Post by Draxas on Aug 1, 2005 22:57:18 GMT -5
Greetings, combatants, and welcome to Round 11 of the PD LMS! This round promises to be a furious competition of both luck and skill, as players face off not only against each other, but the always lethal DarkSims!
DarkSims, as we all know, are notoriously sneaky, lethal, and unpredictable. In addition, they're also notorious cheaters... And these are no exception. As such, they will follow some special rules for the duration of the round:
First of all, these are not "official" DarkSims as far as the game is concerned, and so will not be catalogued in the Simulant Library. DarkSims will only function using these parameters for the duration of this round.
DarkSims will be functionally identical to a human player, and are capable of taking any action that a human would. This includes, but is not limited to, shopping and grabbing up Mystery Boxes. Expect these to be very tough opponents, able and willing to use any means necessary to prolong their lives!
DarkSims are not beholden to any rules as we understand them. They carry weapons exclusive to themselves that no player will ever be allowed to obtain or use, and may purchase additional weapons of this exclusive variety during the round that are not available to the players. Any special functions of these weapons will be described as they become relevant.
In addition, as many of us have seen, DarkSims have the ability to use weapons at a blisteringly fast pace, but are also prone to occasional bouts of stupidity or ineptitudeas they stand around dumbstruck and await death. As such, DarkSims WILL NOT follow normal posting restrictions, and may attack several times, both before (and thus may preempt a player's attack, possibly killing them or their intended victim in the process. If this should happen, don't take it personally; it's just lousy luck) or after a player's post. Then again, they may also sit inactive for long periods of time; it's impossible to predict. There is a possibility that I may actually make a post, in the case of prolonged inactivity here, consisting entirely of DarkSim attacks. This should be treated just as any other administrative post, and not as a playing post, and does not give anyone license to double-post.
Fortunately, DarkSims do not automatically counterattack, unless they are armed with a weapon that allows them to do so. There is also a distinct possibility they may turn on their Sim bretheren rather than the players; consider this good fortune from the DarkSim's unpredictable nature.
Rewards for slaying DarkSims are the exact cash value for slaying a human with the same Max HP.
Despite the presence of the DarkSims, however, allow me to remind everyone: This is not a players vs. sims battle; the one and only objective is to become the Last Man Standing!
Without further ado, let's begin the battle!
PS: If anyone figures out the "gimmick" behind this round, KEEP IT TO YOURSELF, and don't spoil it for everyone else. If you violate this directive, the penalties will be very severe.
CURRENT STATUS
PLAYERS:
Draxas: 160/160 HP; $356 (10)
KILLS: 0
E Hunting Knife
E Hunting Knife
- Silenced Silver PP9i: 7/7 ammo
- 160 Pistol Rounds
- 200 Rifle Rounds
Jeral: 110/110 HP; $45 (10)
KILLS: 0
E dataDyne Combat Knife (Slash)
E dataDyne Combat Knife (Slash)
- Magsec 4: 9/9 ammo (3 Round Burst)
- Magsec 4: 9/9 ammo (3 Round Burst)
- Medipack: 6/6 uses
- Box of dataDyne Combat Knives: 3
- 310 Pistol Rounds
NeoPhife: 80/80 HP; $40 (10)
KILLS: 0
E Magsec 4: 9/9 ammo (Single Shot)
E Magsec 4: 9/9 ammo (Single Shot)
- Falcon 2: 8/8 ammo
- Falcon 2: 8/8 ammo
- 40 Pistol Rounds
Razor: 220/220 HP; $370 (10)
KILLS: 0
E Rocket Launcher: 1/1 ammo (Targetted Rocket)
- Phoenix: 8/8 ammo (Explosive Shell)
- Phoenix: 8/8 ammo (Explosive Shell)
- Hunting Knife
- Hunting Knife
- 246 Pistol Rounds
- 1 SMG Round
- 4 Magnum Rounds
- 80 Rifle Rounds
- 1 Rocket
- 200 Reaper Rounds
- 1 Psychosis Serum
- 10 Crossbow Bolts
- 16 Grenade Rounds
SIMS:
DarkSim X: 170/170 HP
KILLS: 0
E Tracer SMG: 32/32 ammo (Burst Fire)
E Tracer SMG: 32/32 ammo (Burst Fire)
- 2 X Super Combat Drugs
DarkSim B: 220/220 HP
KILLS: 0
UNARMED
DarkSim D: 230/230 HP
KILLS: 0
UNARMED
- 3 X Super Combat Drugs
DarkSim J: 80/80 HP
KILLS: 0
E Scoped .44: 8/8 ammo
DarkSim S: 170/170 HP
KILLS: 0
E Tracer SMG: 32/32 ammo (Follow Lock-on)
E Tracer SMG: 32/32 ammo (Follow Lock-on)
- 2 X Light Combat Drugs
DarkSim Weapon Specs:
UNARMED:
- Punch: -1 damage; auto-counterattack
Tracer SMG:
- Burst Fire: -8 damage; consumes 4 SMG rounds
- Follow Lock-on: -4 damage; consumes 2 SMG rounds; ignores Cloaking Devices
Scoped .44:
- Single Shot: -4 damage; consumes 1 pistol round
Combat Drugs:
- Heal: Restores HP per dose depending on the level
Light: +10
Med.: +20
Heavy: +30
Super: +40
Ultra: +50
DarkSims, as we all know, are notoriously sneaky, lethal, and unpredictable. In addition, they're also notorious cheaters... And these are no exception. As such, they will follow some special rules for the duration of the round:
First of all, these are not "official" DarkSims as far as the game is concerned, and so will not be catalogued in the Simulant Library. DarkSims will only function using these parameters for the duration of this round.
