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s3kShUn08

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Posts posted by s3kShUn08

  1. I guess they perceive it as not approachable or friendly. Learn to smile dude. 

    1) Work 6 hours outside in 100ºF+ weather pushing 620lb of carts every 4min by hand

    2) Then go inside with an absolutely drenched with sweat shirt while they are blasting the AC and try to remain as profeesional as possible while dealing with 70 customers an hour

    3) Majority of my customers were Russian and even IF you smiled at them, they'd look at you like a wierdo

    A combination of incompetent supervisors and poor time management skills meant that most employees didnt get their first breaks until after the 2.5hr mark. Sometimes they would forget all together and we'd have to take an hour long lunch 2 hours before we were off. One employee literally clocked of for his lunch, sat in his car for 30 min then walked back in to clock on then took the 2x 15's they forgot to give him. SO he went back out to his car and once those were done 15min later his shift was over.

    As far as smiling goes I smiled when I greeted customers and when i was talking with them. When I was assisting however I relaxed my face and focused on the task at hand. As for a sense of urgency goes, I dont run in the warehouse for safety reasons. Tried it before at another warehouse and had too many close calls with almost running into customers. (I have broad line backers shoulders so when people see me running its a little off putting becuase they always think Im going to run into them.) Also I'm probably the only one there that asked what the CPH (Customers Per Hour) for the cashier I was assisting. This figure lets me compare to the front door counts of how many people are being prcessed per lane and wheter or not we were meeting that quota. For instance, if the door count for 1 hour is 300 people, and the CPH for my cashiers lane is 65 that means ~22% of all customers in that hour went through my line. you can further break that down into UPT (Units Per Transaction) to get a(n) revnue estimate for that one lane.

    The problem with this last warehouse I worked at is that they dont use any of the tools to their advantage. They try to just go with the flow, rather than using the previous data (door Counts, CPH, UPT) to dictate how they were going to manage the flow of cutomers, they would just try to work people as long as possible until they HAD to relieve them for a break. Also Door counts help determine how many people you need in the lot.

    While I was there I figured the average time it took for a guy to get 10 carts was 3-4min. Lets say it takes the later time for the most part. That means 1 person can average 70 carts a(n) half hour. So with that rough estimate in mind say if the door count is 175 people every 1/2 hour you know you need either 2 people averaging 3min a trip or 3 people averaging 4min a trip to make sure that the amount of carts being retieved is exceeding the amount being taken.

    The above should prove how serious I took this job. Unfortunately it seems however that I expected too much from my supervisors.

    Now to call Cal/Fed OSHA and report all the safety violations I was privy enough to witness. Probably should file a grievence with corporate as well.

    You should emply yourself at a restaurant.

     

    2013-04-29.jpg

    LOL Ill take that job. XD

  2. Well since I was fired I sat around the house all day, took care of my grandmother and then decided to drown the sadness of having a perpetually angry face in nutella and Graham crackers.

    By which I mean I took 2 packets of Graham crackers, smashed them then put them in a jar of nutella stirred and then used another packet of Graham crackers as a spoon to eat it. With enough luck, and nutella, my face will get fat and pudgy hopefully taking the edge off my angry and pissed off looking face.

  3. "here in Cali that means 100ºF weather and on asphault its even worse. I'd be outside for 6 hours and be inside for 1hr"

     

    I would be burned by 30min and burned badly.

    Im now 50 shades of Browner

  4. You learned nothing XD

    One of the guys working on Warframe         : D

    Honestly Im just a straight faced guy, and thats how people know me. xD

    Warehouse retail, I worked at this company 2x before and loved it. Let go both times because I was seasonal. My cowrkers love me and I always find something to joke about but 75% of the time Im outside pushing carts, here in Cali that means 100ºF weather and on asphault its even worse. I'd be outside for 6 hours and be inside for 1hr after closing to stock.

    Out of a 29hour week 75% would be me outside (Ive tanned so much) 15% inside stocking so by myself, and 10% assisting customers inside.

