The Crew
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Latest topics
» Hello World.
Multi faction suggestions EmptySun Apr 02, 2023 6:06 pm by DIABLO258

» God damn, 10 whole years.
Multi faction suggestions EmptySun Apr 02, 2023 6:02 pm by DIABLO258

» Citizen, Apply.
Multi faction suggestions EmptyFri Nov 19, 2021 1:52 am by DIABLO258

» These LONG years.
Multi faction suggestions EmptyFri Nov 19, 2021 12:44 am by DIABLO258

» You know what?
Multi faction suggestions EmptyTue Oct 20, 2020 3:39 am by Cergis

» I won't leave you
Multi faction suggestions EmptyThu Apr 30, 2020 5:03 pm by Lt.FallenAngel

» reminiscing of old times
Multi faction suggestions EmptyWed Mar 11, 2020 12:22 am by Gremnkai

» I wonder if
Multi faction suggestions EmptyMon Apr 04, 2016 9:58 pm by Gremnkai

» Good Memories.
Multi faction suggestions EmptySun Apr 03, 2016 2:04 pm by General Bravo

» can't actually reply to anything
Multi faction suggestions EmptySun Aug 30, 2015 6:46 pm by Moose_hater


Multi faction suggestions

+7
Ashes
[Redacted]
Noobstrike
General Bravo
Precinct Helghast
Slashraider
Jaquecz
11 posters

Page 1 of 3 1, 2, 3  Next

Go down

Multi faction suggestions Empty Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 3:47 pm

On the overwatch units.
STIM: 
STIM is a standard drug that is part of the augmentation process used by Overwatch forces that is normally injected into their bloodstreams via suit systems whenever they are in combat to boost up adrenaline and boost their effectiveness in combat. It does this by significantly increasing reaction time, and sharpening the senses, the unit's depth of field will be increased significantly, able to see things perfectly, be able to tell apart well hidden and camouflaged persons/vehicles/objects etc.. They will have the ability to hear most sounds that normal people would not be able to notice. Strength will be temporarily increased so that they can actually do things like punch holes in walls or lift a car, (By lifting cars i mean you can LIFT cars, you can't THROW cars.)
 It has a purple appearance, it looks like its incredibly viscous but it can run like blood or water. 
The STIM Injector is located in the back of the helmet, if it is damaged by ballistics it may break and it will no longer be able to inject the drug. 

Side Effects of the drug: IF a unit is to go without STIM for a significant amount of time, then they will suffer side effects that include.
-Lowered operational efficency in combat
*Accuracy and vision is hindered 
*Awareness of what is going on around them is significantly lessened
*Clumsy at times
*Easily distracted
*Co-ordination in squads is far from ideal

-Psychological confusion [extreme cases]

*When faced with certain situations the unit will simply stand in place, not sure wtf they should be doing
*May end up interpreting suggestions by low rank units as orders given by high rankings and may end up carrying it out by mistake
*Unit will totally and completely ignore orders and continue to carry out a task that it has most recently been given even long after it may have already been given
*Misinterpreting orders, for example if told to amputate a citizen it may take it as "Murder all citizens" and begin to mow down everything wearing blue. 

To simulate the side effects of not having STIM for a while in combat, OWS units end up having their roll bonuses lowered to either +15 or +20, or even as low as +10. It depends on how long the unit has been without STIM. 
Since IC hours is minutes in IRL, after 3 or so minutes with a damaged stim injector you must roll for side effects, if you roll below 10 then you suffer all side effects listed above along with having the bonus reduced to +10
roll below 25 then you suffer the first listed psychological side effect along with all the operation efficency side effects, +20 roll bonus
roll below 40 and you only suffer clumsiness and shitty accuracy. +20 roll bonus 
roll below 50 and you simply just suffer the +20 roll bonus
roll above 50 and you can self select any of the side effects, your roll bonus is unaffected.
somehow roll 90 and your fine. 

Rogue units or Rebels can sabotage the local supply of STIM to temporarily stop deployment of OTA troopers. For fear from the UU of having a big group of dysfunctional and embarassing units.

