In post 613, JaeReed wrote: In post 512, Reasonably Rational wrote: In post 508, JaeReed wrote:For me, you'd look at who I'm defending.
I just checked in my ISO and I have definitely stated most of my strong townreads. Given reasons for some, not for others.
Touche. Defense is a valid indicator of a townread, though I'd argue that nobody has been attacked enough to justify a defense at this point.
And...you're going to make me read your ISO aren't you?
so much easier for me if you just........say the reads. In one nice little post. :/
I've still defended people.
I won't rank my townreads. I'll list them in order of how much information I feel I've given as to my reasonings for why they're townreads, though.
Grovyle, D&D, Math, ABR, RR
Thank you!
Much obliged, etc, etc. I do believe I haven't seen any mention of me at all, other than your misunderstanding of my earlier post, so that read is basically wholly unsubstantiated at this point right?
Matrix, peeps, now that you are talking to one another...................please respond to my earlier question regarding your mutual reads on one another, and your thoughts on the likelihood of scum within the preexisting PT's.
Which, BTW, almost nobody else has answered, and I think it's sorta important.
Also, so I grabbed up all the various stats and added them up, to see how many total points exist among all roles for certain stats, and how many points each role received. Contrary to my expectations, there is a clear weak outlier in total stats in the Technomancer slot(detective midnight) at 33 total points, and weaker slots in the Rigger(Mcmenno) and Drug Dealer(Koggz) slots, at 35. Everyone else has 36, 37, or 38 points. In the different stats, logic is SUPER common with 81 total, and stealth/matrix are both relatively rare, at 59 apiece(the average is 68.8).
I don't know if any of that is helpful in any way, nothing jumps out at me immediately, but there it is. My thought going into it was that there has to be a decent all town composition for solving missions that require lots of <insert rare stat here>, so stealth or matrix, but then I realized that it's also possible that the mod simply adjusted the difficult of such tasks so they're just as difficult as the tasks which require more common stats...so I can't just go oh, there we go, 4 highest stealth slots are probably town, etc.
So, yeah. :-/ I got nothing. I might go figure out the min/max team compositions for each stat and figure out how many successes they'd roll on average, as well as the "average" composition and see what sort of rolls they'd get, to give us some idea of how many dice we'll need in given stats for a mission, if that's ever relevant, but...I might not, because again, having the stats is sorta less important to me than having the right players on the missions.
-Cerb