    Thats 21.75hrs pushing carts outside. 4.35hrs stocking 2.9hrs assisting customers  based on a weekly schedule.

     

    I am really curious what your face is like now.

     

    Do you look like a terminator or The Witch King of Angmar? If the latter then I think you were fired for breach in dress codes

    Terminator would probably fit my description as far as facial expression when im just relaxed.

  5. Well in probably one of the oddest job terminations I've ever had the displeasure of sitting through, I was fired because of "having an "angry" demeanor/face at work...

    I...

    Honestly I don't even know what to write about this. In my entire professional career I have never had an employer tell me that "My body language and demeanor are percieved as being pissed off all the time" and that "my body language says I don't want to be here."

    -__-

    Just...Wow...

  6. A visual redesign is extremely unlikely at this point. It seems that the current design is final. The best you can hope for is a good looking alternate helmet.

     

    Besides, we haven't even seen him in action yet.

    Except for, you know, having to stare at what looks like a full body suit of trinity's lobster tail design. I'm sorry but the more I look at the frames design the less of a dragon I see and the more of a sea horse comes to mind.

    chroma_by_musashimiyamoto1-d8l5c9w.png

  7. The path to Multiple Gameplay Styles.

    Hello to all, lets start with addressing the obvious bits. Warframe Maps are linear, while some modes have you go after multiple targets or areas, the path you take to get there are all the same. Now this part is speculation because I don't exactly have access to spawn data for enemies, but in general the amount of enemies you see from room to room is constant.

    For anyone that has done, or attempted, a stealth run we all know that feeling when we finally clear a room of enemies without an alert only to get to the door on the other end and have it open and immediately be greeted by a Grineer heavy unit who makes our entire pressence known throughout the ship. Some might say, "That's why they added alert resets in for the security panels." Can we really call that "stealth?" gameplay if we just go from room to room reseting the alarm?

    In my opinion we can not. Overall Warframe, the game for ninjas by ninjas, where ninjas play free, to be blunt has some of the most bare bones stealth mechanics you can get.

    How to rememedy this, Multi Pathing, Mini Objectives(affinity boost enhancement), a few minor mechanic reworks.

    These to things can either be implemented independetly of one another or complimentary to each other.
    Let's start with the Multi Pathing.
    When I say multi pathing I mean exactly that, Multiple pathways to and from objectives. This by itself would add to the diversity of missions simply because following the path of carnage behind a single tenno on a mission can be monotonous.

    What would change: Objective marker would no longer be on the end of a door but rather would show a constant direction of travel with the same visual queues of going up or down.
    Players would now have to decide on which room is the right room to take rather than just mindlessly following a marker to the intended location. (Seriously I don't need someone/something telling me exactly where I need to go 100% of the time. I'd like to explore a little maybe i do get lost, maybe I go down a path to a dead end and have to backtrack. Thats the beauty of it really. People used to complain about speed runners. Thos people that want to simply DPS the objective and gtfo as quickly as possible. The first remedy was the wait timer, then it was the 1/2 party to initiate the timer, then it was various game mechanics that didn't allow just DPS. The best part about this is that gives rise to variation in gameplay with new mechanics that can be used in future frames.

    Lets say this multipathing is used and people still want to speed run but dont want to explore a map, Why not develop a frame intentionally built around scouting. YES this frame COULD be boring potentially, I won't deny that BUT it equally has the potential to be great. Lets say this scout frame has abilities like

    1. Mapping the area via pulse, for every pulse X meters of area is map, This uses the in game mechanic already of revealing the map but on a greater scale.

    2.Enemy spotting, this is not meant to replace enemy radar in anyway, in fact its meant to work in conjunction with it, think of Banshees sonar effect + the Codex scanner High light effect. This is meant to highlight all enemies in X meters allowing us to see them through walls.

