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Messages - origamiscienceguy

Pages: [1] 2 3 ... 336
1
I’m going to make a new thread for the real game. But I’ll post a link in here before locking it up. For now, I’ll leave it open in case anybody has any more suggestions.

Do expect several weeks before I launch it though. I’ve got good ideas cooking, but writing them down in a comprehensible manner is taking a while.

2
General Discussion / Re: AmeriPol: new thread subtitle pending
« on: May 11, 2018, 03:22:53 pm »
Golan Heights were originally captured because of their strategic importance. There are definitely military installations there.

3
Not by default. If you want to recreate one, you certainly can.

4
I will include it in the world, but I want it to be kept secret from the other players. If your character is inclined, you can share your backstory in character.

5
I am thinking that any character can use a skill for any class, just with a higher price.
If you reached a certain threshold of having some other class's abilities, could it change your main class?
After some more thought, I decided to make attacks based on weapons, not classes. Any character can equip any weapon. Classes just give bonuses to specific fighting styles (warriors are better at melee attacks, mages better at magic attacks, etc.) Switching between weapons mid-battle takes a movement action.
Sub's story and area:
That could work with the world, but I would prefer if you waited until you know the world before making a full backstory. I also want characters' backstories to be confidential to the other players at the start. Just to spice things up.

6
I am thinking that any character can use a skill for any class, just with a higher price.

Also, I want to make it clear that this will take a while. A couple of weeks.

7
Mario Odyssey, but random parts of the floor explode and you have to start the whole game over.

Minesweeper + Mario

8
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: May 09, 2018, 06:32:18 pm »
Turn 7


Turns

Good Guys

Pre Movement
Winters: Move to row 5, engage with the bear.

Robbin: disengage, move to 4

Bonus
none

Attacks
Sub: Normal Shot Head [6]: (120 - 10) = 110 damage! You slap yourself in your frozen face, and wake up. You recognize the danger, but realize you can put an end to it. You concentrate, and let fly one last arrow. It flies into the bear's right eye, and disappears inside its skull. The bear stands up reflexively, before crashing down. You did it! The battle was won!
Level up! Fully Healed
The werebear is dead!


Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7: Sub (archer)
Row 6:
Row 5: Robbin (archer), Winters (warrior)
Row 4:
Row 3: Zeke (mage)
Row 2:
Row 1: Bandit (archer)

Status

Good Guys
Spoiler: Subject 2 (click to show/hide)
Spoiler: Cpt. Winters 2 (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)
Spoiler: Robin Hood (click to show/hide)
Bad Guys

WereBear
Head: 0/400
Body: 1000/1000
Front Left Leg: 0/300
Front Right Leg: 260/300
Back Left Leg: 300/300
Back Right Leg: 300/300

Location: Row 4, engaged with The Bandit
To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs

Spoiler: abilities (click to show/hide)
Spoiler:  attacks (click to show/hide)



Alright, the boss is dead. That concludes the combat test. I want to thank everybody who participated, and I am open to feedback.

Some definite changes:
-Add Ambush as a movement option
-rework attacks so that healing and other not-really-attacks still work with it.
-buff the health of everything so that things live longer.
-Try to work in terrain bonuses eg. bonuses or detriments for being on a specific row.

Apart from Combat, I feel that this test went well enough for me to start working on a full game. I want to make a detailed world for the party to explore d&d style, and every character created can be merged into the world in meaningful ways. So your characters you create can fill the world I'm making. You give your character a cool hometown with an interesting culture? Bam! It's now a place in the world. That's my hope at the very least.

Outside of battle, the group will mostly be driven by roleplaying, with you guys choosing where to go. If you don't particularly like roleplaying, you can just hop out and hop back in when a battle starts. There will be a main storyline, but I hope to keep the reigns pretty loose as far as that goes.

If you have any comments, questions, concerns, please post it here. I will try to incorporate anything I think will work. And once again, thanks for playing.

EDIT: Here's a link to a google doc that should show the progress I'm making in case you are interested in following along. I'll post a link in here once the real game starts.

9
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: May 08, 2018, 07:37:12 pm »
Do you engage with the bear?

