How do messages and signals work?

1 min read

Everything you need to survive the streets, explained short and clear.

The Dossier. Part two of the handbook. One card per feature, written as the file the police keep on you, or the file the family keeps on the city. This is where the exact rules and formulas live. Every number comes straight from the game.

How do messages and signals work?

Messages are conversations with other players. A message is at most 500 characters, without links, and with a profanity filter. You send at most 20 per 60 seconds. You delete a conversation via the trash can, after a confirmation. Your own message shows the nickname of the account you're playing on, not an old sender name. You can't reply to the system account.

Signals are notices from the game, like a casino takeover, a fine or a murder. You close each signal with the cross. The Notifications badge counts every unread notice; with very many it shows ninety-nine-plus. Opening the sheet marks ordinary signals read; invites stay until you handle them. A takeover lands in Signals and in Messages for both players. A fine notice names the city. If it's missing, it says unknown city. A warning, mute or ban lands in your inbox, with the type of penalty, the duration and the reason. Every penalty is recorded with the reason and the staff member's name. The inbox message names the staff member. A lift also sends an inbox message. A warning can be lifted. Someone who is already muted doesn't get a second mute; the screen says the mute is already running.

The forum allows bold, italic and references to players (name), families (id or unique name) and topics via tags; see the legend. The board refuses other links and HTML. Deleting your own topic asks for confirmation first. Family members have their own Family forum that only they can see. The address /forum opens the forum.

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