I'm hoping that we can spice up rp with this so that we can give citizens something to chat about, like how hilarious it was to see that one OTA just followed a malignant that shot a cca, not even shooting at the person, simply following it and staring INTO HIS/HER SOUL

CITIZENS:
Assignment to blocks:
Citizens no longer have permission to have their own rooms, they will be forced into a random room with randomly selected citizens, if they are found in a room that is not assigned to them they will be beaten and it will be treated as tresspass.
If a citizen goes malignant, then the citizens that share the same apartment with said citizen will be taken in for questioning, beaten and and interrogated. and possibly forced into "extracurricular activities"
If a citizen turns out to be part of the resistance or any other anti-UU groups then the rest of the occupants will be taken in for questioning beaten and possibly even amputated. 
If a citizen in a room turns out to possess contraband, depending on the contraband level the rest of the occupants will either be left alone, beaten and searched, or be forced into some "extracurricular activities"

Search and headcount intervals:
Every IC morning and IC evening there will be a mandatory search and headcount, all citizens are forced into the "Abandoned storage room" In D1 where they will be counted and searched, if any citizens who are already not listed as malignant or anti-citizen are missing then it will be a miscount and a city wide search, if they are not found then the sewers might be sweeped, the citizens that share the same room as this person shall be taken in for interrogation, and possibly beaten.



CCA:
-Any unit of the ranking 02+ can go rogue if its forced, purely forced and doesn't have any other options. By that I mean that all other actions would result in the unit in question becoming deceased. 
Also It doesn't mean auto lol-join the rebels. It means you do whatever you can to ensure your own survival, of course allying with the rebels becomes an option if you end up gaining the trust of a few of its members by accident. NOT PURPOSELY, remember, your still a CCA and becoming friendly with the rebels isn't exactly going to be #1 on your to-do list. 
Brainwashing will still be in your system, it's effects don't decay In just 2 hours, probably over the course of a few IC years. If you have a calculator you'll see it won't be super dooper long, as IC hours = OOC minutes, OOC'ly you'll need to wait for a few months before your brainwashed unit begins to be able to think un-biasedly. 

-CCA can frame citizens or even take one situation and mold it into something entirely different to get noticed and possibly promoted.
For example:
|||A citizen runs up to a unit holding a note that says some random shit about how theres rebels in the city, but its obviously fake, the horrible writing being a tell-tale sign. 
Being the good CCA you are, you decide to turn it into a bigger deal by burning the note, framing the citizen and saying that he was seen being asked by a resistance member to burn the note and you caught him in the act, therefore getting the citizen amputated and the rest of the CCA thinking "Damn, that CCA found something that serious fucking buisness, he probably going to get [insert number that the enlisted becomes promoted to]|||

-CCA are actually alot more harsh towards citizens. including beating them for no reason, making a big deal out of a citizen tapping him/her on the shoulder and saying that it was assault, beating them and detaining them.
Generally pissing citizens off on purpose and potentially getting the citizens detained. 
[Really i'm just trying to say that the CCA aren't being mean enough]


If you guys don't like some of it can you point out what you believe should be changed.

+ and - Support once the original post is all finished n shiny plox.


Last edited by Meleepayne on Wed Jun 26, 2013 3:20 pm; edited 6 times in total
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Slashraider Tue Jun 25, 2013 3:50 pm

OTA must do drugs and if they don't do drugs they go rouge.

>how do i greentext?
Slashraider
Slashraider
Admin

Posts : 546
Join date : 2013-03-21
Age : 26
Location : Virginia

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 3:53 pm

Slashraider wrote:OTA must do drugs and if they don't do drugs they go rouge.

>how do i greentext?
Did you read all of it? 
ALL OF EET?
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Slashraider Tue Jun 25, 2013 4:00 pm

Yes.
Slashraider
Slashraider
Admin

Posts : 546
Join date : 2013-03-21
Age : 26
Location : Virginia

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Precinct Helghast Tue Jun 25, 2013 4:07 pm

tl:dr:moi What I saw bout the drugs. No. OWS cannot go rouge under any circumstances. I just don't want to go into it, I hate posting in arg. threads.
Precinct Helghast
Precinct Helghast
Obsidian Donator

Posts : 271
Join date : 2012-09-29
Location : Canada

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 4:10 pm

Go into explaining how it would be bad and then say what should be changed?
Instead of just No.
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Slashraider Tue Jun 25, 2013 4:14 pm

It is just giving people a reason to become rouge..