10
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: May 08, 2018, 06:27:22 pm »
You're too close

11
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: May 08, 2018, 06:24:31 pm »
Turn 6


Turns

Good Guys

Pre Movement
Sub: Move up one row

Bonus
Bandit: dodge [1]: You prepare to dodge, but your frozen muscles are extremely sluggish, you just made yourself an easier target (+1 to attacks against you until next turn)
Parry [1]: You bring your arms up to mitigate damage to your vitals, but your Proprioception is completely off, and you raise your arms above your head, exposing your chest and head.
(+20 damage to next attack against you)

Winters: Heal self [6]: You grab your left leg and snap it back into position. It hurt like the dickens, but at least it is functional now. (+40 health)
Heal self [4] You take care of your other minor wounds, preventing furthur damage. (+20 health)

Attacks
Sub 2: Powershot head (2-1) = [2]: You miss again. You are really bad at this whole archery thing.

Robbin: Normal shot head [4]: (40-10) = 30 damage! You remember your training, and let loose another shaft. It buries itself in the bear's neck. The bear's head drops as the muscles in its neck start to give out. But it is not done yet.
Normal shot head [5]: (80-10) = 70 damage! Another arrow smacks into the beast's neck. It lets out a quiet roar, signaling that it's life was almost gone. Anything more will finish it.
Level up! Fully Healed

Post Movement
none

Bad Guys

Movement
none

Attacks
Bite the Bandit [6]: 380 damage! The werebear looks at the helpless archer without remorse, and simply chomps down on him. A crunch is heard as the bandit's back is broken, and his bloody body is tossed aside.
The Bandit is dead

Post Movement
move to row 5, engage with Robbin Hood

Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7: Sub (archer)
Row 6:
Row 5: [Robbin (archer), werebear]
Row 4:
Row 3: Winters (warrior),  Zeke (mage)
Row 2:
Row 1: Bandit (archer)

Status

Good Guys
Spoiler: Subject 2 (click to show/hide)
Spoiler: Cpt. Winters 2 (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)
Spoiler: Robin Hood (click to show/hide)
Bad Guys

WereBear
Head: 65/400
Body: 1000/1000
Front Left Leg: 0/300
Front Right Leg: 260/300
Back Left Leg: 300/300
Back Right Leg: 300/300

Location: Row 4, engaged with The Bandit
To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs

Spoiler: abilities (click to show/hide)
Spoiler:  attacks (click to show/hide)



That was extraordinarily bad luck

12
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: May 07, 2018, 05:17:29 pm »
Turn 5

Captain Winters made a brave last stand, facing down the fierce beast before him

Turns

Good Guys

Pre Movement
none

Bonus
Winters: Dodge [3]: You get in a stance beneficial to dodging, but your wounds are really hampering your progress.
Winters Dodge [5]: You grit your teeth, ignore the pain, and bend your one good knee, ready to leap in any direction necessary. (-1 to all attacks against you until next turn)

Attacks
Sub 2: Powershot front right leg (2-1) = [2]: You aim for the bears other foreleg, but the bears erratic movement causes you to miss.
Powershot front right leg (5-1) = [4]: (50-10) = 40 damage! Your second shot is better placed, and the arrowhead buries itself deep in the bear's meaty leg.

The Bandit: Normal Shot Head [6]: (120 - 10) = 110 damage! You fire a point blank shot into the same eye as before. Both arrow shafts pretrude from the eye socket at slightly different angles. The bear is furious, and chucks a rock at you.
Free Attack: Throw Rock (4-1) = [3]: 50 damage! The rock glances your right leg, dropping you to the floor and leaving your leg in a bloody mess. Nevertheless, you get back up and get ready to fight some more.
(Power shot has a minimum range of 3 rows. Also, you didn't specify a body part, so I just used the last one you attacked)

Post Movement
none

Bad Guys

Movement
disengage with Captain Winters
move to row 4 and engage with the bandit.

The werebear sees that Captain Winters poses little threat, and goes for the one person who had been causing him the most pain.

Attacks
none

Post Movement
none

Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7:
Row 6: Sub (archer)
Row 5: Robbin (archer)
Row 4: [Bandit (archer), werebear]
Row 3: Winters (warrior),  Zeke (mage)
Row 2:
Row 1: 

Status

Good Guys
Spoiler: Subject 2 (click to show/hide)
Spoiler: Cpt. Winters 2 (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)
Spoiler: Robin Hood (click to show/hide)
Bad Guys

WereBear
Head: 165/400
Body: 1000/1000
Front Left Leg: 0/300
Front Right Leg: 260/300
Back Left Leg: 300/300
Back Right Leg: 300/300

Location: Row 4, engaged with The Bandit
To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs

Spoiler: abilities (click to show/hide)
Spoiler:  attacks (click to show/hide)



a few more hits to the head should do it.

