's 1,120. A round trip to certain locations can easily trigger around 3,000 checks. Regular commutes have the potential to become very costly. I trust the GMs will take this into account as they set the probability of something taking wear and tear damage.
@Something_Wicked My observation has actually been the opposite - typically parts are in a condition where a mechanic can do something for it before there are noticeable signs that something is wrong.
"Every time a vehicle drives or flies to a new room, it checks the quality of its parts to see if one part will randomly take some damage."
"Check[ing] the quality of its parts" seemed to imply that it would in fact check for each part that was not pristine quality. If that's not how it works, then yes, that is significantly better.
I am still confused though about the exemption of pristine parts from this mechanism. I don't presume to know the reason behind this change, but I would think it would be better to affect any and all parts, pristine or otherwise. IRL, car parts wear down through use, even new ones. Mirroring this in-game would ensure that any vehicle would eventually require maintenance, which would increase opportunity for RP.
If Bob does not repay Jill, Jill gets the right to kill Bob or pay to have them killed. So it happens. Bob dies. But then what? What is the state of the loan?
Is the execution order still there to be used again and again and again? Would this then encourage chain killing Bob?
Is the loan then considered to be defaulted so that Bob no longer owes and Jill can reimburse? Would this encourage a character to just die as it's cheaper than the loan?
Maybe I missed this path and I apologize if I did but I am unsure where this leads (Bob not paying then dying).
Staff can correct me if I'm wrong here!
The reason I don't think this will cause chain killing generally (there are always exceptions) is that if you kill someone over and over you are less likely to get your money back, as dying costs money and reduces time people have to do stuff that might make them money to pay you back.
We shall see how it goes and tweak if needed as sometimes in wrong about how things will play out.