Missions that require travel just became the latest assignments to add to my reject list. While they do offer a generous amount of credits, the travel system is so poor and outdated that it isn't worth the time or energy to pursue if they go wrong.
Interested to know if anyone else has come to the same conclusion? Also what other missions do you routinely reject if they show up?
Interested to know people's thoughts on this. Quite often I'll come across several of my targets already in the hospital. If they've been left on the street then it tends to provide an advantage but hospitalized targets are an utter pain especially if revives are not enabled on them.
I would like the practice of hospitalizing mission targets discouraged. One means of doing this could be through the reward return:
Leave target = full reward (credits and money)
Mug target = perhaps full credits only due to the potential money received from the target's pocket
Hosp target = reduced credits and money
I understand there's a small number of missions that require mugging and hospitalizing specifically (Bountiful, Meeting the Challenge, Family Ties to name a few) so these could be unaffected by the above.
This wouldn't produce a complete ban on unnecessarily hosping inactive players but if for example, you want to be a total ass and make a player based in South Africa inaccessible for over four hours then I think you should be penalized.
I'd like to back this claim up as I've just overdosed after a full rehab. I hear some players putting this down to bad luck but this has also happened to me a couple of times previously coming back from Switzerland.
I'll start with a rant at this one because it is without a doubt the worst contract I've attempted to complete. Unfortunately after several tries, this one did time out on me and not through lack of trying as I had attempted to defeat the player well over a dozen times and I can only put it down to an extremely poor match up.
So the mission was to defeat a certain player in no fewer than 11 turns in a single attack. Now normally I could wipe the floor with this guy but in order to drag out the attack it was near on impossible with the few methods I could think of. Due to his high strength and speed I mostly used one Tyrosine at the start along with multiple pillow hits but after a few turns in I would have lost the fight.
My closet attempt was throwing a tear gas, running away then restarting the fight, again equipped with Tyrosine but this did not pan out either.
My questions to you:
Have you had difficulty in completing this mission?
What advice could you provide in slowing an attack down?
I've often wondered why there isn't some form of finding out if you have any active job points available. Given that there are 6 jobs and 39 companies, who knows how many points you might have built over time and forgotten about.
I'd like to see a page dedicated to the all the job points you might have floating around in each type of job and company you've worked in. A link in the job page similar to the 'Criminal Record' tab in crimes. As the title suggests you could call it 'Resume' or 'Work Experience', a total list of every job/company type and the amount of active job points you might have in each one along with how many days you've spent there.
This wouldn't need to get into the nitty-gritty of names of the companies you've worked in and the directors you've worked for, just solely on the two points I've listed above for quick reference. Keep it as simple as the criminal record.
Additionally this could be used as a means to produce new honours such as work in every company type for 'X' amount of days. Maybe start from 15, 30 then a final one for 45 (including the jobs) which would encourage people to explore the job market in order to achieve these.
Let me know what you think. Prior to this idea I can only think of the 1* Detective Agency special 'References' as a means to find out where you've worked previously which is something I've never used so I'm not aware of how useful this perk can be. I gather this is more of a way to find out information on a target rather than yourself so it doesn't address the tracing of job points.
I remember when Vicodin used to have value to it. Now they're practically giving it away. I think you're right in needing to make a change to the drug packs as I don't think there's much wrong with the drug itself although a little buff wouldn't hurt.
I've often wondered why there isn't some form of finding out if you have any active job points available. Given that there are 6 jobs and 39 companies, who knows how many points you might have built over time and forgotten about.
I'd like to see a page dedicated to the all the job points you might have floating around in each type of job and company you've worked in. A link in the job page similar to the 'Criminal Record' tab in crimes. As the title suggests you could call it 'Resume' or 'Work Experience', a total list of every job/company type and the amount of active job points you might have in each one along with how many days you've spent there.
This wouldn't need to get into the nitty-gritty of names of the companies you've worked in and the directors you've worked for, just solely on the two points I've listed above for quick reference. Keep it as simple as the criminal record.
Additionally this could be used as a means to produce new honours such as work in every company type for 'X' amount of days. Maybe start from 15, 30 then a final one for 45 (including the jobs) which would encourage people to explore the job market in order to achieve these.
Let me know what you think. Prior to this idea I can only think of the 1* Detective Agency special 'References' as a means to find out where you've worked previously which is something I've never used so I'm not aware of how useful this perk can be. I gather this is more of a way to find out information on a target rather than yourself so it doesn't address the tracing of job points.