    3.Team Teleport, similar to the dojo teleporter mechanic only portable, press it once for entry pad, once again for exit. this would allow X amount of tenno to be teleported from point A-B, add a ATK, or DEF buff for more utility, OR reduced visibility meaning enemies that telport are partially invisible to enemies X meters away.
    4. Can you think of an Ultimate? (Post your ideas below)

    Now all these can just as easily be impleneted via gear as well, making gear a more integral part of the game asside from restorative uses. Entry and exit pads for the teleporters, Mobile scan beacon to highlight enemies, Mapping sonar grenade. Heck you could just as easily use them for a new sentinel. The point is that simply by adding more than one path, we can open up to more possibilities of gameplay.

    Now another thing that we can add to multipathing(MP) is change in spawn ratios of enemies to define Guarded Pathways(GP's) and Stealth Pathways(SP's.) Naturally for a(n) SP there would be less than that of a GP, however being caught in these areas has a higher chance of spawning tougher enemies. Conversly one can use the "being caught" or alerted in a GP to then focus all the agro on players in rooms designated as GP's leaving the SP's with less risk.

    This brings me to a slightly more off topic/slightly on topic point. Lighting and visibility. It would be great if overall lighting had an impact on visibility. Even something simple as Light output = X player visibility = X% based on Light output/distance. This in and of itself lends great potential for added stealth gameplay.

    Which leads me to my Nex point, Mini objectives. These are basically an addition to the current affinity boost stlye of objectives, with an added "notification" from the lotus. These mini objectives would coincide with multi pathing and stealth mechanics. You start a mission and at the bottom there is a alternate objective of (sabotage the alarms) that leads you down a SP where at the end you come to a control room where you either use the deception mechanic and enter a flase data packet that disables the alarms or come to the energy room of the ship and destroy the core cutting the power reducing visibility for enemies. Then proceeding to the main objective of, hostage rescue, another sabotage, or another deception. This basically uses current in game modes down scales them  and then uses them within other game modes to add more variety. Why should a sabotage mission be just a formula of "Run to core, Destroy Core, Run to Exit" What happened to those notifications from the lotus, those three simple words We loved, "Change of plans..." Why not bring this back as a way to add more variety, say that XP is XXXX amount if completed in a stealth manner HOWEVER if stealth fails "CoP" KILL EVERYTHING. Or say if its a stealth variant of a mission if caught "CoP" complete X objective and Exfiltrate before XX:XX. If Warframe truly wants and element of stealth in the game it has to have a punishment for failure. In the past from Devstreams I've learned of how the Devs @DE Like finality of choices. Meaning that once a player makes a decision they have to stick with it. If I'm not mistaken there is a specific Devstream where Steve and Scott discussed how Warframe make players make decisions, sometimes those decisions are pretty challenging but are always resolute. (If you know the stream post it below so I can reference it here)

    These are just a portion of the ideas that I want to represent for this wonderful game. These statements reflect my opinions and thoughts about certain aspects of the game. Wheter you agree or disagree post below, If you think theres a better option for the implentation of stealth gameplay I want to hear it. My hope is someone from the Dev team gets wind of this and at the very least is entertained bty the notion of what I put forth and the very most walk away thinking that these would be a great addition to warframe.

  8.  

    DE should allow us to explore wreckage of blown up ships, meaning that we can collect rare mods and resources from them, allow us to fly around our Liset, and allowing us to fight in space against Fighters or somethings

    an explore mode would be amazing things like the Breeding ground tileset where part of the ship is ripped open and we can dive in there. It could work if DE limits the amount of tiles per discoverable instace allowing for more than just one instance of wreckage in an area, so say you scavenge the site of a corpus vs grineer battle. A cool mission would be to retrieve the intel before either party shows up and with out being discovered by patrols that are also searching for it. If the timer runs out reinforcements arrive and now you have to contend with harder enemies and more of them. A secondary timer thats not seen should also be initiated once reinforcements arrive. This one will be Random amount of time before and enemy operative will find the Intel and make for the nearby planetoid/asteroid/Ship that's HEAVILY defended either take out the carrier before he arrives stealthily not alerting the other armed forces to your presence. Or go balls to the wall and try and take on the additional reinforcements and brake into the ship where he is being defended. A 3rd timer will initiate once he is aboard the ship however. meaning that if you cant sabotage the ship OR get the intel from him it will be mission fail and the ship will speed out of the area.

