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Author Topic: Einsteinian Roulette: OOC and NEW PLAYER INFO  (Read 2523592 times)

Devastator

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21780 on: September 04, 2015, 03:50:49 pm »

Those points were from an OOC perspective, meaning I believe the mission was designed by PW to be an ambush.

Also, I forgot point 5:

5)  We could have been wrecked by the automanip if we hadn't gone to the bottom floor first.

That one I'll give you.  Still, if you didn't get the AoP, and can't confirm it's absence, and don't know how they got the guy to the planet to wipe it out..  I'd expect them to wipe a few more planets out until Steve can figure it out for you.
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AoshimaMichio

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21781 on: September 04, 2015, 03:58:09 pm »

Don't forget the deep team decided to go straight to the bottom. If they had wandered around on different floors, the automanip could have killed more people. Permanently.

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Lenglon

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21782 on: September 04, 2015, 03:59:54 pm »

Devastator, what are you trying to accomplish? You seem to be arguing for the sake of arguing.
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AoshimaMichio

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21783 on: September 04, 2015, 04:02:29 pm »

He's just dissapointed that PW is a big soft snuggly panda who doesn't kill anyone.
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Egan_BW

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21784 on: September 04, 2015, 04:10:38 pm »

He really wants to see some changes here in this game he doesn't play.
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Harry Baldman

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21785 on: September 04, 2015, 04:31:57 pm »

I do see where Devastator's coming from. I too like to see people getting hurt terribly, and honestly the Steve-override should be a bit more lethal than it seems to be (though a sample size of one makes it a bit difficult to tell). It's a very reasonable concern, the gradual decrease of incredible lethality and, as a consequence, a bit of the blacker bits of comedy.

In any case, the M22 people did find out that it was probably an automanipulator behind the whole shebang, with more data incoming from corpses (or quasi-corpses) obtained.

I also wonder why manipulator overloads aren't more unpredictable than giant slowly expanding spheres of death based around what you were trying to do, since that was the entire initial objection supplied by the Armory Master when Stacy brought up their usage in tactical situations.
« Last Edit: September 04, 2015, 04:34:00 pm by Harry Baldman »
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Twinwolf

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21786 on: September 04, 2015, 05:01:24 pm »

I've read my way up to mission 7, and I've decided to join already instead of possibly never catching up.
Then you might want to know we are no longer the HMRC: We are now a revolutionary group called ARM, fighting the UWM.
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Devastator

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21787 on: September 04, 2015, 05:13:55 pm »

Devastator, what are you trying to accomplish? You seem to be arguing for the sake of arguing.

I want a game where you don't know you're going to win the mission upon signing up for it.  I might want to play a game like that.

I also really, really, don't want a button that makes people into perfectly organized (5) machines to let people away scot-free.
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Twinwolf

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21788 on: September 04, 2015, 05:16:41 pm »

I assume Green Storm usually would have bad side effects, but the M22 team just got some really good rolls.
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Devastator

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21789 on: September 04, 2015, 05:23:57 pm »

I assume Green Storm usually would have bad side effects, but the M22 team just got some really good rolls.

That's what people say.  And then it happens again.  And to the next 'extremely dangerous' thing.  I think the only time there ever was something actually dangerous was the haebi mission.
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NJW2000

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21790 on: September 04, 2015, 05:31:30 pm »

If everyone's worried about lack of autonomy in game, and want more individual freedom, why dont't they just...

join a union!
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Dutrius

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21791 on: September 04, 2015, 06:40:19 pm »

IIRC, the only reason Green Storm even triggered at all was because one of the characters had IC knowledge of it.

Correct me if I'm wrong, but if no-one had known about it, it wouldn't have triggered at all.
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Nikitian

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21792 on: September 04, 2015, 07:05:43 pm »

Well, so far all mission commanders/mission control babysitters have had the appropriate knowledge (Steve, Miyamoto, Milno) but there is one new glaring gap in their ranks that probably should be briefed on Green Storm sooner or later...

Also, Steve-override obviously cannot happen when out-of-touch with Steve. Which happens more often than you'd think, that with anomalies and lack of basic QEC-comm hub equipment on slightly distanced missions (I honestly don't know if M23 could employ it, for example - it sounded as a Black-Ops first and foremost thing, back from Milno-hints, but they appear to be out of reliable contact right now).