13
Roll To Dodge / Re: Ruin: Cooperative RTD *Combat Test* (5/3+)
« on: May 06, 2018, 04:41:39 pm »
Turn 4

While the archers all ran in terror, Cpt. Winters attempted to distract the beast to give them time to calm themselves down.

Turns

Good Guys

Pre Movement
Sub: Move up 2 rows

The Bandit: Disengage and move up one row

Winters: Move up one row and engage with werebear (free movement action)

Robbin Hood: Move up 2 rows

Bonus
Winters: Prepare to charge [5]: You crouch down on your hands and feet, ready to launch foreward in a moments notice. (1 free movement action next turn in addition to other actions)

Attacks
Winters: Light Strike front left leg [6]: (180 - 10) = 170 damage! The bear was still recovering from attacking the Bandit while you ran up from behind. You take advantage of the bear's distraction, and slash the bear's front left leg. The blade bites deep in the skin, and the bear howls in pain before turning around to retaliate.
Level Up!
Free attack: Swipe Winters [4]: (100 - 20) = 80 damage! The paw slams into Winters' legs, taking them out. The captain's left leg was dislocated and bent at an odd angle, however, the captain stood on his good leg, and let out a defiant roar.
Light Strike Front left leg [1]: Winters goes for another strike, but falls off balance and returns to the ground. The bear takes advantage and tries to finish you off.
Free attack: Bite Winters [1]: But the bear puts too much weight on his injured leg, and falls just like the captain. Winters stands up and strikes again.
Free Attack: light strike front left leg [5]: (120 - 10) = 110 damage! Winters sends the blade into the same leg from the other side. The leg was gushing blood from two locations. It would not take much to send it out of commision.

Post Movement
none

Bad Guys

Movement
none

Attacks
Swipe Captain Winters [1]: The bear tries to attack the captain, but his injured arm causes him to miss. The bloodied captain retaliates.
Free Attack: Punch Front Left leg (5 + 1) = [5]: (60 - 10) = 50 Damage! The captain closes a fist, and drives his arm into the open gash on the Werebear's leg. The first disappears into the meat, and comes out with several organic materials in his clutches. The captain had ripped out several blood vessels and nerves inside the leg. At this point, the leg had gone completely limp. This will most certainly affect the bear's speed.
Swipe Captain Winters [3]: (50 - 20) = 30 damage! The bear uses its other paw and once again smacks the captain into the ground. Both combatants were weary, but still determined to finish this.

Post Movement
none

Battlefield
Code: [Select]
Row 9:
Row 8:
Row 7:
Row 6: Sub (archer)
Row 5: Robbin (archer)
Row 4: Bandit (archer)
Row 3: Winters (warrior), WereBear, Zeke (mage)
Row 2:
Row 1: 

Status

Good Guys
Spoiler: Subject 2 (click to show/hide)
Spoiler: Cpt. Winters 2 (click to show/hide)
Spoiler: Ezekial Ruyn 2 (click to show/hide)
Spoiler: The Bandit (click to show/hide)
Spoiler: Robin Hood (click to show/hide)
Bad Guys

WereBear
Head: 275/400
Body: 1000/1000
Front Left Leg: 0/300
Front Right Leg: 300/300
Back Left Leg: 300/300
Back Right Leg: 300/300

Location: Row 3, engaged with Captain Winters
To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs

Spoiler: abilities (click to show/hide)
Spoiler:  attacks (click to show/hide)



Way to go Captain Winters!

Since this battle is very close to being over, I think it is time to start reviewing the tests. I have decided that I do really like the movement system, and the battle system. It just needs some balancing on the attacks (what was I thinking when I made pre-patch archers...) A summary of the changes to the battle system I plan to make for the real game:
-add healing as an attack option, in its own category along with ranged and melee attacks.
-give everybody more health. (easier then rebalancing every attack)

If you have any more suggestions for how I could improve the combat system, let me know.

14
DF Gameplay Questions / Re: Perplexing medical emergency
« on: May 05, 2018, 09:31:53 pm »
What was the temperature of your embark?

15
DF Gameplay Questions / Re: Perplexing medical emergency
« on: May 03, 2018, 06:28:12 pm »
It sounds like the temperature is really high.  (are you in a "scorching" loaction?

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