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Messages - jasonred79

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46
Curses / Re: Most deadly weapon?
« on: March 24, 2011, 03:37:04 pm »
Since 4.02 alpha I have never had a sword cut of a limb and assault rifles have only destroyed heads, the easiest body part to be removed. The best possible liberals (20 everything except wisdom) are never able to kill someone with just one hit with a sword.

*THIS*

I'm playing the current version, and BOY have swords been beat with the nerf stick. Swords have always been my favourite, but in this current version, I think I might have to stick to assault rifles. Sigh.

47
But I'm NOT running away! That's my whole point. Of course you shouldn't be able to get loot when running away from an encounter. The thing is, when I have say, some team member who was shot in the leg, I decide to STAND AND FIGHT.
So, why shouldn't I be able to get the loot if I manage to beat all my opponents?


Well, maybe then lawyers effectiveness shouldn't change. But instead make it so that a sleeper lawyer will always defend you. Or make their chance of defending you = effectiveness x 2. Or something. I mean, seriously, how hard is it for your LCS member to say I want to use my one phone call to call my lawyer? Heck, jon is thinking of making it so LCS members can act as lawyers for other members in court. How much more sensible for an LCS sleeper lawyer to do the defending?

BTW, please fix that bug which makes you unable to defend yourself in court, that SUCKS.

48
Curses / Re: Siege suggestion.
« on: March 24, 2011, 03:24:14 pm »
Sometihing I find irritating:  since your base being under attack is now more dangerous and irritating, I just get a sleeper in the police dept early on to warn me of raids. So I just run everyone to a different safe house when I get warning.
The irritating thing is, you can't bring your hostages with you when you do this. WHY NOT? I mean, I got a van and everything, can't I just toss him in the boot?


49
At the moment, Conservative Sleeper lawyers start with 30-40% effectiveness. And Liberal lawyers start with ABYSMAL effectiveness.

Really, this should be higher. While I understand that a Hanging Judge should have higher effectiveness in say stealing stuff or affecting issues than a mere lawyer, the current system makes liberal sleeper lawyers near useless and even turned conservatives have too low a chance of defending you.

Also, it just takes TOO LONG for those conservative lawyers to hit 100% effectiveness!  I dunno about you, but I know a lot of people prefer to only "activate" their sleepers once they reach 100% effectiveness. With most jobs, this can be accomplished by just focussing on the super conservatives who start off with high effectiveness.

Also, hey, you can get police officers (not even Death squads!) who start off with 70% effectiveness. Surely it makes sense for a lawyer to be just as effective?

Also... unlike a lot of other sleeper types, getting a sleeper lawyer is "fundamental".  It's pretty much an integral part of a good LCS game.

I was thinking that the lawyers should get similiar starting effectiveness as the police. 70-ish seems good to me for conservative lawyer.
 
Again, unlike other professions for sleepers, judges and lawyers are BOTH needed by the LCS. Whereas for Eminent Scientist and Lab Assistant, you can get either one, or they fulfil the same role, it's just that the ES is better than the LA.  Judges and lawyers play different roles.

 
Also, I'd like to add another suggestion. Currently, when you are being pursued as you leave the scene OR when you force your way out of a siege in the current version, when you kill enemies, no loot drops on the ground, nor can you pick up what the enemies had. This is rather irritating, as this fallen loot would often be some good stuff. Some people might not find this a problem as they are swimming in money and firearms and stuff anyway. But, heck, I'm greedy, and I'm also practical: why should the LCS leave all the spoils of war on the ground, when they can TAKE it and make LIBERAL use of it?

50
Curses / Suggestion: New areas to make recruiting less grindy.
« on: March 23, 2011, 05:25:37 pm »
I think we should streamline the recruiting process by making areas which are more likely to spawn certain individuals. For instance, when you want to recruit dancers, yoga instructors, athletes, for a "fighting" squad (melee or shooting or whatever), you should be able to head to the local GYM, where all these types hang out. Similiarly, if we want to recruit programmers, the local IT firm should be good.
Would being able to hire these people at your convenience make the game easier? Undoubtedly. But from a logical standpoint, if you're looking to recruit a certain groupset, you go to the area where they are predominant. From a gaming perspective, pressing "S" until you have an encounter, hit Right if there isn't someone you want, tap "s" lots of times, repeat ad nauseaum... that's just painful and irritating.
Actually, I feel similiarly regarding the kidnapping of high profile individuals. There should be a Judge's Chambers, News Anchors room, all these sort of things where you are guaranteed to find one of these fellas. But other than the CEO, leave the wandering guys in. So, from a logical standpoint, instead of the LCS deciding "we shall launch a mission to kidnap a Radio Personality! ... ok, we'll just wander around the corridors of the local Radio Station until we bump into one" it's more like "ok, first, we kidnap and convert someone who works here... now the janitor gives us a map and the schedule for the place, we go kidnap our target who will be in his dressing room at this time of day" ... well, unless of course "at the end of the corridor turn right and... oh, hang on, I just bumped into RP 2, who is an equally famous Radio Personality, I'll just kidnap him instead" occurs.

