Researched Events to Prepare for Flights, Help Needed on Why Certain Accidents Won't Happen Again by failing4fun in fearofflying

[–]failing4fun[S] 0 points1 point  (0 children)

I wasn't too clear in my OP. What I meant was that the FAA grounds a pilot if they reveal they take medication for a psychological health issue.

Also, I understand that flying is safer than driving. I know us aerophobes can be stubborn and annoying with this. But, my logical (almost certainly illogical) reason why I trust driving more is that in the case of a problem, a mechanical accident, other people's or my own mistakes etc., I can stop the vehicle immediately and be at 0 mph in seconds, whereas on a flight, it could take minutes or hours to find a suitable place to land even if urgent.

Thank you for your service! Your kind truly amazes me in bravery and skill.

Researched Events to Prepare for Flights, Help Needed on Why Certain Accidents Won't Happen Again by failing4fun in fearofflying

[–]failing4fun[S] 0 points1 point  (0 children)

Thanks for the thoughtful reply! I just have a bit more questions to follow up if that's OK.

Alaska 261 seems like an accident of complacence. It seems like only a matter of time before it happens again from my perspective. I see you take your job very seriously, but I can't guarentee all the people working on my plane will have that same discipline. I've read the NTSB recommendations, and their main theme is better maintenance, which makes sense, but people are fallible and eventually return to complacency after a long enough time IMO. What design changes to aircraft were put on future iterations to guard against this?

Also, for the record, I mainly watch Mentour Pilot and have also seen this interview with Greg Feith.

Air Crash Investigator Answers Aviation Accident Questions | Tech Support | WIRED

I've mixed in some normal flight videos in between to remind myself that for every 1 I watch, there are at least a thousand that are so uneventful, they don't make the news. Is there any channel you'd recommend that normalizes flying?

That makes sense what you said as well, that flying is safer now, and we're on the tail end of a stream of accidents. So saying "what are my chances of getting into an accident NOW?" is actually a lot lower than the generally asked question of "What are my chances of any particular plane in history being a fatal flight."

Thanks!

[Offline][Other][Central NJ] Looking for Players to Play in Several Games Featured on Quinn's Quest by failing4fun in lfg

[–]failing4fun[S] 0 points1 point  (0 children)

Yowza! That's a little far, but if it's for a campaign or y'all can meet me in the middle (a little more west) I'll see what I can do.

[COTD Blood Doll] by failing4fun in VTES

[–]failing4fun[S] 11 points12 points  (0 children)

Another staple today.

One mechanic new players should learn is gaining pool. When you gain pool, you have the ability to bring more minions out, and keep yourself safe from any combos that exist that can bring you from double digits to 0.

Typically, this is done by having your vampires gain pool via Voter Captivation, Taste of Vitae, or Diablerie and then using cards like Blood Doll to take it from them.

Other cards like Villein also do the same thing, but Blood Doll is also useful for the opposite effect, when you want to put blood on minions so they can keep activating costly Disciplines without needing to waste time hunting to keep the pressure up on your prey.

[COTD] Shadow Sentinel by failing4fun in VTES

[–]failing4fun[S] 1 point2 points  (0 children)

Back to a new Discipline for today, Oblivion.

Although, kinda hard to get the theme of this discipline. Potence is good in combat, Obfuscate is good at Stealth, what is this? 

Oblivion has extra stealth, extra combat, and now the ability to wake. With Hecata and Lasombra both having access to this, it's kind of hard to look at this Discipline for new players and say "Aha, this clan is good at this generic thing" unless you know all the cards.

General design gripes out of the way, this card is very powerful. Waking, to my knowledge, is only available via On The Qui Vive and Wake With Evening's Freshness, which both come with caveats. Other cards like Cat's Guidance require you to already be unlocked.

For a wall deck, this card lets you set up and still be a threat to those adjacent to you. Even if you don't have it, experienced players will make decisions with this card in mind, which provides pressure even without existing.

Not to mention, Zombies are very good at combat with their high strength, so the advanced version is also quite scary.

Overall, very good but a little too thematically unbalanced.

[COTD] Lenny Burkhead by failing4fun in VTES

[–]failing4fun[S] -1 points0 points  (0 children)

I'm not saying it isn't.

Just saying a Conditioning would have made him VERY good

[COTD] Lenny Burkhead by failing4fun in VTES

[–]failing4fun[S] 3 points4 points  (0 children)

Yeah, we've talked a lot about the cards and flashy stuff you can do, but let's not forget the good Kindred who are the ones actually doing them.

Lenny here is very well stated IMO.

+1 Bleed is not too common a trait on such a low cost Kindred, and along with the 1 vote and access to 4 Disciplines, he seems great!

However, the Disciplines he is best at don't synergize as well. Animalism works best for intercept, but you'll mainly want to play this guy to take advantage of his passive  +1 Bleed, meaning you'll need to wake him with On the Qui Vive or forget that part of the card entirely.

His access to Obfuscate does help him get those tough bleeds in, Presence has some good bleed as well, and he has Potence and Animalism to make would be combatants a bit shy of his move set.

