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Messages - Cosmonot

Pages: 1 2 [3] 4 5 ... 22
31
Curses / Re: Bug
« on: December 04, 2008, 12:03:49 am »
It may be aesthetically unpleasant, but it's not a bug.

32
Curses / Re: LCS 3.18.0 -- Baby, check out my Skill Sheet
« on: December 03, 2008, 10:45:05 pm »
Bug: Crack Heads no longer have terrible Intelligence and Health, presumably since stats are now distributed after the creature's type is selected.

33
Curses / Re: Skill names to go on a diet?
« on: November 29, 2008, 06:34:28 pm »
I think it would still be better to implement page scrolling. Based on the number of problems it already has, restricting the number of characters in each skill name is going to cause problems every time you want to implement a new skill that can't be summarized neatly. I'd rather chop the current skill list up into two pages, and give each skill it's own line, with the extra space on each line devoted to a brief description of the skill's uses. The list could also be sorted from highest to lowest, so that you typically wouldn't need to page through unless you want to look at skills the person doesn't actually have.

34
Curses / Re: Increasing Driving Skill
« on: November 28, 2008, 12:21:20 am »
I don't care what key it is, just put it in the game already.

35
Curses / Re: Wizard mode.
« on: November 28, 2008, 12:19:20 am »
The game doesn't start killing off old people until they're in their seventies, which is what I meant by old age. Even though those nurses and musicians were pretty old, they weren't in danger of dropping dead yet.

36
Curses / Re: Possible Health Bug
« on: November 28, 2008, 12:12:52 am »
The damage done by the chain was probably some combination of a bad defense roll, good attack roll, and strength bonus. Chains do poor damage, otherwise.

37
Curses / Re: Altering odd issues
« on: November 27, 2008, 07:14:03 pm »
Actors and Radio Personalities are cultural sleepers, and affect all issues, not just gays and homosexual rights. Not sure about Socialities, they usually turn out to be *SPOILERS, SPOILERS*

Spoiler (click to show/hide)

Socialites usually turn out to be socialites if you're looking around in places where you would expect socialites to be. Downtown apartments, etc.

38
Curses / Re: Possible Health Bug
« on: November 27, 2008, 06:57:56 pm »
I think there really is a problem with combat due to the recent changes to health and armor.

The root problem is that weapon damage was originally written on the assumption that without armor or high health, you'd usually take a strong enough hit to get incapacitated. Since 4/7 of the time you get hit in a limb, where you don't have useful armor, hardly anyone gets a non-incapacitating wound now; if you get shot in a limb or unprotected vital location, you almost always start bleeding out or just plain die. Even the piddly .22 revolver has a damage range with a midpoint at 75, and if a guy takes more than 49 damage he's mostly useless in combat.

Another thing to note is that armor is actually quite powerful (police vests will usually let 5 health liberals survive a three hit burst from an m16), but since most armor doesn't provide good coverage to your limbs you end up having to rely on the health mod, which usually won't do much.

The current system may be more realistic, but it's also not a lot of fun, as it makes getting into fights impractical except as hit-and-run affairs where you kill one or two conservatives near the entrance to a site before they can react and then run away. If you get into situations where the conservatives can get shots off at you, people will start getting incapacitated very quickly due to limb wounds even if they all have fifteen health and army body armor. If you don't have armor, the result is largely the same except people are going to die when they get shot in the chest rather than shrug it off. It also heavily devalues the health stat.

39
Curses / Re: Wizard mode.
« on: November 27, 2008, 05:17:34 pm »
I don't ever remember it happening myself. I wonder if I even tested it. I wonder if it works! Has ANYONE had people die of old age?

It's probably never happened due to circumstance rather than a bug. I don't think many people make a point of recruiting retirees, and they're the only creatures that can start in old age.

