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Post by koetsu on Mar 30, 2006 19:55:18 GMT
i saw these mentioned in a few posts, can someone with a little more information than me bring me up to speed on what choices the clan has for abilities, how they are used, and what they generally are? also if we need to pick some, why not use this thread to hold the discussion.
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Post by Pong on Mar 30, 2006 22:51:21 GMT
247freelancer.cjb.net/index.php?showtopic=2...unclear who gets what and how much they cost. The only Special Power being used that I know of is "wormhole", which IMMORTALS like to threaten players with. They do use it often, ideally after shooting wings and expensive guns off the victim, as wormhole "docks" the player at Gammu so the guns are lost forever. I kinda like Rep HaCk. We could make Kusari Police/Navy full red for a character, which means the character has almost nowhere to dock in Kusari, and takes a pommeling throughout Kusari space. On the other hand, enemies of KAF should already be hostile with Kusari Police/Navy, if they're really role-playing.
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Post by punisher on Apr 7, 2006 21:36:13 GMT
The best place to find information regarding clan abilities is int he Faction Action thread of 247 Forum. Somewhere in the confusing mass of clan threads there is one entitled, "Faction Abilities", I think. You can read more about it there. As far as I know, you can only have one power, and that power is based on whether you are lawful or not. The costs are delineated in the list of powers itself, but teleport is 100K each use, sabotage/incarceration/kidnapping is 500K to use I think, and one is based on how much you want the target to lose. The problem with powers isn't the cost- it's having to depend on Morpheus to be active atm you decide to use it- that wormhole trick the Immies use is difficult to pull off if Morpheus is afk. Here's the link: 247freelancer.cjb.net/index.php?showtopic=2
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