Actually, I don't think that putting these in will make the game any easier... it just makes things less Grindy and Monotonous. If someone wants to recruit XXXX or kidnap XXX badly enough, he will get them... eventually. It just involves a lot of time staring at the screen tapping the S key until an encounter occurs, and hoping it's the correct encounter.
 

51
Curses / Re: Justice System changes
« on: March 23, 2011, 10:35:35 am »
It's already in there. What you wanna do is get some sleeper lawyers. :)

52
Curses / Re: Siege suggestion.
« on: March 23, 2011, 08:17:02 am »
Edit:
Umm, because in the current version, LCS trying to assault the police results in them mobbing you, in order to get them to wander into your boobytrapped compound you're supposed to let them siege you for a few days until they force an assault? That sort of thing.

Anyhow, I was thinking that instead of waiting out a siege, you could "force" their hand by threatening the hostages, that's all...

53
Curses / Re: Siege suggestion.
« on: March 21, 2011, 12:28:41 pm »
You're missing my point. My point is that threatening to kill the hostages will force the SWAT into action, instead of them "passive"ly sieging your base, they will be forced to storm your base in order to save the hostages.

54
Curses / Siege suggestion.
« on: March 20, 2011, 01:51:34 pm »
How about, if you have some conservative hostages, you can actually HOLD THEM HOSTAGE?

:)

One way to "force" a police siege is to threaten to kill one hostage every hour, this should draw a SWAT raid immediately instead of having execution after execution. Right?

55
Play With Your Buddies / Re: Let's Play XCOM: UFO Defense!
« on: December 13, 2010, 12:37:31 pm »
Er... I've noticed something. Why oh why are your soldiers armed with Heavy Plasmas in one hand and Psi Amps in the other? That messes up their accuracy something bad. YOU try firing a rifle with only one hand/arm!

I suggest Laser Pistols be given to the Psi Corp.

56
Play With Your Buddies / Re: Let's Play XCOM: UFO Defense!
« on: December 09, 2010, 11:23:31 pm »
The unarmed aliens exploit!

It happens because the total equipment for both sides is limited, so if X-com goes into combat armed to the teeth with a full squad in an Avenger, the aliens will be severely under armed.

Also, glad to see you're letting the aliens revert back to their own teams before shooting them.

57
Play With Your Buddies / Re: Let's Play XCOM: UFO Defense!
« on: December 07, 2010, 04:46:32 am »
Does it count if I purposely delay sending the dimensional probe until I've built up a massive cache of money arms and personnel?

Anyhow, it sounds extremely painful. And not in a fun way. Lack of government funding would tempt me to do psiclone grinding or COS grinding, and lack of transport company means having to move things manually and you can't buy stuff...

sinned, sometimes I think all X-com soldiers are super athletes, crack shots, etc etc... but they all start off susceptible to some form of radiation given off from alien tech. They build up an immunity VERY fast though, so they can double their running speed in a matter of weeks. etc etc.

58
Play With Your Buddies / Re: Let's Play XCOM: UFO Defense!
« on: December 06, 2010, 07:10:24 am »
Could you give me the list of challenges for Apocalypse? I finished it on Superhuman, and it's still "fun and leisure" rather than "pain and suffering".

Of course, if you ban the use of Personal Shields, X-com Armor, Toxi-guns, Disrupters and personal teleporters, it becomes almost impossible, so I wouldn't take up that challenge...

59
Play With Your Buddies / Re: Let's Play XCOM: UFO Defense!
« on: December 04, 2010, 09:10:44 pm »
Meh. The whole "mind shield blocks psionics" thing is going to look silly if your base comes under attack by ethereals or sectoids... though you could say the aliens BLOW UP THEIR BATTLESHIP to create an EMP blast which knocks out the mindshield... or something. Explains why the Battleships disappear from existance during base defences.

60
Play With Your Buddies / Re: Sengoku Rance - Is it Allowed?
« on: November 04, 2010, 04:05:45 pm »
Games and the internets VS money and sex?

lol what a contest.

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