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>Why would in-game chat be disabled during [FF event(s)]?
Q
Okay so an anon took a guess saying that, “Just like you (Q) they go silent during OPs.” Q said, “Close” to this anon. Q did not respond to other anons who talked about “no further comms” to prevent turning back. Some said it was only “normies” whose game comms went dark while the black hats were able to use the comms. (I thought this answer was closest but I think occurred after Q had answered the anon- but maybe it was still a bit wrong.
But let’s go back to Q going silent during ops as a reason for not communicating. Maybe Q was acknowledging being “dark” because Q’s devices are in-use at the time. Now, let’s look at the in-game chat being disabled only DURING ff events. If this occurs only during the ff, then it implies this is a NECESSARY occurance while the ff event is happening. The idea that it is to prevent further comms which might cancel an event does not make sense if the comms have been down during an events that had already kicked off. Only further documentation by anons can discover other downed game-comms during known dates of other ff. So, what I am saying is that if the game comms must be down during a ff, it must be due to the need for the complete bandwidth for comms with the perpetrator(s). A couple of anons talked about them using the comms when normies can’t but it was not responded to. So getting back to Q saying it was “close” about Q silence (on Q devices) during ops. It is because the device is being used by the ff perpetrators. For what? Why are the (real) perps never caught? Maybe they are hooked into first responder comms, and their own hackers, etc to help them escape like in a movie. The game comms must be a tiered access. The bandwidth priority goes to “top tier” access, everyone else gets a “busy signal” or system down message.
We are going to check declared bandwidth usage for these sites? How much would be needed for Oceans 11-type comms?
Wonder if they had ant hidden potential bandwidth in the game comms. Reminds me of the days of 4-track and 8-track tape. Originally meant to be 2 or 4 tracks played on one side if the tape in each direction. But people realized you could play them all together in one direction on a reel-to-reel and got great sound. Same thing recording music on a VCR cassette which gave you more tracks than a cassette tape, but I digress.
So the GAME COMMS MUST occur DURING the ff. It must assist the ff WHILE IT IS HAPPENING.