DarkSims will be functionally identical to a human player, and are capable of taking any action that a human would. This includes, but is not limited to, shopping and grabbing up Mystery Boxes. Expect these to be very tough opponents, able and willing to use any means necessary to prolong their lives!
DarkSims are not beholden to any rules as we understand them. They carry weapons exclusive to themselves that no player will ever be allowed to obtain or use, and may purchase additional weapons of this exclusive variety during the round that are not available to the players. Any special functions of these weapons will be described as they become relevant.
In addition, as many of us have seen, DarkSims have the ability to use weapons at a blisteringly fast pace, but are also prone to occasional bouts of stupidity or ineptitudeas they stand around dumbstruck and await death. As such, DarkSims WILL NOT follow normal posting restrictions, and may attack several times, both before (and thus may preempt a player's attack, possibly killing them or their intended victim in the process. If this should happen, don't take it personally; it's just lousy luck) or after a player's post. Then again, they may also sit inactive for long periods of time; it's impossible to predict. There is a possibility that I may actually make a post, in the case of prolonged inactivity here, consisting entirely of DarkSim attacks. This should be treated just as any other administrative post, and not as a playing post, and does not give anyone license to double-post.
Fortunately, DarkSims do not automatically counterattack, unless they are armed with a weapon that allows them to do so. There is also a distinct possibility they may turn on their Sim bretheren rather than the players; consider this good fortune from the DarkSim's unpredictable nature.
Rewards for slaying DarkSims are the exact cash value for slaying a human with the same Max HP.
Despite the presence of the DarkSims, however, allow me to remind everyone: This is not a players vs. sims battle; the one and only objective is to become the Last Man Standing!
Without further ado, let's begin the battle!
PS: If anyone figures out the "gimmick" behind this round, KEEP IT TO YOURSELF, and don't spoil it for everyone else. If you violate this directive, the penalties will be very severe.
CURRENT STATUS
PLAYERS:
Draxas: 160/160 HP; $356 (10)
KILLS: 0
E Hunting Knife
E Hunting Knife
- Silenced Silver PP9i: 7/7 ammo
- 160 Pistol Rounds
- 200 Rifle Rounds
Jeral: 110/110 HP; $45 (10)
KILLS: 0
E dataDyne Combat Knife (Slash)
E dataDyne Combat Knife (Slash)
- Magsec 4: 9/9 ammo (3 Round Burst)
- Magsec 4: 9/9 ammo (3 Round Burst)
- Medipack: 6/6 uses
- Box of dataDyne Combat Knives: 3
- 310 Pistol Rounds
NeoPhife: 80/80 HP; $40 (10)
KILLS: 0
E Magsec 4: 9/9 ammo (Single Shot)
E Magsec 4: 9/9 ammo (Single Shot)
- Falcon 2: 8/8 ammo
- Falcon 2: 8/8 ammo
- 40 Pistol Rounds
Razor: 220/220 HP; $370 (10)
KILLS: 0
E Rocket Launcher: 1/1 ammo (Targetted Rocket)
- Phoenix: 8/8 ammo (Explosive Shell)
- Phoenix: 8/8 ammo (Explosive Shell)
- Hunting Knife
- Hunting Knife
- 246 Pistol Rounds
- 1 SMG Round
- 4 Magnum Rounds
- 80 Rifle Rounds
- 1 Rocket
- 200 Reaper Rounds
- 1 Psychosis Serum
- 10 Crossbow Bolts
- 16 Grenade Rounds
SIMS:
DarkSim X: 170/170 HP
KILLS: 0
E Tracer SMG: 32/32 ammo (Burst Fire)
E Tracer SMG: 32/32 ammo (Burst Fire)
- 2 X Super Combat Drugs
DarkSim B: 220/220 HP
KILLS: 0
UNARMED
DarkSim D: 230/230 HP
KILLS: 0
UNARMED
- 3 X Super Combat Drugs
DarkSim J: 80/80 HP
KILLS: 0
E Scoped .44: 8/8 ammo
DarkSim S: 170/170 HP
KILLS: 0
E Tracer SMG: 32/32 ammo (Follow Lock-on)
E Tracer SMG: 32/32 ammo (Follow Lock-on)
- 2 X Light Combat Drugs
DarkSim Weapon Specs:
UNARMED:
- Punch: -1 damage; auto-counterattack
Tracer SMG:
- Burst Fire: -8 damage; consumes 4 SMG rounds
- Follow Lock-on: -4 damage; consumes 2 SMG rounds; ignores Cloaking Devices
Scoped .44:
- Single Shot: -4 damage; consumes 1 pistol round
Combat Drugs:
- Heal: Restores HP per dose depending on the level
Light: +10
Med.: +20
Heavy: +30
Super: +40
Ultra: +50