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Messages - RAM

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1
DF Community Games & Stories / Re: The Littlest Cheesemaker - Updated 8/23
« on: September 15, 2018, 10:58:27 pm »
Is there a pressing reason to make a slab if one possesses a corpse?

2
Other Games / Re: Games you wish existed
« on: September 07, 2018, 05:10:06 pm »
mixed orbital/interstellar ship to ship warfare with planetary invasions
The problem I see with that is timescale and abuse. Because each game-type influences the other, You can get an endless series of curbstomps with elite forces invading garrisons, or a massive edge in interplanetary by setting up a killing field with a couple of elite squads and artillery which exploit the A.I. into big wins for tiny costs. Players don't like to hold back, so you need, like, limiting factors to prevent the external influences from overwhelming the current scale, while also keeping the scales relevant to one another. It is worth noting that real life is very much like this. People always talk about the major turning-point battles, but there is a massive amount of territorial shifting going on between these battles and it is not as though the entire theatre is undefended but you never hear about what went on there because curbstomps are neither exciting nor comfortable conversation...

Meanwhile, you probably want to hit dozens, if not hundreds of planets, and if each one is a full game in itself... well, that is a lot of time spent on a very slow space conquest. Ground combat is typically simple because it is rushed. They explicitly want it to be over in a single space-turn. Not to mention that planets are big, and usually end up being reduced to a single objective on a 2-d map. If you want more than a single representative battle it is going to be a long slog.

So... Ideas...
"Heroes" that are pretty much unavoidably credible threats. Every planet has some bunker or elite squad or supertank that may not be enough to change the outcome of hundred to one odds, but will make it less methodical.
"Give the marines their own command structure" so that they are fighting for worlds while the space force is fighting for territory. If you are feeling particularly adventurous brave then you might include high-speed missions to drop in the midst of space combat to silence artillery installations or something, but generally it would be the marines organising their own invasion forces and hitting planets as they felt comfortable with their logistics and invasion forces, generally operating behind friendly lines while the space-force just finds planets being added(or not) to its economic base over time...

3
Other Games / Re: Games you wish existed
« on: September 06, 2018, 05:27:27 pm »
You could make it a gimmick that you ARE fighting a stupid A.I.. I would avoid too much stat weighting, as that tends towards harder counters. You end up with your all-damage build being swarmed by fast+tough that overwhelm your damage output. Your speedy build gets out-speeded and can't escape, it is just a bit too much of a methodical assassination. But if they follow paths which resulted in fewer deaths...
This reminds me of my ancient idea of tunnelling D.F. goblins. Tunnelling would have a high "distance multiplier" and the goblins would generally take the shorter route. Goblin deaths would also add distance. And their end-goal would be based upon how far ambushers and sieges(and snatchers and caravans, rumours and all...) had gotten previously and lived to tell the tale(with a few exceptions to keep them sensible...) so they would generally route to a point in your murdertube unless your fort had already been mostly broken once. Eventually they would accrue so many deaths that the open-path's length plus additions for previous deaths would outweigh the 40 steps-per-tile or whatever that soil would have and they'd dig a shortcut to a deeper point in your defences... They'd probably form squads and make a path for each squad collectively at the start of the siege to save on processing given that it would be pathing through solid tiles... then squads could go off to their objectives and the individual members would run around the squad trying to be helpful to its objectives...

Something similar could work in a shoot'em'up. The A.I. would start to avoid places where loads of them had died previously, and teleporters would jump over it or whatever. Meanwhile they have bonus options they can use if they get desperate, like adding spawns or moulding the terrain or what have you, should the player just refuse to die. And anything that resulted in player damage would be given added weight. It would be simple and predictable, but if it was up front about it, outright stated that you were fighting stupid robots that could be manipulated into evolutionary dead-ends... well, it would be a game of bluffing your weaknesses and saving your strengths...

4
Other Games / Re: Games you wish existed
« on: September 04, 2018, 07:13:10 pm »
It is worth remembering that Aeon of Strife was a custom map, and pretty much defined the genre. There are a lot of different games with similar abilities to make custom modes, and some of these games have character customisation. Warcraft Three has had some hero customisation projects, and while few of them have been successful, it is not impossible to find such a thing. I also recall an A.S. map for Neverwinter Nights(Battle of the Dragons?) which obviously had a boatload of customisation from Dungeons and Dragons the Third. So they are out there, and you probably want to look for a game with custom heroes, either natively or as a known skill amongst its modding community, and then look for the inevitable A.S.-likes and see how much overlap there is. And then get together a group to play it because it probably won't be popular enough to get a decent game together, given that customisation makes measuring contests difficult, and the A.S.-like community is mostly terrible.