    In a nutshell,

    Phase 1: Search for intel and extract before reinforcements for either side show up.

    (XX:XX Time Limit)

    Phase 2: Find the intel before the reinforcements do.

    (XX:XX Time Limit)

    Phase 3A: (If intel found by player head to extraction)

    Phase 3B: (If time limit exceeded) Retrieve intel from the carrier

    (XX:XX Time Limit)

    Phase 4A: (If carrier killed via stealth) Head to extraction

    Phase 4B: (If player was Noticed killing carrier) Leave none alive to warn the Main ship then head to extraction.

    (Time limit exceeded)

    Phase 5A: Sneak aboard the Grineer galleon or Corpus ship

    ----Either Sabotage the engines or Kill the carrier and exit the ship engines from within unoticed. Archwing will disengage and attach itself to the hull and normal gameplay will follow. There will be a Target A and Target B marked. A is the carrier and B is the sabotage element. Objective A can be completed without Objective B. (XX:XX Time Limit)

    If objective B is successful +(XX:XX Time Limit) is extended. A new tile set that utilizes ship crawl spaces for full cover and hidden paths in addition to large rooms with several higher or lower pathways than normal foot traffic will allow for an expanded style of stealth gameplay. Also A stealth Fall attack would be easy, a grab from a lower position would be more difficult. A fall attack code could be done by utilizing Character/NPC positions so that {If character height>NPC height relative to global position = Fall attack. So if a player aims at an enemy while above him the stealth kill prompt will initiate and once falling use a fall stealth animation.

    (XX:XX Time Limit)

    Phase 5B: Destroy the ship defenses and the engines via the archwing attack on all external targets. This option is more difficult depending on if the AWS (ArchWing System) I mention in the OP is used or not meaning that gameplay will be dependant on how players equip themselves for a mission rather than just an all inclusive 1 thing fits all type scenario. once the defenses are cleared find a vulnerable entrance (most likely the shuttle bay, think corpus ice world tile set where ships come in, or star wars) normal gameplay follows as AW is on standby for departure outside the ship. Get to the carrier and retrieve intel. Blast through an "extraction" door and extract via Archwing.

    (XX:XX Time Limit)

    Phase 6A: If either Phase 5A or 5B are completed Mission Complete

    Phase 6B: If time limit Exceeded in 5A or 5B Mission Failed

    So tell me what you guys think of a mission like this?

    Would this be something people want? or do you think its utter garbage?

    If anyone has any other ideas I'd still like to hear them.

    Edit:That was a big nutshell

  9.  

    I LOVED that show when I was growing up. Gunsniper is my favorite.

     

     

    Anyways, isn't it a bit too early to be doing Archwing concepts? It's only been like... 5 hours or so.

     

    Zoids was great with al the interchangable oarts for different mission types. And it's NEVER TOO EARLY. In fact the earlier the better. Why wait to make content for it and only release a bare bones version where the playerbase will get bored with it when we can start concepting ideas now and hopefully get more than ONE mission type implemented in on release.

  10.  

    I don't know why I would rather have them be like the Infinite Stratos style wings with each one a different style maybe even armor rating.

     

    Wait.....maybe borrow a bit of Zoids like having a Panzer, Jager and Schneider types Pnazer(tanks) Jager(High Mobility) Schneider(High damage)

     

    My thoughts exactly Ifinite Stratos is a great example of the type of armor that would intigrate well into warframe.

    Thinking on it longer as well specific maps rather than specific modes should use these. Yes there can be certain Mode specific ones but i feel like having their own designated area would be fine.

    Another great way t integrate these into every map is an In Game Alert pop up. For instance you are doing a Conflict node. say at the end there is X% that reinforcements might show up. Which initiates Zero G Battle Mode. This also has great Map design potential in that asteroid fields and things like Saturns belts would be great.

    In that regard that also brings up the option of Stealth based missions and an archwing that is stealth oriented. Say its something Like Reach Point A with Zero Detections for X Credits, Extract for credits OR keep going to higher risk areas for X credits and X Resources.

