The Rebel Alliance To Restore Pass The Save
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Go forth my pretties, and nuke eachother from orbit! http://www.mediafire.com/download/olhsf ... ecraft.zip
cats wrote:I literally cannot be wrong about this fictional universe
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Re: The Rebel Alliance To Restore Pass The Save
I am taking the save nao, to add glorious NR base in a place.
Vinyl, I need your flag. Where is it?
Also, BD armory updated to 0.41, so we're using that ver
Vinyl, I need your flag. Where is it?
Also, BD armory updated to 0.41, so we're using that ver
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Re: The Rebel Alliance To Restore Pass The Save
@flag "The Hexalani Coalition uses the default striped orange flag."
cats wrote:I literally cannot be wrong about this fictional universe
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Re: The Rebel Alliance To Restore Pass The Save
Wait what order are we going in?
Throw the commies in the drink so my country can be free!
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Re: The Rebel Alliance To Restore Pass The Save
Alphabetical. ACH, Fenway, Kobialka, Vinyl.
cats wrote:I literally cannot be wrong about this fictional universe
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Re: The Rebel Alliance To Restore Pass The Save
Once i'm done I'll pass it to Kobialka.
Re: The Rebel Alliance To Restore Pass The Save
You guys should start recording this and put it up on a series on futuretube.
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Re: The Rebel Alliance To Restore Pass The Save
Not a bad idea. Although, you becoming Rebel Scum like us is not a bad idea either, too.Tell wrote:You guys should start recording this and put it up on a series on futuretube.
cats wrote:I literally cannot be wrong about this fictional universe
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Re: The Rebel Alliance To Restore Pass The Save
hmm. Need a good video recorder though.
I should have save up for passing up by tomorrow.
I should have save up for passing up by tomorrow.
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Re: The Rebel Alliance To Restore Pass The Save
I can record.
Throw the commies in the drink so my country can be free!
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Re: The Rebel Alliance To Restore Pass The Save
NeoRome has landed a permanent base on Minmus on what is hereby called the 'Calvia Plateau'. This base currently consists of 4 Kerbals, granting N.R an area of 75 KM around the base site.
Save passed
Also, I did some tests. The machine guns can slaughter an entire ship with enough ammo. Doesn't matter if it's 50 cal, Vulcan, Gau. Under current rules, I could just take a tiny fighter with a ton of ammo and a tiny gun and whittle down the biggest capital ship, no matter how well armored it is. . This will not do.
There has to be munition firing limits to the machine guns. I propose that, for a turn, combined firing time for machine guns may NOT exceed 5 seconds IRL time. For lasers, this is 10 seconds (because of their method of attack; heat damage over time). This encourages skill rather than machine gun spam. Either this, or you can only use a certain amount of ammunition at a time for weapons (100 rounds for machine guns, still 10 seconds for laser).
Another suggestion; you can't use other player's ships or subassemblies (this is marked by their nation initials, N.R for NeoRome).
And another; you CANNOT use the Lack Luster Labs hull parts for storing kerbals. It is not allowed.
Also Kobialka, you need to stake your nation's territory on Kerbin.
Save passed
Also, I did some tests. The machine guns can slaughter an entire ship with enough ammo. Doesn't matter if it's 50 cal, Vulcan, Gau. Under current rules, I could just take a tiny fighter with a ton of ammo and a tiny gun and whittle down the biggest capital ship, no matter how well armored it is. . This will not do.
There has to be munition firing limits to the machine guns. I propose that, for a turn, combined firing time for machine guns may NOT exceed 5 seconds IRL time. For lasers, this is 10 seconds (because of their method of attack; heat damage over time). This encourages skill rather than machine gun spam. Either this, or you can only use a certain amount of ammunition at a time for weapons (100 rounds for machine guns, still 10 seconds for laser).
Another suggestion; you can't use other player's ships or subassemblies (this is marked by their nation initials, N.R for NeoRome).
And another; you CANNOT use the Lack Luster Labs hull parts for storing kerbals. It is not allowed.
Also Kobialka, you need to stake your nation's territory on Kerbin.
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Re: The Rebel Alliance To Restore Pass The Save
You have my full suppurt.Professor Fenway wrote:I propose that, for a turn, combined firing time for machine guns may NOT exceed 5 seconds IRL time. For lasers, this is 10 seconds (because of their method of attack; heat damage over time). This encourages skill rather than machine gun spam. Either this, or you can only use a certain amount of ammunition at a time for weapons (100 rounds for machine guns, still 10 seconds for laser).
Another suggestion; you can't use other player's ships or subassemblies (this is marked by their nation initials, N.R for NeoRome).
And another; you CANNOT use the Lack Luster Labs hull parts for storing kerbals. It is not allowed.
cats wrote:I literally cannot be wrong about this fictional universe
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Re: The Rebel Alliance To Restore Pass The Save
Throw the commies in the drink so my country can be free!
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Re: The Rebel Alliance To Restore Pass The Save
gonna have to skip me.
Throw the commies in the drink so my country can be free!
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Re: The Rebel Alliance To Restore Pass The Save
jawohlCommanderKobialka wrote:gonna have to skip me.
cats wrote:I literally cannot be wrong about this fictional universe