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Author Topic: Tank traps  (Read 1647 times)

Supercharazad

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Tank traps
« on: January 18, 2011, 03:49:18 pm »

What do they do?
Also, what does a generator do? Then there's fortifications ect.

My question, what do all of thses do during a raid or otherwise?
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Caesar

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Re: Tank traps
« Reply #1 on: January 18, 2011, 04:02:02 pm »

I know that cameras allow you to see precisely where the enemies are on your map. (Except when sieged by agents.)
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Supercharazad

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Re: Tank traps
« Reply #2 on: January 18, 2011, 04:07:38 pm »

I know that cameras allow you to see precisely where the enemies are on your map. (Except when sieged by agents.)

I know that. I want to know what fortifications, generators and tank traps do.
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Jonathan S. Fox

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Re: Tank traps
« Reply #3 on: January 18, 2011, 04:12:31 pm »

Tank traps prevent tanks from getting close to your safehouse if you get raided by the military. This is useful if you generate large amounts of heat or fight off raids with brute force and don't vacate the place.

Generators prevent your cameras and lights from shutting down if you lose power. This is useful if you're publishing documents from the Intelligence HQ, as their raids will involve cutting power to your building.

Fortifications... I think they enable extended sieges. There might be other benefits, but I don't remember off the top of my head.
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Caesar

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Re: Tank traps
« Reply #4 on: January 18, 2011, 04:17:26 pm »

I've never had an extended siege. They simply attack me anyways, even if I do have the food and all the upgrades.
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Supercharazad

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Re: Tank traps
« Reply #5 on: January 18, 2011, 04:51:23 pm »

Heh, I keep all my guys in one place, give it about 10000 rations, and if a seige comes... They can enjoy being stuck in that bear trap while I have some fun with my 9mm pistols :P

None of my liberals have died, except the expendable attack squads, which are just quickly recruited police officers which kill off everything in sight, and if they survive a few raid on clubs and prisons, they go into my main force.

My building has 5% secrecy, about 16 liberals and has over 300% heat at all times.
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EuchreJack

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Re: Tank traps
« Reply #6 on: January 18, 2011, 07:57:53 pm »

quickly recruited police officers

Wow, you must have some really talented recruiters!

I'd say if you're easily recruiting police officers, you're just about ready to mass recruit sleepers and disband for the win.

Supercharazad

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Re: Tank traps
« Reply #7 on: January 19, 2011, 12:25:41 pm »

quickly recruited police officers

Wow, you must have some really talented recruiters!

I'd say if you're easily recruiting police officers, you're just about ready to mass recruit sleepers and disband for the win.

Yeah, my latest organisational structure is:

Under the leader, I have one person, who has one person, who recruits up to 20 people at a time to construct my massive army. If any die, I replace them, I make sure 1 of hem has First Aid skill.

I make my founder search opinion polls, if I see people like something, I'll just send in a few attack squads to destroy it.
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Kay12

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Re: Tank traps
« Reply #8 on: January 20, 2011, 12:24:02 pm »

I made a suggestion about revamping the siege system a while ago. The main idea was that prolonging the siege was political candy for the Liberals, so it was actually good to defend for a long time - provided one could make it.
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dennislp3

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Re: Tank traps
« Reply #9 on: January 20, 2011, 06:39:12 pm »

nothing like recreating Waco for publicity!
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EuchreJack

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Re: Tank traps
« Reply #10 on: January 21, 2011, 02:01:37 am »

I made a suggestion about revamping the siege system a while ago. The main idea was that prolonging the siege was political candy for the Liberals, so it was actually good to defend for a long time - provided one could make it.

Isn't it like that currently, to some extent?

I recall that it used to be that a siege would trigger a reporter sneaking in, then speaking to the liberals, and if the liberals had sufficient stats, then the reporter would release a positive news story on the LCS.

But hey, I haven't bothered with a siege for a long time.  And it would be nice if it were somewhat automatic.  At least, the Liberal Guardian should mention the siege monthly, for a boost to LCS standing and perhaps to mock the overgrown, ineffective Arch-Conservative Army.

Kay12

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Re: Tank traps
« Reply #11 on: January 21, 2011, 11:24:28 am »

I haven't experienced that, I'm afraid. It sounds nice though. However, that wouldn't outbalance the cost of sieges - RNG smiting.
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Jonathan S. Fox

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Re: Tank traps
« Reply #12 on: January 22, 2011, 12:16:16 am »

I made a suggestion about revamping the siege system a while ago. The main idea was that prolonging the siege was political candy for the Liberals, so it was actually good to defend for a long time - provided one could make it.

Yeah, I would agree with this approach for prolonging sieges. And while we do have the reporter sneaking in event, it's the only possible good thing, and there are several bad things. It was actually on the original notes Tarn Adams had for the game to add more good things in sieges.
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RedWarrior0

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Re: Tank traps
« Reply #13 on: January 23, 2011, 01:26:23 pm »

I made a suggestion about revamping the siege system a while ago. The main idea was that prolonging the siege was political candy for the Liberals, so it was actually good to defend for a long time - provided one could make it.

Yeah, I would agree with this approach for prolonging sieges. And while we do have the reporter sneaking in event, it's the only possible good thing, and there are several bad things. It was actually on the original notes Tarn Adams had for the game to add more good things in sieges.
Hmm... Well, for the homeless shelter, there are obviously going to be homeless people. Some of which may be pregnant. Some of which might have a flag. Some of which may be good, God-fearing Conservatives. The same with other safehouses.
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