And finally, I would stress again that we have destroyed an AoP on M22, and those appear to be non-renewable (or very difficult to renew) resource for UWM, that with 'having executed their creator' and whatnot (like, each one choosing a different mask - it bears to reasoning that there must be quite few of them on galactic scale, if that can even be attempted with any significant degree of originality). Even if it could have outrun the automanip, which I honestly doubt - sure it had better speed, but Steve provided the signle most expedient way out, and it still went through many meters of solid rock (I don't think it can tunnel as well as it can kill, unlike us, for example) - the following bombardment should have taken him away. Or, at least, that's my tactical assessment of the situation.

I assume Green Storm usually would have bad side effects, but the M22 team just got some really good rolls.

That's what people say.  And then it happens again.  And to the next 'extremely dangerous' thing.  I think the only time there ever was something actually dangerous was the haebi mission.
And that's a good thing! I'm fine with us breezing through the rest of the game as long as we roll fair and square for that on a reliable enough RNG (both RNGs Piecewise uses - random.org and physical dice, IIRC - are reliable enough, I believe).

Basically, having good rolls in succession is basis for any success at Russian Roulette, which we are all here playing, apparently, one way or another.


On manip overload tactical use: I think steve-overriding must have had something to do with this, because a) [5] roll affinity; b)knowledge of Super Secret Behind Manipulators (which might have possibly been used there, in a more efficient jury-rigging way - inavailable to regular convicts because, again, Super Secret knowledge that mustn't be shared.

Also,if I recall correctly, Stacy talked to the AM on the matter of manip overloads long before the Sudden Reality Shift and us being issued the field manips Mk II. Back then they sometimes would produce the overload effect on top of the user's brain, not manipulator (this bit came up when manips were redesigned during system transition, backed by evidence of Mission STAN conclusion), so she might have been pointing at that danger in a roundabout secret-protecting way.
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SkyMarshal

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21793 on: September 04, 2015, 07:51:17 pm »

This is a bit off topic, but when did laser rifles go from 30 second to 120 second clips?  Were larger/more advanced clips issued to replace the older, lower capacity versions?
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Devastator

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #21794 on: September 04, 2015, 08:00:33 pm »

And finally, I would stress again that we have destroyed an AoP on M22, and those appear to be non-renewable (or very difficult to renew) resource for UWM, that with 'having executed their creator' and whatnot (like, each one choosing a different mask - it bears to reasoning that there must be quite few of them on galactic scale, if that can even be attempted with any significant degree of originality). Even if it could have outrun the automanip, which I honestly doubt - sure it had better speed, but Steve provided the signle most expedient way out, and it still went through many meters of solid rock (I don't think it can tunnel as well as it can kill, unlike us, for example) - the following bombardment should have taken him away. Or, at least, that's my tactical assessment of the situation.

It's good to know that your tactical assessment of the situation is an unmitigated fact.  ;-)

I assume Green Storm usually would have bad side effects, but the M22 team just got some really good rolls.

That's what people say.  And then it happens again.  And to the next 'extremely dangerous' thing.  I think the only time there ever was something actually dangerous was the haebi mission.
And that's a good thing! I'm fine with us breezing through the rest of the game as long as we roll fair and square for that on a reliable enough RNG (both RNGs Piecewise uses - random.org and physical dice, IIRC - are reliable enough, I believe).

Basically, having good rolls in succession is basis for any success at Russian Roulette, which we are all here playing, apparently, one way or another.

True enough.  But here's my thoughts on how it works:

Player rolls a 5.  Success.  Player rolls a 1.  Find an excuse to roll again.  Player rolls a 4.  Success.

Player rolls two ones in succession?  Find an excuse to roll again.  Success.

I don't think it's a fair game when failures are excused away or only allowed to provide inconsequential results, which seems to be the case.  If you only need one success, and get to roll as many dice as you want until that success happens, it will happen.  Bad result?  No problem, roll again.  Good result?  You win.  I'm suggesting that bad results are structurally not allowed to matter, removing the concept of fair and square.

I know most people are fine with breezing through the rest of the game.  But every game is like that.  I'd like something different.  I can expect to never get that, though, because it's an unpopular idea.
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