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Messages - Ruttiger

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76
Curses / Re: Killing the hostages at the end of a raid
« on: April 12, 2009, 12:34:26 pm »
I think this should be added as well, but with some LCS popularity hits in most cases (CEOs, News Anchors, Radio personalities, and Eminent scientists should all be fair game though). 

77
Curses / Re: Suggestion: Random Improvised Weapons
« on: April 12, 2009, 12:32:45 pm »
I agree that improvised weapons should be taken out, or at least severely changed (the weapons are pretty damn near useless), but at the same time I like the idea of having a combat option that allows someone on your team to grab a quick one shot item like a chair or beer bottle and then hit someone with it next round.  It wouldn't even be that useful since you'd get one attack to the enemies two, but it'd be fun to go into the gentlemens club with six troublemakers and beat some conservatives senseless with liquor bottles and chairs.

Consequently, when you take out improvised weapons, are you going to be changing all the improvised weapons back to other weapon skills?

Will I be able to art people to death again with spraypaint?  I know it didn't make sense, but damn it was fun.   

78
DF Gameplay Questions / adventure mode/pressure plates
« on: April 06, 2009, 02:54:55 pm »
I've read conflicting posts suggesting that pressure plates do not work in adventurer mode and that they do work but only if you edit a file to turn them on.  Can someone confirm or deny this?

79
pressure plates don't work with adventurer mode?  I always thought they worked but required you to edit your init file to enable traps .

80
DF Dwarf Mode Discussion / Re: Somewhat advanced design problem
« on: April 01, 2009, 03:25:31 pm »
Thanks for the advice. I think two such resevoirs placed next to each other would do it.

I originally planned for a line of bridges directly adjacent to each other, and it'd be one set goes off, then the other, so you'd be moving through a constantly switching set of bridges and would have to time your movements so as to not get crushed.

I once saw a video of someone who'd built a four bit adder.  It's be super cool to use that as a timing mechanism in a trap.   


81
DF Dwarf Mode Discussion / Somewhat advanced design problem
« on: April 01, 2009, 09:30:14 am »
I've got big plans, but the design is going to have to be pretty complicated. 

Here's what it will be.  It's a water pressure plate trigger that will cause a set of bridges to toggle.  That's the simple part.  The hard part is, I need the timing on it to occur so that a 1000 movement adventurer can cross 4 spaces (onto the bridge and then into a one square saftey zone) before it comes back down, while still having it be a threat (If they can move 6 squares it's not much of a threat). 

And advice?

82
Curses / Re: Requesting sound byte arguments
« on: March 20, 2009, 10:38:47 pm »
Nice work Gimmick, those are pretty good.

83
Curses / Re: Losing juice when subordinates are sent to jail
« on: March 20, 2009, 10:19:33 pm »
I think simply reducing the kill gains would be a perfect idea.  The cap seems more like a stop gap measure to stop the total unbalance that occurs without it, you don't need that if you simply reduce the juice per kill.

A gain cap doesn't really make sense.  Juice is essentially this games experience, though that's not really what it represents.  Having a cap at all just hurts the fun factor of doing site actions.  While it makes more sense, I don't want to go somewhere, kill a few people, then think "hey, I've hit my juice limit, time to make my exit".  It hurts the game experience in general to have to think like that, and the ease with which permanent injury occurs pushes me into playing like that.

But take that cap away and suddenly I've got a reason to push a little deeper instead of just hitting and running.  Then you've got a different problem, the problem of doing one site action and having maxed characters if you play your cards right (like seriously arming up and then fighting a horde of hicks at the radio station).  The easy solution is to take out the cap and then reduce juice gain from kills. 

Of course, this introduces another problem.  No matter what your game style, juice gain is incredibly slow unless your killing people.  A lengthy site action can net you a violence free 10 points, but it's generally a lot of work.  I think this can only really be remedied with a larger range of special locations on sites.  Of course, I think that's what the game needs the most, more different things you can do at each place. 

