Quoting Frank from 01:11, 6th Mar 2007
I leave this message for you as I have I've already passed beyond your realm.
This very morning. Proabably...oh...0037ish?
Mr Bullet_Magnet was quite transparent, but the only way to go is through the fire. And walking through fire get's folks burned.
And it got me.
A pleasure doing business with you all. But, I have become more powerful than you can ever imagine!
And some parting words, if you simply replace station with guild, and the happy sentiment with death and killing:
I believe that when we leave a place, part of it goes with us and part of us remains. Go anywhere in the station, when it is quiet, and just listen. After a while, you will hear the echoes of all our conversations, every thought and word we've exchanged. Long after we are gone .. our voices will linger in these walls for as long as this place remains. But I will admit .. that the part of me that is going .. will very much miss the part of you that is staying.
-G'Kar
That's all folks!
Quoting Frank from 02:11, 6th Mar 2007
Come join me in the afterlife though...it's fun...and peaceful
Quoting Craicman from 13:48, 6th Mar 2007
ok so it turns out that the only person playing who could actually shoot straight is now dead ¬_¬
Quoting Fedoraccoon from 12:05, 7th Mar 2007
You make an absolutely right point. The unfortunate fact is that we probably wouldn't have been there to say "Wait! Don't get in the car!" So if you didn't find the mine, everyone in the car, including the innocents, would have died. Which brings us neatly to the point about how to punish the hit squad.
I've done some thinking and have come up with the answer. As we know, hit squad people can't really be wanted the same way assassins can be. Even if there was a hit-squad wanted list (there is no incompetence list as squaddies don't have to keep up a steady stream of kills within a time limit of each other), it would probably be low priority for the other squaddies, there is a conflict of interest. Also, kicking them out of the game seems to be a bit extreme. So how about this, assassins can be "suspended."
Should a squaddie do something that would make an assassin wanted, they get brought before a virtual disciplinary board (more a plot device than anything else) and have their squaddie activities suspended for a week. During this week, living assassins can make attempts on the squaddie! Furthermore, killing the suspended squaddie during the disciplinary period counts towards an assassin's kill count (both for general scoring purposes and for getting oneself off incompetence and wanted lists). If they are killed, the timer for the disciplinary period starts over.
If squaddies were "suspended" in this way, the incentives would be perfectly structured for everyone. Assassins would go after them to get kills, and if they fail to survive for a whole week their timer starts over. This forces the assassin to hide away completely for the whole week. Potentially, they might be killed often enough such that they never get to re-join play. This gives squaddies a powerful incentive to take care when making attempts.
However, any assassins killed along with the innocents are still dead. It may be an illegal kill, but not an invalid one.
[hr]
This world...is made of... LOVE AND PEACE!..LOVE AND PEACE!..LOVE AND PEACE!!
Quoting Fedoraccoon from 12:05, 7th Mar 2007
You make an absolutely right point. The unfortunate fact is that we probably wouldn't have been there to say "Wait! Don't get in the car!" So if you didn't find the mine, everyone in the car, including the innocents, would have died. Which brings us neatly to the point about how to punish the hit squad.
I've done some thinking and have come up with the answer. As we know, hit squad people can't really be wanted the same way assassins can be. Even if there was a hit-squad wanted list (there is no incompetence list as squaddies don't have to keep up a steady stream of kills within a time limit of each other), it would probably be low priority for the other squaddies, there is a conflict of interest. Also, kicking them out of the game seems to be a bit extreme. So how about this, assassins can be "suspended."
Should a squaddie do something that would make an assassin wanted, they get brought before a virtual disciplinary board (more a plot device than anything else) and have their squaddie activities suspended for a week. During this week, living assassins can make attempts on the squaddie! Furthermore, killing the suspended squaddie during the disciplinary period counts towards an assassin's kill count (both for general scoring purposes and for getting oneself off incompetence and wanted lists). If they are killed, the timer for the disciplinary period starts over.
If squaddies were "suspended" in this way, the incentives would be perfectly structured for everyone. Assassins would go after them to get kills, and if they fail to survive for a whole week their timer starts over. This forces the assassin to hide away completely for the whole week. Potentially, they might be killed often enough such that they never get to re-join play. This gives squaddies a powerful incentive to take care when making attempts.
However, any assassins killed along with the innocents are still dead. It may be an illegal kill, but not an invalid one.
[hr]
This world...is made of... LOVE AND PEACE!..LOVE AND PEACE!..LOVE AND PEACE!!
Quoting JAK from 12:44, 7th Mar 2007
The rules state the hit squad get resurrected at the umpire's discretion. So wouldn't it just be easier that if Hit Squad do something which kill innocents they won't be allowed to be resurrected again?
I mean, I suppose you could make a similiar case about Frank's death - starting a fire fight amongst the midst of a group of innocents isn't the best of plans.
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I got my BBC
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