EDIT: a word
Slashraider
Slashraider
Admin

Posts : 546
Join date : 2013-03-21
Age : 26
Location : Virginia

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Precinct Helghast Tue Jun 25, 2013 4:25 pm

STIM is practically an other work for enhancement OWS have augmentations, remember the UU doesn't care they're here to take our resources and leave then develop a way to clone units then just leave. The CCA and OWS with them conquering more worlds.
I AGREE with the forcible rouge for CCA not OWS. OWS are basically drones. They cannot break the brainwashing it wouldn't make sense. The CCA part I would think is acceptable. In certain situations like the thing when I almost killed SeC if she died i'd run. Instead of dieing she lived and she got more powerful so yeah, Melee please tone your grammar up seriously, it's in the rules you have to have grammar that's as close as the word as you can meaning no taht, dat, shiz, raep, dix unless in an off topic thread.
Precinct Helghast
Precinct Helghast
Obsidian Donator

Posts : 271
Join date : 2012-09-29
Location : Canada

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 4:31 pm

Slashraider wrote:It is just giving a people to become rouge..
So?
Going rogue doesn't mean that you automatically become a rebel clad in elite armor with the ability to murder all the low ranking enlisted effortlessly
And it doesn't mean that everyones a "rouge" It's to let all characters actually be developed, all of them having their own story to tell, it's more than just going "Rouge" 
[its rogue by the way not rouge]
Other Rogues or maybe even rebels clad in stolen armor might be able to temporarily put the OWS stationed in the city out of commission, letting them pull off operations with the response from UU forces being weakened by the fact that deploying overwatch forces could easily result in the units themselves becoming defective and invalid, wasting already spent resources. [AKA REBELS GET SOMETHING TO SABOTAGE]
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 4:36 pm

Precinct Helghast wrote:
OWS are basically drones. They cannot break the brainwashing it wouldn't make sense. 
OWS are still humans, they may be brainwashed to the point where they are basically servants under the combine but they are still humans and the brainwashing itself would only be partly unbreakable, as in things like referring to themselves as unit, and the incapability to feel certain emotions, like love, or whatever. They are still intelligent, they can still think, they can make their own decisions still, to a certain mostly fixed extent. 
If they were to lose their STIM the the psychological shock that the possible end of their life is within hours would be enough to crack the stone hard brainwashing, they are still human, death is something to fear and will always be something to fear.
Being OWS they would likely take decades for their brainwashing to be scraped away to the point to where artifically drilled in instincts like raising your weapon at armed persons not in uniform or referring to themselves as "This Unit" Would no longer be something that they don't think about first.


Last edited by Meleepayne on Tue Jun 25, 2013 4:39 pm; edited 1 time in total
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  General Bravo Tue Jun 25, 2013 4:37 pm

At best they're cyborgs. Part of them is human, but part of them is Universal Union technology. They are human enough to not be entirely mechanical and therefore predicatable, but machine enough to be controlled. Completely.
General Bravo
General Bravo
Super Admin

Posts : 806
Join date : 2012-08-22
Age : 33
Location : Orbiting Earth on his Super Star Destroyer

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 4:42 pm

General Bravo wrote:At best they're cyborgs. Part of them is human, but part of them is Universal Union technology. They are human enough to not be entirely mechanical and therefore predicatable, but machine enough to be controlled. Completely.
If that were to be true then every OWS's brain would have shit up in the brain, the brain is very delicate and surgery on it can result in the loss or hampering of one or more senses, an army of disabled soldiers isn't exactly effective.
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  General Bravo Tue Jun 25, 2013 4:44 pm

The Universal Union probably wouldn't be as prone to fuck ups in that area as a human scientist would be. And if a mistake was made, then the subject would just be disposed of.
General Bravo
General Bravo
Super Admin

Posts : 806
Join date : 2012-08-22
Age : 33
Location : Orbiting Earth on his Super Star Destroyer

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 4:53 pm

General Bravo wrote:The Universal Union probably wouldn't be as prone to fuck ups in that area as a human scientist would be. And if a mistake was made, then the subject would just be disposed of.
Depends on how they are produced, machines? or by hand? It takes careful hands for the procedure., and if your using machines to mass produce then there would probably be a large amount of fuck ups, maybe the restraints or whatever are loose, the machine gets jammed or bugged. Plenty of variables.
No two brains are the same, and with the suppression field breeding ain't an option.
And they do have emotion too, they say things during battle and when you throw nades at the snipers they go "SHIT!" right before they get killed.
They still feel panic, anger, and maybe even confusion. 
Also machines do break.
If they were able to be completely controlled the combine could then override the senses that reduce combat efficency, you can't think straight when your angry.
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Slashraider Tue Jun 25, 2013 5:08 pm

Eh, well I -support this. It just seems it will make more lolrouge characters.
Slashraider
Slashraider
Admin

Posts : 546
Join date : 2013-03-21
Age : 26
Location : Virginia

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  [Redacted] Tue Jun 25, 2013 5:13 pm

What I am seeing here, makes absolutely no sense what so ever. What you are saying is the brainwashing and training program means nothing to the OTA unit. How does losing a drug that pumps adrenaline into your body make you go "Hey, I don't think i should be an OWS anymore, Welp, Lets go rogue now!" No. It makes no sense under any of the HL2 cannon otherwise you would see a million OWS running around making weird ass rogue cults that mean really nothing.

