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force more heads for rev rounds
#10
(08-05-2020, 08:38 AM)Frank_Stein Wrote:
(08-04-2020, 06:03 PM)Drago156 Wrote: the balance of this whole thing.
What balance?

When has Rev ever been balanced?

Rev is certainly more balanced now than ever, any imbalances people complain about may be less an overall balance thing and more so a lack or overabundance of robust skill on one side or the other. In my experiences, I have seen both sides win an equal amount of times and seen a few close calls. Loyalty implants for the heads of staff are fun fact: NOT ACTUALLY NECESSARY. They're just incredibly helpful. That said, Cog 1 security carries a total of 13 implants to begin with, then the HoS, Captain, HoP, and CE all can access Cargo and order more as well as move station funds around as needed.

The overall idea is that the Heads of Staff are meant to be outnumbered at least 3 to 1, because where they lack numbers, they have equipment, experience, and access. Doing something like this would see the Heads of Staff win rate seriously drop, which certainly isn't required. If it really comes down to it as a Head of Staff, then go ahead and beat up the revs breaking down command's door, because they certainly intend to do the same to you.
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Messages In This Thread
force more heads for rev rounds - by Dickles - 08-04-2020, 01:35 AM
RE: force more heads for rev rounds - by KikiMofo - 08-04-2020, 08:36 AM
RE: force more heads for rev rounds - by Drago156 - 08-04-2020, 06:03 PM
RE: force more heads for rev rounds - by Drago156 - 08-05-2020, 10:23 PM

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