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The Point of Assassination Missions?
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Mainframe Invader

Joined: Dec 7, 2005
Messages: 325
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 Look to be honest I wonder about Assassination missions under standard missions. For example, if your going to assassinate a Redpill guy/girl, how are you really killing them? They can Reconstruct can't they like most Redpills? seriously if they are going to do that, they should at least say that the Data your going to extract from the mainframes isn't just the target's location, but also RSI Data on the target right? tha way with the RSI Data, they could be able to lock on to the signal and Jam the signal so the target can't Reconstruct or use the EJP.

 Also what about those assassination missions which you have to kill Agents? you can't kill Agents, because they just leave one Bluepills RSI and take over another. Maybe during the mission you can go and collect data on RSI and maybe use a Kill Code or some kind of Virus to delete the Agent Program. I know I heard they have backups, maybe during the mission you can somehow destroy the backups.



Femme Fatale

Joined: Mar 31, 2006
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*walks into the thread*

*falls down a plot-hole*




Mainframe Invader

Joined: Dec 27, 2006
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Location: The Real World This is how MxO ends: Not with a bang but a whimper
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I've ran loads of assassination missions and killed the same person over and over a few times. It's a mission system to allow people to run missions outside of crits for something to do. Perhaps assassination isn't a good name due to the EJP but my explanation is that by 'killing' the person you are preventing them or stopping them from doing whatever it is their doing.

If you really did 'kill' them then once the system uses a name then that system would have to strike that name off a database linked to your RSI, account or even for everyone to prevent people from going 'Oi I've 'killed' that guy already'. That isn't really viable. Redpills have EJP, Exiles have backups and Agent programs just leave the host body.

There are some thing's that you have to look and and say 'well it's a game after all' and whilst you can roleplay it, problems are likely to appear if you look too far into it. Personally I have fun doing the odd mission every now and again but it don't take them as seriously as critical missions, which are written and created especially whilst the mission system is mainly just a random set of variables.


MC Photographer

Joined: Nov 17, 2005
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Location: La Tour de Merovee, Outpost Segur
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Vinia wrote:
I've ran loads of assassination missions and killed the same person over and over a few times. It's a mission system to allow people to run missions outside of crits for something to do. Perhaps assassination isn't a good name due to the EJP but my explanation is that by 'killing' the person you are preventing them or stopping them from doing whatever it is their doing.

If you really did 'kill' them then once the system uses a name then that system would have to strike that name off a database linked to your RSI, account or even for everyone to prevent people from going 'Oi I've 'killed' that guy already'. That isn't really viable. Redpills have EJP, Exiles have backups and Agent programs just leave the host body.

There are some thing's that you have to look and and say 'well it's a game after all' and whilst you can roleplay it, problems are likely to appear if you look too far into it. Personally I have fun doing the odd mission every now and again but it don't take them as seriously as critical missions, which are written and created especially whilst the mission system is mainly just a random set of variables.

Best explanation ever. And for that matter, if you study *anything* too closely, you're going to find a plothole or a lacunae somewhere, for the simple reason that Nothing Is Perfect.



Fansite Operator

Joined: Aug 16, 2005
Messages: 639
Location: A mirage floating on the ocean of time
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Vinia wrote:
I've ran loads of assassination missions and killed the same person over and over a few times. It's a mission system to allow people to run missions outside of crits for something to do. Perhaps assassination isn't a good name due to the EJP but my explanation is that by 'killing' the person you are preventing them or stopping them from doing whatever it is their doing.

If you really did 'kill' them then once the system uses a name then that system would have to strike that name off a database linked to your RSI, account or even for everyone to prevent people from going 'Oi I've 'killed' that guy already'. That isn't really viable. Redpills have EJP, Exiles have backups and Agent programs just leave the host body.

There are some thing's that you have to look and and say 'well it's a game after all' and whilst you can roleplay it, problems are likely to appear if you look too far into it. Personally I have fun doing the odd mission every now and again but it don't take them as seriously as critical missions, which are written and created especially whilst the mission system is mainly just a random set of variables.
She really knows what she's talking about.  Maybe it would make more sense to call them "interception" or "neutralization" missions...



