<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=199515.msg9757643#msg9757643">Quote from: Riveda on 24-03-2014, 04:33:04</a></div></div><blockquote class="bbc_standard_quote">It's a goal to work toward. Find some way to isolate the returnees from the psychic maelstrom and rig life support during the awakening process, <em>then</em> release them.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=199515.msg9757658#msg9757658">Quote from: Carny on 24-03-2014, 04:36:50</a></div></div><blockquote class="bbc_standard_quote">Yeah, the option to release everybody is not one I'd bother taking unless you:<br/><br/>A) Had managed through play to figure out how to deal with the harm and weird impacts of leaving the stasis facility<br/>B) Just wanted to loot the place, or use it as a fortress of some kind, and screw the rest of your 8 man squad, or whoever is in there. (There are probably others there, but the way the playbook is written, either only 8 of them were soldiers/marines, or for some reason you can only get access to your own squad's gear. Which seems odd, given that you in theory have plenty of time to figure out how to pop locks or otherwise get whatever you wanted from the place, if it is there to be gotten in the first place.)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>In the end the whole thing seems kind of pointless now. I'll wait to see what Cold does or rules for, I've never seen it played this way before. Never really seen the whole "kill everyone leaving stasis " thing before so it baffles me.