    The cool thing about stealth in this is that, "In space, no one can hear you scream" its all visual or electronics based. So things like an Jammer type Archwing to block all communications for enemies would also work. Either by Making the AW the center of the jamming field or it shoots jammers at X distance with X radius for jamming. Also Shock damage can relate to EMP based attack disabling ships adding for another stealth element.

    Some Boss Fights like the Raptor can be redone with this, what I want to see now is Tenno eradicating Infested ships and a new type of flying infested for space. a Land mine based enemy or one that is a AA type shooting large volumes of tendrills or like phorid homing missiles that either can be shot down or let the Archwing Hectonchires system Shoot them down for you.

    xD

    Im working on some concept sketches and MAYBE Lowpoly 3D models for ideas, I'll try to post when I can. Anyone else out there feel free to post some ideas. Would love to see what the community comes up with.

  11. So with the announcement of the Archwing and U15...as well as wyrmius XD, a whole bunch of ideas started popping in my head.

    With 3D combat, meaning instead of just 2 plains of attack now you add Z axis attacks that can come literally from any direction, there are tons of possibilities for different types of arch wings. So far with no information on how these will work concerning abilities and other warframe powers I'd like to see customizable Archwings that can be tailored towards mission specifics.

    For example a Defensive type that has deployable fin funnels, Gundam reference :P, these fin funnels are autonomous and can either be used for offensive capabilities firing laser weaponry or interlinking and forming a barrier.

    Since sword play was also showcased why not customize your Archwing to sacrifice defense in order to go all offensive and dual wield these blades. also Id like to see homing missile pods as well as missile counter measures added like a chaff and flare. All of these can be mapped to the ability keys making it an easy transition to consoles as well. Plus having it customizable allows for greater diversity in gameplay, adding a ton special Archwing Abilities while still keeping it limited to the 4 ability slot template.

    That being said Ultimates is definitely something I'd like to see done with Archwings. Using the system previously stated where you can have either a Melee based or Ranged based ultimate. I feel there 3-4 options available for Ultimates for Archwings.

    1st Melee Single/Dual/Quad Sword Ultimate: Tsurugi Odori "Sword Dance." The frame and weapons are supercharged for X time ability has X radius all targets within radius are targeted and the Archwing automatically executes each target flying toward each one.

    2nd Long distance (sniper) Ultimate, Beam Cannon. The rifle is overchared and a UI for Aiming while rifle charges comes up, (2 options for camera A. Directly behind the tenno, or B. FoV is brought into right over the shoulder.) Upon completed charging the rifle fires a large single beam for X damage and X distance destroying targets along its path.

    3rd Short Distance (assault rifle) Ultimate: Rolling Fire. Same as 2nd option in execution only instead of firing a single beam. Think UI that's a portion of a sphere projected in front of the Archwing and anything in that FoV is targeted and the Rifle shoots Multi beams, Or the wings themselves shoot multi beams that then track to each target. OR if using the Hecatonchires system(see below) all arms fire a barrage in a omnidirectional pattern and each shot explodes so basically a sphere of explosions. The archwing rotates in several directions and the arms move independently while they fire.

    4th A defensive Ultimate, Phalanx. Rather than having a Dmg output only I think a Utility ultimate would be useful. Using the Fin Funnels you can have either a large Defensive sphere or a wall type barrier. It Lasts X seconds and can be increased by X%. All enemies that run into this however take DoT (Damage over time) wont be as significant but still useful.

    Addon options. Fin funnels, extra arms, extra wings there are tons of options for this.

    1. Caelestis Autonomous System: deployable "companions" that can either atk/def based on the mods they are given. Allows for the Phalanx Ultimate.

    2. Extra arms Hecatonchires System allows for equipping multiple weapons. basically this allow for the alternate Ultimates i.e. the dual/quad sword Ultimate Tsurugi Odori and the Rolling Fire Ultimate.