40
Curses / Re: Possible Health Bug
« on: November 27, 2008, 02:55:21 am »
Though, now that I think about it. Tactics in this manner should be relative (a bit) to agility. What good is knowing where to move when you can't get there fast enough. Reflexive movements are usually a combination of intelligence (fast thinking) and agility (fast moving)

I wouldn't penalize people for having low agility; it's already important enough, seeing as how it's tied into all the weapon skills. I would just give a straight up bonus to everyone in the squad based on the highest tactics skill available.

41
The last time the subject was brought up, Fox said he hasn't been updating the makefile, just the visual c++ project file. I'd bet that he hasn't had time to do it yet.

42
Curses / Re: Knives, backup weapons, and a slightly modified combat system
« on: November 22, 2008, 05:02:16 pm »
To be honest, I don't much like my idea, so I'm perfectly open to alternatives.

Another thought, modifying E. Albright's suggestion about location-dependent penalties for items in hammerspace. Suppose that each item has a bulk value (0 for things like money and documents, 1 or more for things like guns and stolen equipment), and depending on the total bulk the squad is hauling around, you get a suspicion penalty. This could be communicated to the player through emotes about the squad carrying duffel bags as it moves from tile to tile through the level. When picking things up, you'd get messages about shoving them into your duffel bags. You could add an extra tier where the squad starts moving piles of stuff around in a push cart, with an associated increase in the detection penalty. Thus, we remove the hammerspace believability and realism issue by removing hammerspace entirely, replacing it with mention of physical storage objects the squad is towing around, tied to a detection penalty (no combat penalties or anything, just can't sneak around). For some locations, such as prisons, bags would have to be searched to be allowed in peacefully.

I don't like this idea much, because I don't think it should be possible to sneak around while carrying lots of weapons or stolen goods no matter how stealthy you are. Doing this makes the weaker-but-stealthy weapons (like pistols) a lot more valuable.

As far as weapon slots go, I think everyone should have a secondary weapon slot that they can switch to freely, can contain any weapon, and that each weapon is hidden if currently possible or visible if not. Having a bunch of special rules regarding weapon slots and concealment is unnecessarily confusing. There could be a one-turn delay for switching weapons if micromanaging the system to bypass reloading is distasteful.

I'd like the removal of squad inventories except for a temporary, limited hammerspace available during site missions. The on-site inventory could contain up to 1*number of liberals on site large items, and an infinite number of smaller items (possibly with a few bonus slots for things like trenchcoats). The only other use of squad inventories I can recall offhand is moving items between safehouses and the pawn shop, which could be replaced by creating a "transfer items" activity and allowing the player to sell anything in the safehouse at the pawn shop. Items bought from stores/the pawn shop would appear back at the safehouse if the liberal making the purchases doesn't take the item.

43
Curses / Re: how can i sucesfully get a sleeper by interrogading?
« on: November 17, 2008, 11:41:25 pm »
Note that an interrogation based Founder actually sucks in the long term at interrogating. He starts with 2 intelligence and max interrogation is (charisma + intelligence) /2.

Wow, this is practically a bug. I've been wanting to improve the intelligence scores of tracks D and E for awhile now, and this is just reinforces the need to do that. I have to give that guy more intelligence.

I like your strategy, by the way.

The entire founder generation setup needs work, frankly. There are a lot of choices that give you weak bonuses, or a weird mix of bonuses, like heart+interrogation and strength. I would probably give all the mutually exclusive choices equal attribute (not skill) bonuses, and try to make each choice give you bonuses in one general area rather than have odd mixes like Intelligence and Sword skill. There's nothing stopping the player from picking Intelligence in one question and Sword in the next if a well-rounded character is desired.

44
Curses / Re: LCS 3.16.1 Release
« on: November 15, 2008, 11:04:19 pm »
This breaks save compatibility. Damn, I was doing real well too.

Well, you probably can't win with the election bug in place, so you should upgrade.

45
Curses / Re: I need a someone who can steal stuff easily...
« on: November 15, 2008, 05:55:17 pm »
If you're a programmer, you mean.

You hardly need any programming ability to be able to understand many of the game mechanics in the source. For example, here's the relevant bit of code that controls the starting skills of a professional thief:

Spoiler (click to show/hide)

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