I really think the whole STIM thing makes sense and what not, but it should under no circumstance induce the unit to go rogue. They are not human, more so robots in a humans body Bent under the will of the UU, they have parts of their suit welded into them and wired internally into their brains. (The immense holes drilled into them)

-Support
[Redacted]
[Redacted]
Super Admin

Posts : 604
Join date : 2013-01-06
Age : 35

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Noobstrike Tue Jun 25, 2013 5:22 pm

I have to -support this.

It is possible for CCA to go rogue because they've been kept mostly human, because their task requires constant thinking and emotional reactions in order to handle all the weird crimes and attacks citizens pull in the city. The OTA can't react to spontanious situations that well. Everything they're meant to do is jammed into their head in code forms like a robot. The combine can't predict everything, therfore any sort of crime or action thats not mapped out in the OTA's mind just leave the OTA with a "Well now what" sort of state. The OTA have all their tasks mapped out for them, in pre-planned codes, reactions, sentences, words, etc. They only do what their designed to do. The combine are masters at changing different species and bending them to their will (Example- striders/dropships/gunship aliens. Those are giant instinctive probably carnivorous monsters, yet the combine tamed them, and were able to give them fucking canons of dark energy. I think they can control humans.) The OTA are literrally just humans turned into powerful drones. The combine built technology to override their human instict and emotion, as they did to the other races they enslaved. It just wouldn't possible for an OTA to go "Rogue". And no, they don't take stimulus drugs.

Is it possible for an OTA's brain to be damaged that it defects and scrambles it's codes and reactions?
Yes.
But very unlikely.
Something would have to happen, powerful enough to destroy the tech, yet gentle enough not to kill the OTA's brain completely. It would have to erode all the technology, and unattch it from the soldiers nerves n shet. Very unlikely.
If anything you have a non-thinking unit who has no idea what it's doing.
Example, it sees a citizen with a gun, it's normal reaction is to kill it, but if its brain was damaged, it might start circling the citizen thinking it has to guard it.

Rogue OTA can't happen.
Noobstrike
Noobstrike
Super Admin

Posts : 624
Join date : 2012-08-20
Age : 26
Location : In a size 8976394379209 shoebox.

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 5:38 pm

Okie dokie I'll Change up the idea 
I'll replace to rogue OTA thing with something else.
Keeping da STIM thing though.
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Slashraider Tue Jun 25, 2013 5:40 pm

It still wouldn't make any sense? Why would the CCA give them something that if they don't take it, it makes them rouge?
Slashraider
Slashraider
Admin

Posts : 546
Join date : 2013-03-21
Age : 26
Location : Virginia

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 5:47 pm

Slashraider wrote:It still wouldn't make any sense? Why would the CCA give them something that if they don't take it, it makes them rouge?
I just said I'm removing the part where they end up going rogue. 
And i just did actually. 
I replaced it with multiple temporary ailments.
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  [Redacted] Tue Jun 25, 2013 5:48 pm

Meleepayne wrote:Okie dokie I'll Change up the idea 
I'll replace to rogue OTA thing with something else.
Keeping da STIM thing though.
If you change it to something other than OTA it would have to be CCA, making no since at all, the only thing that this STIM thing might be good for is an IC test and if you want to make to so bad than join up with HELIX and put a lot of IC development into it or something, it just won't work man.
[Redacted]
[Redacted]
Super Admin

Posts : 604
Join date : 2013-01-06
Age : 35

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 5:54 pm

HollerHavoc wrote:
Meleepayne wrote:Okie dokie I'll Change up the idea 
I'll replace to rogue OTA thing with something else.
Keeping da STIM thing though.
If you change it to something other than OTA it would have to be CCA, making no since at all, the only thing that this STIM thing might be good for is an IC test and if you want to make to so bad than join up with HELIX and put a lot of IC development into it or something, it just won't work man.
I don't think a HELIX CCA can go and make a drug that will be applied to the OTA's main battle force. Metrocops with permissions like that?

Also STIM is meant for OTA, not CCA, its meant to make OTA have all incredible reaction times shit. Since CCA can go rogue a CCA with stim Is going to be, a big problem if it goes rogue.
 