With the recent introduction of visible skill levels (racing, hunting and reviving). I like the thought of a 'gaming' skill, (not necessarily hidden) if that can be expanded on.
Effect: Converts 5 energy into 8-15 happiness. When you consider the cheapest piece of candy, a lollipop, provides 25 happiness (more depending on faction perks) at the expense of 30 mins booster cooldown. It's just not worth it to convert the E.
Some of these old relics need to be brought into line with standard consumables. I'm pretty sure even the box of tissues underwent a slight improvement.
Let's face it the electronics in general suck except the PC and laptop. Not even worth having their own category. R+
Really efficient team. Went for a 500 stack midweek and they were able to work around me getting hosped a couple of times (territory wars) so would recommend to anyone looking to gain those pesky awards because lets face it hardly anyone gets them through normal means.
Missions that require travel just became the latest assignments to add to my reject list. While they do offer a generous amount of credits, the travel system is so poor and outdated that it isn't worth the time or energy to pursue if they go wrong.
Interested to know if anyone else has come to the same conclusion? Also what other missions do you routinely reject if they show up?
I like the idea of a 'Spy' button on profiles. Much like the revive, bail and bust options, it only appears if you have access through your job/company.
Currently this feature is very tedious to use and as Patches mentions, I have also approached several hundred job points, built up not wanting to go through the burden of obtaining spies. Bulk spy reports in particular, are a nightmare. Employees of Law Firms will know this especially given all the other specials are passive.
Additionally why should spy reports "fail" so often? This is the only perk I can see that carries such a lack of success.
I'll just reveal a little bit about Chieftain here. He was PR's leader years ago but his inactivity resorted to him being nothing more than a legacy member. If I can remember rightly, tinytown was co-leader (acting full leadership). Down to inactivity rules should a leader go absent for more than 30 days, leadership was automatically transferred to tinytown to which none of the members took any objection to.
In all honestly, PR required some new blood. The last big war we fought which involved some major territorial disputes with neighbouring proxy rackets caused a huge disbandment of it's council members due to various reasons. This was nearly 6 months ago and in my opinion it truly ripped the heart out of the faction which has remained pretty dormant ever since. This could explain why The Wolverines were able to smash such records against them (see today's newspaper headlines).
This doesn't excuse the actions of the OP and Soft but a shake up was much needed and now the former members of PR have split off into so many different factions, I've lost count as to who is where. All the best to ex-members, this was a tight-knit group who didn't deserve to go out this way.
Thinking PR was on the mend after the dispute with Wolverines, I now find it has gone back to nothing. I've been a member of that faction for many years and it was never SoftRising's to give! Before the raid there was approximately 70-80 members, all of which were kicked in order to bring about a solution to the war. I believe SoftRising was left in temporary charge whilst this was happening. Peace treaty signed, 30-40 members slowly returned, half the original number, however Soft never returned leadership to tinytown.
I don't know MrSands, could be a decent player for all I know but he has effectively bought a faction that was never for sale from a player that has betrayed a good group of people with a long history together. I feel sorry for those that were nearing the 1000 days merit although he did say he'd allow these members to return. However why kick in the first place? You have a ready made faction with a decent set of loyal members who would have most likely stayed on. What made the faction was in the players who are now scattered and pissed that they've have been kicked a second time. R.I.P. Phoenix Rising.
Interested to know people's thoughts on this. Quite often I'll come across several of my targets already in the hospital. If they've been left on the street then it tends to provide an advantage but hospitalized targets are an utter pain especially if revives are not enabled on them.
I would like the practice of hospitalizing mission targets discouraged. One means of doing this could be through the reward return:
Leave target = full reward (credits and money)
Mug target = perhaps full credits only due to the potential money received from the target's pocket
Hosp target = reduced credits and money
I understand there's a small number of missions that require mugging and hospitalizing specifically (Bountiful, Meeting the Challenge, Family Ties to name a few) so these could be unaffected by the above.
This wouldn't produce a complete ban on unnecessarily hosping inactive players but if for example, you want to be a total ass and make a player based in South Africa inaccessible for over four hours then I think you should be penalized.
Yesterday I was certain I bought 21 tear gas grenades from Argentina. Today I have no existence of these in my inventory. Unfortunately I can't prove this so wondered if this has happened to anyone else or if there's a way of knowing I made this purchase?
I've gotta admit I was a little naive walking into this. Thanks to those who took part but ultimately wasn't enough muscle to take him down today. Saying one time then having another thrown at you at the last minute doesn't help either so I eagerly await 'til someone next schedule's an attack.