Jacked Out

Joined: Aug 17, 2005
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Thing is, your targets are actually running on 56K connections with 256 MB of RAM. When you assassinate them and force them to reconstruct, it actually takes them days to do so or they just lose their connection. Then they can't log in after a while because their "account is in use."


THAT'S MY STORY AND I'M STICKIN' WITH IT


Femme Fatale

Joined: Aug 16, 2005
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If you're "assassinating" a redpill, you'd be making them lose (possibly-valuable) code they might have on them.  And if your target is a Machine program or exile, you're taking them out of action for a while, since most of them can't reconstruct quickly like a redpill can.  (We saw this when the Merv's operatives "killed" Silver.)  So it's more of an inconvenience to your target...but we all know that annoying your enemies can be almost as satisfying as getting rid of them permanently.  SMILEY

 

 

Illyria




Vindicator

Joined: Aug 15, 2005
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The truth is this, the vast majority of standard missions and quite a few of the early crits were written before EJP was conceived.



Jacked Out

Joined: Jun 20, 2006
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EJP is supposed to hurt like the fire of a thousand suns (or something close to that, much more appropriate than what I originally had).

"Hey, Penguin, time to die!"

"Oh no, EJP sucks!"



Systemic Anomaly

Joined: Aug 16, 2005
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Where else can you say you got XP from killing Elephant?



Jacked Out

Joined: Jun 20, 2006
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Dripping-Cheese wrote:
Where else can you say you got XP from killing Elephant?

You would know the answer to that if you have seen The Protector with Tony Jaa.


Jacked Out

Joined: Nov 11, 2005
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SolidRevolver wrote:

*walks into the thread*

*falls down a plot-hole*

ISEEWUTUDEDTHAR


Also, could someone fill me in on 'EJP'? Is that like some kind of premature.. no can't be.

Message edited by KanoR on 05/13/2008 20:16:39.


Vindicator

Joined: Aug 16, 2005
Messages: 4576
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EJP is a system devised by the late Danielle Wright that initiates an automatic mental disconnection from the Matrix before you reach the point of permanent death.  Your RSI effectively becomes a paper weight until you reconstruct or someone revives your RSI, allowing for you to re-establish a connection with it.  The system has been installed in all hovercraft systems so it's constantly running during your entry into the Matrix.

E.J.P. is short for Emergency Jackout Protocol.

In other words, it's the explanation behind why no one permanently dies in this video game.  However, if they were to allow characters to die I wonder how much more interesting MxO would be.

"You have been killed.  Your RSI is no longer accessible..."

"NOOOO!!!!"




Jacked Out

Joined: Jun 20, 2006
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Garu wrote:

EJP is a system devised by the late Danielle Wright that initiates an automatic mental disconnection from the Matrix before you reach the point of permanent death.  Your RSI effectively becomes a paper weight until you reconstruct or someone revives your RSI, allowing for you to re-establish a connection with it.  The system has been installed in all hovercraft systems so it's constantly running during your entry into the Matrix.

E.J.P. is short for Emergency Jackout Protocol.

In other words, it's the explanation behind why no one permanently dies in this video game.  However, if they were to allow characters to die I wonder how much more interesting MxO would be.

"You have been killed.  Your RSI is no longer accessible..."

"NOOOO!!!!"

I thought it was Emergency Jackout Procedure; anyways the point is: EJP is not a comfortable procedure, from a "roleplaying" perspective. I believe repeated EJP can cause excessive mental damage, in RP and out.


Vindicator

Joined: Aug 16, 2005
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I agree.  EJP should have a much more negative effect in the game.  It should be a 33-50% detriment on all abilities and extend for at least 10 minutes.  It should also drastically improve the chances of item instability.

I know I'm insane considering I die a lot but it should be something considerable, not something we just shake off and keep going. 


 
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