    3. Extra Wings, Angelus System allows for greater speed and maneuverability. Would be interesting to see an ultimate that when activated using this system auto dodged all incoming fire for X% Energy Consupmtion. The trade off is you cant attack while active.

    If anyone else has some more idea feel free to post them below. Cant wait to start fighting in space. See ya out there.

  12. This is a listing of all my Kubrow IPs Will be updating as they hatch.

    Prices will vary depending on color, type, gender, pattern and overall desirabilty.
    How Bidding and Buy Outs work: READ THIS


    Buy Out refers to the minimum amount that can be payed for both IPs.
    Buy Outs are not a Buy it Now.
    Buy Out offers will be accepted for 24h after the 1st offer.
    If there are no Bids a Buy out offer will take 1st come 1st serve priority queue.
    If there is currently a bid below the Buy Out amount and a Buy Out offer is made the Buy Out offer takes 1C1S priority queue.
    If there are No bids but more than 4 Buy Out offers listed the Item will become an auction.
    Auctions will end 48h After the first bid, or conversion from BO listing to Auction.
    The starting bid will be the Orginal Buy Out price,
    Bidding Incriments 50p per bid



    PM me in game or on the forums for any questions.
    Bidding will be held in the posts for all to see, the OP will be updated to match current top bids.
    All IPs can be bought individually with the exception of Rare colors/patterns/build combinations.

    Buy outs include both IPs. For a Buy out please PM in game or on the forums as well as post below. In the event two people post a buy out post in the forums 1st come 1st serve applies including PMs. If a PM is made requesting a buyout PRIOR to a posted buy out the the PM will recieve the item.

    #1 Chisaki 8815 SOLD

    Type: Huras
    Gender: Female
    Build: Kub(Puppy)
    Pattern: Solid body with stripes on chest, splotches on ears and around eyes, Lotus Symbol(LS) face.
    Colors: Light Green body, Beige Stripes and LS, Black around ears chin and eyes, Light grey belly.

    Price:
    Starting bid
    50p per 1x IP Current Winning Bid: Srfrilin 250p
    Buy out 2x IP 250p Current BO list: 1st Srfrilin
    2nd Meadowskiller
    3rd ELSDE (Had PMed in game and i forgoten his name)
    4th ChunkyChub
    Kub

    warframe0059_by_musashimiyamoto1-d7u6ah8
    warframe0057_by_musashimiyamoto1-d7u6afi
    warframe0055_by_musashimiyamoto1-d7u6abr



    Adult:


    warframe0088_by_musashimiyamoto1-d7ubtqm
    warframe0085_by_musashimiyamoto1-d7ubtn3
    warframe0080_by_musashimiyamoto1-d7ubtgq


    #2 Shiro 8815
    Type: Sunika
    Gender: Female
    Build: Med Tall
    Pattern: Plain color body, Tiger striped back, furry paws.
    Colors: Light Gray Body, Beige/Gold Stripes

    Price:
    Starting bid
    40p per 1x IP Current Winning Bid:
    Buy out 2x IP 120p

    Kub
    None sorry D:>

    Adult


    warframe0067_by_musashimiyamoto1-d7u7otg
    warframe0065_by_musashimiyamoto1-d7u7or4
    warframe0062_by_musashimiyamoto1-d7u7onc


    #3 Natsumi 8815 SOLD

    Type:Sahsa
    Gender: Female
    Build: Slender Med Height
    Pattern: Plain color body, Lotus Symbol(LS) face.
    Colors: Light Green Body, Beige/Gold LS

    Price:
    ONLY 1x IP available 20p
    Buy out 40p

    Kub
    None sorry D:>

    Adult


    warframe0068_by_musashimiyamoto1-d7u7pzh
    warframe0070_by_musashimiyamoto1-d7u7q1r
    warframe0069_by_musashimiyamoto1-d7u7q0m


    #4 Aki 8815 SOLD


    Type: Raksa
    Gender: Female
    Build: Tall Athletic
    Pattern: X mark Face, Tiger paws, Striped back
    Colors: Orange/Gold X mark and body, Black neck and face, light grey stripes and tiger paws