Removing the cap presents a second problem, which is graffiti.  The ability to tag endlessly could certainly cause problems.  Tag 500 spots, bam, badass liberal.  Easy enough to fix though.  Personally I think each "room" (area sealed from the rest of the map by doors) created when the map is generated should be taggable once for a graffiti bonus, and further tags in that "room" shouldn't count.  By this method you could limit gain from tagging too, even if someone tags every room, it's not going to be more than 30 juice, and even then it would take serious effort.  It would also make playing a team of artists super cool. 

Sorry bout the lengthy rant.  I love the game and when I play it I get these ideas about what should be tweaked and what should be added.

84
Curses / Re: Losing juice when subordinates are sent to jail
« on: March 19, 2009, 11:01:49 am »
I also don't think the cap 20 juice gain cap should be quite so severe.  It makes big site actions pointless.  Why muddy my criminal record with 30 kills in one action when I can go to a place, beat up one con without killing him and run to get my 20. 

85
Curses / Re: questions about going to trial
« on: March 19, 2009, 10:58:04 am »
Wow, I think you replied without even reading my post. 

86
DF Dwarf Mode Discussion / Re: Infinite water
« on: March 18, 2009, 09:12:57 am »
Does this mean if I build a floodgate on the square that connected the murky pool to my failed U-bend the pool would start to refill? 

It would be slow going, but that would be a decent supply.  In fact, I could attach each natural pool to the cistern via a floodgate and pumps to help produce more water per rain. 

87
Curses / questions about going to trial
« on: March 18, 2009, 09:08:22 am »
Going to trial has become a regular part of my game now.  Because of this I've got a few questions about it. 

A while a go Jonothan suggested he was convinced there should be a way to beat the escaping prision charge.  Has this happened yet?

Also, has anyone figured the upper limits for what you can get away with before going to trial and still walk away free?  This is assuming a juice of 1000 and maxed law skill on an average character (I don't know what that would be, maybe 15 or 16 each of INT and CHR).

I've had very much varied results myself.  On a 14 law 16 CHR character with 1000 juice I've got away with 80-100 murders easily.  In older versions my founder with his uncapped law skill could easily get away with 200-300 kills no problem, but things are signifigantly different now. Unfortunately I don't like to push the boundaries in these new versions.  It's hard to get people to 1000 juice, and maxing law either requires lots of court battles or grinding in the courthouse (which I dislike doing). 

88
Curses / Losing juice when subordinates are sent to jail
« on: March 18, 2009, 09:01:24 am »
I've noticed some very serious juice drops in my founder when subordiantes get sent to jail.  Normally, who cares, a few juice lost no big deal, but I have my squads approach and surrender to police on a regular basis in order to reduce heat and clear their criminal records before it gets out of hand. 

I'm not saying the mechanic should not be there, but the effect is rediculous.  A 1000 juice founder took a 400+ Juice hit for having 3 out of a 6 man squad get jailed, and whats more this juice hit has happened multiple times for the same 3 (once they've been jailed once they are gaurenteed a return trip if the squad gets caught again, which it invariably does). 

The way I see it there's a few possible solutions that are appropriate.

1.  Reduce the losses.  Some loss makes sense, but even if the founder ends up losing 30 members to a police raid and is working alone, he's still going to be a total badass.  Starting over would hurt but he wouldn't suddenly turn into some fresh off the street wussy. 

2.  Make losses only occur once.  If you gained some juice from your association with someone, it might make sense to lose that juice if they get jailed.  If you then busted them out and they got captured again, I really can't see that loss being repeated.  It doesn't seem appropriate. 

3.  Make capped 1000 juice permanent again.  It used to be, and there is some point at which a liberals... liberalness just reaches godlike proportions.  If a horde of news anchors, eminent scientists, and CEOs aren't even slowing you down, I doubt losing buddy a for a few days is going to cause much problem. 

4.  Retroactively remove losses when liberal is busted out.  This makes the most sense.  The mechanic is there to represent loss of power when you lose important allies.  Once that ally is busted out, that should change. 


89
Curses / Re: National LCS
« on: March 18, 2009, 08:45:07 am »
How would that be different then when you are normally operating in a city?

90
DF Dwarf Mode Discussion / Re: Infinite water
« on: March 18, 2009, 07:57:20 am »
My water doesn't evaporate, but I thought rain refilling murky pools was something that's yet to be implemented. 

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