5
My biggest problem with the Galileo is that it's probably not going to reach Cheap. It's doubled the number of pilots and oxygen systems, and just generally doesn't lose much of anything as compared to the VVF. We're risking another aircraft in the same cost bracket, likely not helpful to us.
Wouldn't doubling the pilot's half the cost? Costs are based upon how many units they can equip, so halving the number of vehicles for a given number if personnel... Granted, given the number of vehicles is halved would also reduce their performance within their cost bracket...

6
DF Community Games & Stories / Re: Losing Is Fun - Interactive Web Comic
« on: August 30, 2018, 04:22:11 pm »
Well the poll appears to be tied...

7
I am half inclined to propose a harrier...

8
How is it that the haunted ink has better penmanship than the manager?

P.S. Squeeeeeeeeeeeeeeeeeeee

9
Forum Games and Roleplaying / Re: Fallout: Raiders of Louisiana
« on: August 22, 2018, 07:05:00 pm »
Were there any survivors? Should we, like, off them? Dig up some ash and play mad scientist with ghoulification? Interrogate them? Add them to the harem? Get into the slave trade? Discover that a blunt object to the had is actually fatal and lament that all those stories we heard we lying to us?

Does our watch let us, like, rub two broken guns together and make a better one?

10
renamed Tremor
Actually Sand Worm. "Spice must flow" and all that... Should probably have mentioned something about potentially growing to half a kilometre long...

11
Large Annelid that Propagates, and Thrives in, a Sandy Environment
This creature seeks t perform two basic roles. 1: processing of dispersed materials into easily-harvested and valuable parcels. 2: Preprocessing of planets for terraforming.
To achieve the first, they grow into massive creatures, consuming the terrain, and storing heavier particles, which are slowly infused with psychic energy before being deposited on the surface.
The latter relies upon a ludicrously environmentally-tolerant biology and a life-cycle that involves a potentially permanent larval-stage that stores water and converts solar energy into chemical energy that is seeded into the ground for consumption by adult and increased arability.
In larval form, they are a small cluster of black grasses with a large bulb with a rapid-growing root that digs directly down until it hits an obstacle, which it wraps around until it meets with sufficient other roots to tear the obstacle apart, thus deepening the surface layer by destroying the rocky layers beneath. The roots automatically sever if pulled upon, allowing them to be consumed, and will periodically sever of their own accord to be driven down by a new root system. If the roots go undisturbed for long enough, the larva will have an increasing chance to transition into a initially rapidly-growing worm that will dig into the ground and begin harvesting.

The creature's biology is of very low complexity, with almost no distinct organs while being heavily segmented. It's "mind" is spread across its entire body, composed of psychic brain matter. The very low density results in a very slow mind, but its massive volume results in a very powerful mind which is primarily focused upon reinforcing its own vital functions, making it extremely resilient. The immense psychic field also soaks its contents in psychic energy, thus the material it deposits is extremely psychic ally active, and can be used to enrich psychic profiles, allowing for some common strains to gain the psychic profiles of royals, albeit with none of the physical or mental benefits of royalty and a high mortality rate amongst candidates. The influx of expendible forces to maintain the psychic requirements of field-equipment though would be of great value even if they will never be true royals.

The result of an established colony should be accumulation of surface-water, deep, rich, sandy sol, sufficient heavy elements in the larval colonies to sustain life, and enough biomatter for more conventional ecologies to get started. Hopefully they would also transition the atmosphere to a more familiar one, but other agents could perform that with the provided head-start, and the priority here is to survive in any atmosphere, rather than to perform the specific processes to alter one specific chemical composition to another...

12
Forum Games and Roleplaying / Re: Fallout: Raiders of Louisiana
« on: August 18, 2018, 03:58:48 pm »
Rash is good. I love rash!

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Forum Games and Roleplaying / Re: Fallout: Raiders of Louisiana
« on: August 18, 2018, 02:07:39 am »
I say give 'Loin the 10mm, we have no reason to believe that she is a better shot than Blitz, other than her age combined with this being a deathworld. The 10mm is decent, there is less gun-shuffling, and someone is going to be on suppression duty regardless...

14
Forum Games and Roleplaying / Re: Fallout: Raiders of Louisiana
« on: August 14, 2018, 03:31:58 am »
Diaz: Zombies are terrible.
Tenderloin: Ghouls can be tolerated.
Diaz: Only good zed is a ded zed.
Tenderloin: Ferals DO smell terrible...
Blitz: Radcastles!!!

She'll be so happy when she becomes her own night-light...

15
Making something sink to the bottom is easy, making something remain at a depth is difficult. They could just use anchors to chain them to the floor at whatever depth the chains rise to, but that would likely involve adding some sort of attachment point without compromising the fuse, and to the best of my knowledge they never made trains, so know nothing about attaching two rigid objects together. Not to mention that anchors to floats would produce a crude form of chain-netting. I do not believe that they have any netting at all, so that would be a completely new technology, thus requiring a design!!!

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