    Price:
    Starting bid
    50p per 1x IP Current Winning Bid:
    Buy out 2x IP 350p
    Kub


    warframe0078_by_musashimiyamoto1-d7u82h5
    warframe0079_by_musashimiyamoto1-d7u82gd
    warframe0074_by_musashimiyamoto1-d7u82kb


    Adult


    warframe0109_by_musashimiyamoto1-d7uiyp1
    warframe0108_by_musashimiyamoto1-d7uiypn
    warframe0105_by_musashimiyamoto1-d7uiyrq


    #5 Mai 81415 SOLD PENDING PAYMENT


    Type: Sunika
    Gender: Female
    Build: Kub
    Pattern: Tiger Striped Back
    Colors: Orange/Gold Tiger Stripes, White/Very Light Grey body, Brownish Red Underbelly and chest

    Price:
    Starting bid
    30p per 1x IP                    Current Winning Bid: 100p 2x IPs Dominitrix_Dressler
    Buy out 2x IP 250p
     
    Kub


    warframe0110_by_musashimiyamoto1-d7v6346
    warframe0115_by_musashimiyamoto1-d7v6359
    warframe0112_by_musashimiyamoto1-d7v637j


     
    Adult: COMING SOON





  13. Lol Paybaiting would have been to do this multiple times throughout the entire course of the conflict.As I stated then and again now It was for one lucky supporter during the last 15 seconds of the conflict, meaning that someone that might have started a 78 credit Battlepay also had a chance of winning the 1 million. with a 7% difference and  15 seconds on the clock this is the furthest thing fom paybaiting and is simply as stated "a reward"

  14. Thats right, 1 Million to One lucky supporter of The Council Alliance during the Seimini, Ceres Conflict Congratulations on winning the 1 Million credits.

     

    Shout outs to Warbreed, Pac West, Tenno Council Alliance, & Warbros for Support in the conflict. If There were any other clans that were participating that I have missed please PM me so I can edit and give proper credit.

    Also Shout out to Krackers and Arcon20 of The Council Alliance for helping clear the battlepay, allowing for the 1Million Credit Battle Pay.

     

    And Finally to TheMightyVoice of The Council Allinace for doing a an awesome job while I was working during a portion of the conflict and for also deploying the rail.

     

    AS proof that the 1 Million Battle Pay was in fact real Via the Tenno Job Board (http://warframe.feedbucket.com/)

    2014_06_03_00006_by_musashimiyamoto1-d7k

     

    Also the Deathsnacks equivalent2014_06_03_00009_by_musashimiyamoto1-d7k

     

    Once again Thank you for all thesupport you have shown us during the Seimini conflict. we look forward to keeping the node with low taxes for everyone in the future. 

     

     

    Lastly if you won the 1 Million Credits or know the person that did, Please feel free to either leave a post or send me a PM so I can make a formal announcement on who the lucky winner was.

    Edit: Clarified Topic Title to sound less like an onging event.

     

  15. This page is for those Design Council members wishing to start a(n) Council Alliance

    Requirements:

     

    As long as your clan has a Design Council Member (Founders at any level are also acceptable) they are more than welcome to join in the alliance. (This means that a clan does not have to be entirely comprised of Design Council Members as long as there IS a founder in the clan)

     

    Must have an Orokin Lab in order to donate whenever possible to the construction of Solar Rails.

     

    Must have a Treasury Kiosk in order to donate Credits for Battlepay funds.

     

    PM me in forums or IGN: s3kShUn08 with your a.) Name, b.) Clan Name for verification to join the Council Alliance

    List of Clans:
      1.) Omegas Legion (WL: s3kShUn08)
      2.) Shadows of Sirius B
      3.) LettuceDance (WL: Nexusdragoon)
      4.) Rokudou (WL: CardboardSamurai)
      5.) WFN7
      6.) Midgard
      7.) Ark Anegels

      8.) The Empyrian Divine (WL: TheMightyVoice)

      9.) Square Havoc

    10.) NanoNinjas

     

    Edit: Page Moved from General Discussion.

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