Also
::UPDATED::
I'll be putting in the stuff about citizens sometime later today.
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  [Redacted] Tue Jun 25, 2013 6:02 pm

Meleepayne wrote:
HollerHavoc wrote:
Meleepayne wrote:Okie dokie I'll Change up the idea 
I'll replace to rogue OTA thing with something else.
Keeping da STIM thing though.
If you change it to something other than OTA it would have to be CCA, making no since at all, the only thing that this STIM thing might be good for is an IC test and if you want to make to so bad than join up with HELIX and put a lot of IC development into it or something, it just won't work man.
I don't think a HELIX CCA can go and make a drug that will be applied to the OTA's main battle force. Metrocops with permissions like that?

Also STIM is meant for OTA, not CCA, its meant to make OTA have all incredible reaction times shit. Since CCA can go rogue a CCA with stim Is going to be, a big problem if it goes rogue.
 


Also
::UPDATED::
I'll be putting in the stuff about citizens sometime later today.
"Okie dokie I'll Change up the idea 
I'll replace to rogue OTA thing with something else.
Keeping da STIM thing though"


Is what you said, And I'm pretty sure that if something was going to make the CCA go rogue they would have shut it down/not use it at all.
[Redacted]
[Redacted]
Super Admin

Posts : 604
Join date : 2013-01-06
Age : 35

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Jaquecz Tue Jun 25, 2013 6:12 pm

HollerHavoc wrote:
Meleepayne wrote:
HollerHavoc wrote:
Meleepayne wrote:Okie dokie I'll Change up the idea 
I'll replace to rogue OTA thing with something else.
Keeping da STIM thing though.
If you change it to something other than OTA it would have to be CCA, making no since at all, the only thing that this STIM thing might be good for is an IC test and if you want to make to so bad than join up with HELIX and put a lot of IC development into it or something, it just won't work man.
I don't think a HELIX CCA can go and make a drug that will be applied to the OTA's main battle force. Metrocops with permissions like that?

Also STIM is meant for OTA, not CCA, its meant to make OTA have all incredible reaction times shit. Since CCA can go rogue a CCA with stim Is going to be, a big problem if it goes rogue.
 


Also
::UPDATED::
I'll be putting in the stuff about citizens sometime later today.
"Okie dokie I'll Change up the idea 
I'll replace to rogue OTA thing with something else.
Keeping da STIM thing though"


Is what you said, And I'm pretty sure that if something was going to make the CCA go rogue they would have shut it down/not use it at all.
There was a typo up in there, and once again the CCA was NEVER going to be using the STIM, just the OTA and only the OTA would be using it, as it is part of the standard augmentations they go through.
Jaquecz
Jaquecz

Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  [Redacted] Tue Jun 25, 2013 6:17 pm

Meleepayne wrote:
HollerHavoc wrote:
Meleepayne wrote:
HollerHavoc wrote:
Meleepayne wrote:Okie dokie I'll Change up the idea 
I'll replace to rogue OTA thing with something else.
Keeping da STIM thing though.
If you change it to something other than OTA it would have to be CCA, making no since at all, the only thing that this STIM thing might be good for is an IC test and if you want to make to so bad than join up with HELIX and put a lot of IC development into it or something, it just won't work man.
I don't think a HELIX CCA can go and make a drug that will be applied to the OTA's main battle force. Metrocops with permissions like that?

Also STIM is meant for OTA, not CCA, its meant to make OTA have all incredible reaction times shit. Since CCA can go rogue a CCA with stim Is going to be, a big problem if it goes rogue.
 


Also
::UPDATED::
I'll be putting in the stuff about citizens sometime later today.
"Okie dokie I'll Change up the idea 
I'll replace to rogue OTA thing with something else.
Keeping da STIM thing though"


Is what you said, And I'm pretty sure that if something was going to make the CCA go rogue they would have shut it down/not use it at all.
There was a typo up in there, and once again the CCA was NEVER going to be using the STIM, just the OTA and only the OTA would be using it, as it is part of the standard augmentations they go through.
Well the OTA especially would not be something good to be running around rogue. The CCA would be on top of this as well as the UU. Therefore it makes no sense,
[Redacted]
[Redacted]
Super Admin

Posts : 604
Join date : 2013-01-06
Age : 35

Back to top Go down

Multi faction suggestions Empty Re: Multi faction suggestions

Post  Sponsored content


Sponsored content


Back to top Go down

Page 1 of 3 1, 2, 3  Next

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum