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Topics - Girlinhat

Pages: [1] 2 3 ... 22
1
Other Games / Interest in a homebrew starship-based tabletop?
« on: October 16, 2016, 04:30:59 pm »
So I'm thinking about making rules and running a game of my own design.  The basic premise is that 'you' are a ship's AI, and you have pretty rigid control over your ship.  You have a command crew, like a captain, an engineer, a scientist, etc, then you have officers, like a pilot or a weapon user, and then you have generic 'crew' like maintenance workers, ammo-loading grunts, repair mooks, and other menial tasks.  As you progress, instead of upgrading your stats yourself, you upgrade your commanders or your ship's size/equipment, and if you lose them then you're out for that investment (barring cloning or such, of course).

I thought about making it 'every player is a member of the crew' but realized how boring it would get.  One player would invariably be the weapon officer, and every game they wouldn't get to choose what to do but would just roll the dice to hit, over and over, without any real input.  Instead, each player would be an individual ship, and play it as normal D&D party where each player controls themselves.

One of the core aspects would be ship design, with store-bought ships and components that fit into slots on a tile-size basis, or getting a good enough engineer to modify existing designs or make their own new ideas.  This would be an almost dwarf-fortress style 'this tile is a floor' or 'these four tiles are a cannon'.  Because of this damage would also be localized, able to damage individual components, kill specific crew, or even sever parts off of a ship with enough firepower.

The core of the ship is the powerplant, FTL drive, and AI core (aka, you) and has substantially harder shielding, so most times it's not worthwhile to kill a ship's core during combat, but to do enough damage to disable it, and then later come back and finish it off.  Hopefully that would keep player deaths low, as it would take a whole party wipe to really lose anyone, though they could still suffer significant damage to crew and equipment that would punish failure.

Thinking about fleshing this out more and running it on roll20.  Any feedback?

2
DF Dwarf Mode Discussion / Let's Fight HFS.
« on: September 30, 2016, 04:14:28 pm »
So I've decided on a goal.  I want to open up the circus and fight the clowns on a fair fight.  No cheese, no cave-ins, no obsidian casting... just steel and muscle against the forces of hell.  I'm planning to make a proper arena to handle them, and have a strong army to take them on in a fight, but beyond that it's all kinda up for questions.

Avoiding exploits, so no danger rooms or melting-duplication or whatnot... any good suggestions on how to train and arm troops, and how to construct a fortress and associated industries to power the war machine?  Bonus points for suggestions that include religion or monk-like themes.  I'm fighting hell, might as well get god on my side right?  Even if it's the god of suicide and jewels...

3
DF Dwarf Mode Discussion / Quick Fort Ideas?
« on: September 27, 2016, 11:24:22 am »
So basically, I've got an impressive computer and can run modestly sized forts well over 250 FPS.  I've also got free time, as I'm recovering from an injury and can't work right now.

So I'm planning to run some 2x2 or even 1x1 forts with preferably low population so I can run them at super speed.  Anyone have any particular goals or interesting things to try and achieve?

4
As stated in title.  Decided I should get back into the game, and looking a bit over the learning/writing/thinking system, as well as the taverns, and how to make it the most... scientific~.  Anyone have suggestions/challenges?

5
Other Games / Galactic Junk League: Robocraft But Not!
« on: July 16, 2016, 06:30:25 pm »
https://galacticjunkleague.com/
...so yeah basically as the title reads.  Build a ship block per block, then take it into a 5v5 respawning deathmatch.

Notable:
You can place hull blocks, which are just chunky attachments, and then place armor on hull in various shapes, for more protection.
Variable speed/armor/firepower as you add or remove engines/bulk/weapons.
You upgrade parts with money, so each component becomes more powerful on the same vessel.
No monetary system (yet) so you can place blocks until you hit the ship's size limit.
Special abilities (1-6 keys to trigger) that can be placed or removed by adding certain blocks, some of which are class-specific.
Classes of ships with different bonuses - a frigate's engine produces more thrust than a battleship's engine.

Kinda lame:
Playtime matters.  Other players with highly upgraded components will tend to stomp you.
Frigates/speed is kinda overpowered, as small upgraded ships are moving too fast for weapon tracking.
Limited game modes and limited player base.

https://galacticjunkleague.com/
Free signup, quick and intuitive to play, includes some default ships to just hop in with.  They haven't even added a cash system yet, it's ONLY free to play.

6
Other Games / Games with infinite playtime/grind?
« on: March 02, 2016, 01:30:54 am »
So I work some 12 hour days.  Before/after work I might have an hour or two free to split up between food and leisure, and enjoy gaming.  I'm looking for something with incremental progress that can go on forever.  Minecraft is one example, as you can just build gold and iron structures for as long as you can mine.  Rimworld is also fun, with trading bringing in fresh materials you can simply spend time slowly scratching up the edges of quality.

Any other great games that have an 'endgame' but no 'end'?

7
http://support.screeps.com/hc/en-us

TL;DR - you get little bots.  They're empty.  Write code to make them function.  Compete with other players with bots vs code ability.  Sometimes you have the weight of numbers, sometimes they've written better code and flounce you.

It's in Javascript, or anything comparable, like C++ or Python, it's somewhere in the whole family of code.  All logic functions work the same (for loops, if conditions, etc) and you use the game-specific commands to perform actions (DELIVER_ENERGY() or ATTACK() and such).  Since everything is code-based, you either need to know some code, steal some, or simply use this as a method to learn on your own.  Includes a tutorial, though it assumes you have some knowledge already.

Formerly used a pay-per-server-ms subscription, where you bought credits, and it would use 1 credit per millisecond of CPU time used to process your code.  More efficient code got more efficient use of credits, and smaller number of bots also meant less loops to run through.  NOW they've moved to flat monthly fee.

8
Other Games / Games with visible armor/weapon upgrades?
« on: January 18, 2016, 04:33:03 am »
I like a lot of strategy or squad based games, but so many seem to have a single character/class model and make it static.  Have any good games where equipping armor has visible changes to characters/units?

9
Give me the TL;DR on the update, then request what I should build.  First thought is 'bard's college' though having warrior librarians might be fun as well.

10
Other Games / Games with thunderous cannonfire?
« on: July 27, 2015, 05:43:06 pm »
I've had an urge to play some type of game with hefty artillery, reasonably heavy battleships, or even just chunky rifles.  Any suggestions or commentary?

11
Other Games / Deathwatch: 40K RPG - Smells like Heresy...
« on: June 25, 2015, 02:24:00 pm »
So many people are likely familiar with Dark Heresy, where you play the role of an Inquisition group.  Deathwatch is built off the same rules (characters can technically be transferred between settings), but you play the role of Space Marines who are sort of on loan from their parent chapter and serving the Inquisition as sort of on-demand xenos hunters.  If anyone's played the game "Warhammer 40,000 Space Marine" then the whole game is basically what a Deathwatch's job would be - xenos on this planet, send in like 4 marines to help secure the valuable things before we burn the whole planet.  You're organized into "kill-teams" of 3-6-ish with different roles and origins from different chapters, which give you a number of different skills and abilities.  At core you're all Space Marines (ie, everyone is multiclass with fighter) who then get certain abilities on top of being 10 feet tall metal men who rain bolter fire on the enemies of man.

I'm very likely to run a game, and Bay12 seems like the PERFECT group to pull players from.  The game rules are pretty simple, and doesn't leave nearly any room for diplomacy and real character development (though there's room for leveling up and progressing) so it'll play much more like a small-scale wargame, with fast dice rolls and quick turns to allow for larger combat setups.

I'll be spending the next ~2 weeks making settings, cheat-sheets, etc, then I'll be out of town for a week, then when I return in ~3 weeks likely to start running the game, on roll20.net using microphones.

12
Other Games / Uncharted Waters Online - Girlinhat builds ships!
« on: May 29, 2015, 08:16:53 pm »
So some may remember UWO being owned by NetMarble.  It's now being done by OGPlanet.  Not much has changed, honestly...

New to the game?
Get a ship, pilot around 13th-18th century world, like the whole world.  Americas, england, africa, china, etc...  Partake of Merchant or Maritime career paths... or Adventure, but it's not very good.  Trade is pretty simple - If you take it from one city to another city which doesn't sell that item, it's probably profitable.  Additionally, specialty goods in one area sell for a fortune if taken to a different area, the further the better.  Combat is simplistic in controls, double click to turn your boat and space bar to fire cannons, but is complicated in setup and math, different weapons, different armor levels, speed vs armor priority, boarding combat, ramming speed, sail-shredding or grapeshot...

It is, unfortunately, a rather slow game.  It's a perfect game to get on teamspeak and chat while sailing, because the bulk of the game is just sailing straight away until you reach a corner and have to turn.  Combat is interesting, but a tad lack-luster, and trading is as simple as going from one city to another.  Skills takes AGES to raise up, as well.  Crafting skills take days and days, and tons of money... but money is pretty easy to come by if you know how to sell things to other players.

Party system exists, and following works, so one player can do most of the 'work' in sailing a group.  Combat can support a good number of players as well, haven't seen an upper limit.  PVP piracy exists, and is said to be very scary, though I haven't attacked or been attacked.

Returning to the game?
Your account probably got reset, I know mine did.  But I'm getting settled into the game and getting skills and jobs set up.  I've realized how to make money off the market, so I've got some funds, and I'm working towards becoming a shipwright, which means cheap ships at detailed specs, and end-game superiority.

Thinking about playing?
Contact me, Steam under same name or forum message or whatever.  I've got some funding and skills, can get people set up and hopefully we can become the best of pirates!  It'll be some time to raise your skills, but funding is mostly secure and grouping can be done.  There's a significant amount of tutorial to play through, but none of it matters and you can ignore all dialogue forever to breeze through it.

ALSO!  There's microtransactions for certain convenience items and some high-ranking items, as well as the regular "+20% experience boost for a week" type, as well as the "open the mystery box and maybe get a nice item or not" but no real pay-to-win easily visible, especially since so much relies on skills (time playing) and high-ranking crafting.

http://uwo.ogplanet.com/en/main.og
http://store.steampowered.com/app/317110/

COMPANY (aka GUILD) is up in London, under the name "TwelveBays".  There's no penalty to joining, there's a 50 player limit but the server culls players who've been inactive for too long, and boots them from the company (account is still intact, but company membership is lost).

I've become a shipwright.  My current level is 5 and you can go to www.uwotool.com to plug in your adventure/merchant/military levels, then my "SB Lv" and see what's possible.  This will show you your possible ships and what I can currently do with them.  As a shipwright, I can
1: Make ships for cheaper,
2: Make ships with greater/lesser cargo hold,
3: Make ships made of different materials for great durability or speed,
4: Refit ships to change their crew size and cannon amounts, which can provide for more or less goods storage, and
5: Attach additional materials to a ship to give them permanent upgrades.

13
DF Dwarf Mode Discussion / Bay12 Patreon (donation option)
« on: April 28, 2015, 03:06:55 pm »
Just in case you missed it, Bay 12 now has a Patreon page. https://www.patreon.com/bay12games

It works pretty simply.  You put in your credit info, and it makes a payment every month, instead of having to keep up with the last time you donated and whatnot.  Bay12 doesn't offer any excessive benefits, but other patreon users provide tiered rewards if you do certainly monthly donations.  It's a convenient way to say "I estimate I get about X amount of entertainment dollars our of dwarf fortress every month."

In my case, I'm willing to say I enjoy DF more than a latte, so imma likely sign up for a $5 a month donation when I start getting paychecks (just started a new job).

14
DF Dwarf Mode Discussion / Any video requests?
« on: April 22, 2015, 09:39:24 pm »
So I've been toying with an idea.  The first part is to do video tutorials on intermediate-advanced subjects, for people who definitely know how to farm and fight, but might want some help getting a hold of advanced military setup, pump stack options, waterfalls without drowning, waterfalls WITH drowning, magma-based defense, and drive-by shootings.

The second part was to do a considerable amount of editing, and compress a fortress lifespan into a 10 minute video.

So consider this an interest check, and to ask for things people don't understand, or things that people had trouble with when they were learning it the first time.

15
Other Games / NavyField 2 - "Like World of Warships but not"
« on: March 24, 2015, 03:15:07 pm »
Main Site:
http://www.navyfield2.com/
Steam Page:
http://store.steampowered.com/app/338540

If anyone remembers the original navyfield, you know pretty much what to expect.  Pick a ship, start fight, get torpedo'd by your allies, cry about carriers being op, and then get a submarine and win the game.  It's the standard 'non-respawning team deathmatch' that's become the genre.

Good things:
*Big ships, big guns, heavy armor.  With proper armor, your ship can survive a full broadside from a battleship, and with proper guns, you can snipe carriers with battleship turrets from halfway across the map.
*Fairly standard crew progression.  You start with 'specialists' and as your captain gets better, you can add more specialists slots and add more crew, which can boost your ship stats.  Stack 3 gunners with perfect accuracy and shell people no matter what they're doing.  Or stack 3 submarine specialists and stay underwater longer and more safely.
*Varied playstyles.  Battleships are obvious.  Carriers can send scouts, anti-fighters, or bombers.  Cruisers are a cross between anti-ship and anti-air.  Destroyers are tiny, but their speed and their torpedoes make them a threat to everyone - it's entirely possible to go battleship hunting.

Bad things:
*Graphics are a bit... quirky.  Ships appear to skid sideways on the water when you turn.  Water looks just slightly off.
*Friendly fire is permanently enabled.

For people who played the original, here's some differences:
*No longer have flat crew amount, instead more emphasis is put on your specialists.
*Specialists have their 'type' (like gunner or mechanic) but don't have unique classes (like loader or flak cannon).  Instead of an upgrade tree, they level up and have skills you upgrade to make them into class specialists.
*Can't appear to change the guns on your ship, but perhaps I haven't unlocked the right tech.
*Ships and gear are now unlocked as in World of Tanks and similar - you have to unlock the entire engine upgrade set of your current ship before you can move to the next ship.
*Flak is a LOT easier to use.  You can click a location, and the flak will explode above that position.
*Controls are instant, no more half second delay between when you click and when things happen.
*Ground assault exists in most normal maps, all ships having a number of troops they can deploy.  Capturing a ground point provides benefits like an infrequent radar or AI control of static gun bunkers.

And it's free.  So give it a try.  Let's get a dwarven war fleet prepared!

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