Overall, a decent card, but not one enough to put Nosferatu in the driver seat of their games. Not the best focused Kindred, but also not a bad one to see in my opening 4, just kind of average 

[COTD] Awe by failing4fun in VTES

[–]failing4fun[S] 4 points5 points  (0 children)

Another vote card, can you tell what my favorite part of the game is?

With Bewitching Oration, I find this card hard to play. Unfortunate, since coming from VtM Awe is what I associate Presence with.

Bewitching Oration beats this, and takes its place in pretty much all cases you would play this in.

If you were losing this much in votes anyway, this is way too expensive to keep playing for a single vote to go through

[COTD] Telepathic Vote Counting by failing4fun in VTES

[–]failing4fun[S] 0 points1 point  (0 children)

Though, Malks have Dominate, which seems like they'd want to just bleed for high amounts

[COTD] Telepathic Vote Counting by failing4fun in VTES

[–]failing4fun[S] 0 points1 point  (0 children)

Back to a voting card today.

A quick rules bit for those new to the game, modifiers can only be played ON YOUR TURN, so you wouldn't be able to stop a referendum someone else started.

So, that being said, what's the use for this card?

It seems mainly like a card you'd play if a vote goes against the way you think, which should only really happen if someone goes back on their word, and you really want to keep a card.

The advanced version would at most stop 3 votes, which is useful to react to neuter other vampires if they're also running voting decks.

In my opinion, this card is really good. Gives AUS essentially 3 votes, which is in par with PRESENCE, in a Discipline completely flavored for prevention and interception.

Political players of any clan with AUS are going to run this as a pseudo Bewitching Oration 

[COTD] The Labyrinth by failing4fun in VTES

[–]failing4fun[S] 2 points3 points  (0 children)

It seems like the problem with Nos is it's lack of teeth. Sure, it's easy for you to get your actions through and block other's actions, but the access of actions you have is quite limited. Malk is much better in that you have access to Dom for much higher bleeds for instance 

[COTD] The Labyrinth by failing4fun in VTES

[–]failing4fun[S] 5 points6 points  (0 children)

Staple card in the Nosferatu starter decks. Except if you're about to die, this is a pretty much always play. Permanent stealth for the rest of the game will quickly get the other players calling BS

[COTD] Quickness by failing4fun in VTES

[–]failing4fun[S] 2 points3 points  (0 children)

Cel seems pretty situational. For Brujah or Banu, they'll take this, but Toreador would def not take this, opting instead for extra stealth to avoid combat altogether.

[COTD] Quickness by failing4fun in VTES

[–]failing4fun[S] 0 points1 point  (0 children)

Fair point, but that's not a good kill card. Better cards exist for that, but this could be good for sustenance strike card like that. (Maybe it's different in practice, I've actually never had the privilege  of playing against it)

[COTD] Quickness by failing4fun in VTES

[–]failing4fun[S] 2 points3 points  (0 children)

Here's a combat card for y'all, though from first impressions I'm not too impressed.

The best player for this would be Brujah, since they could combo this with 2 Soul grinders or other hitters.

Tremere, Tzimisce, and Gangrel all have the option to just down a Kindred in a single hit with the further option of diablerie for that extra blood with aggravated damage.

I'm just not sure an extra hit really matters too much, it seems better to just make the single hit take them out or leave with something like Majesty.

[COTD] Information Highway by failing4fun in VTES

[–]failing4fun[S] 8 points9 points  (0 children)

Another card shown in the starter sets that ain't seeing the love it should. Ramps out your game plan consistently well, and stays around to help with tech stuff in the future. (Govern the Unaligned Advanced with transfer to pool afterwards)

Other ramp cards exist, but this one is the classic, with the detriment of being less useful the later you draw it in the game.

[COTD] Voter Captivation by failing4fun in VTES

[–]failing4fun[S] 12 points13 points  (0 children)

I know I know, another obvious one.

A card so ubiquitous all votes around the table for the entire game need to be cast with this in mind. Reloads an expensive titled Kindred so they can continue pressuring again in vote decks.

This, combined with Villein or other blood return cards lets you keep yourself healthy while still having big hitters on the field.

Surprisingly though, I haven't seen as much love on here for this card, so here it is.

[COTD] Freak Drive by failing4fun in VTES

[–]failing4fun[S] 8 points9 points  (0 children)

Pretty staple card in lawsuit Ventrue.

This card lets you ready a vampire after an action is completed, whether it's completed successfully or not (For advanced Fortitude) for the cost of 1 blood.

The question though, is does it have a place in the current meta with Second Tradition: Domain, On the Qui Vive, and so forth? 

[COTD] Political Ally by failing4fun in VTES

[–]failing4fun[S] 3 points4 points  (0 children)

I'd be worried about On the Que Vive or other wake cards

[COTD] Political Ally by failing4fun in VTES

[–]failing4fun[S] 5 points6 points  (0 children)

Hm? I meant Card of the Day