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Messages - Dariush

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286
The reason I'm okay with what we have now, is that I imagine it would be really difficult to aim cannons as the ship is rapidly turning. You kind of want to have some stable view as you aim.
Huh. I was under the impression that we were more or less constantly turning (except when going in straight lines, obviously) and that going in straight lines in between turns on two consecutive turns was merely an abstraction.
It's an abstraction, but that doesn't change the fact that we turn and then move straight. If it makes any sense, I take it as an abstraction on one level, but a reality on another. ... To put in another way, it is conceptually an alternative to constant turning, but the game rules don't treat it that way in any way, shape, or form, except for the part where our ship continued turning after having the controls busted.
The game rules are an abstraction. They also don't implement, for example, us having internal organs, but that doesn't mean we don't have them.
Quote
Also, have you thought about scrapping the grid entirely and just placing ships on a plain board, with two separate values for linear and turning speed? That should get rid of any physics inconsistencies.
Yes, he already answered it. It's because measuring everything is more difficult and time-consuming than grid space.
But there's only one distance to be measured (the distance between ships). Everything else (such as moving distance) can be used merely by drawing a sector in front of the ship to indicate how far it is possible to move and turn.
Actually, there's also the machine gun arcs which will have to be measured. The gun and cannons ranges, and how their difficulty increases with range. It gets even more interesting with obstacles, when they are added into the game. And god save you from having to determine if a cloud/smoke/special effect covers only half of a ship. So if Piecewise says it's too much for him, I an taking his word.
The ranges would be indicated either by sectors (for MGs) or by straight lines (for cannons). Is the enemy ship inside this sector? If yes, it can be fired upon. Pretty easy, if you ask me.

287
The reason I'm okay with what we have now, is that I imagine it would be really difficult to aim cannons as the ship is rapidly turning. You kind of want to have some stable view as you aim.
Huh. I was under the impression that we were more or less constantly turning (except when going in straight lines, obviously) and that going in straight lines in between turns on two consecutive turns was merely an abstraction.

Quote
Also, have you thought about scrapping the grid entirely and just placing ships on a plain board, with two separate values for linear and turning speed? That should get rid of any physics inconsistencies.
Yes, he already answered it. It's because measuring everything is more difficult and time-consuming than grid space.
But there's only one distance to be measured (the distance between ships). Everything else (such as moving distance) can be used merely by drawing a sector in front of the ship to indicate how far it is possible to move and turn.

288
And honestly, stop demanding justice, because there's a bunch of things that happened that I can too demand justice for.
YOUR MISINTERPRETATION OF ALL CAPS THAT WAS INTENDED TO LOOK HUMOROUSLY OVERBLOWN AS ACTUALLY OVERBLOWN HAS BEEN NOTED

Spoiler (click to show/hide)
But isn't the final result almost identical to what would happen if you only calculated the sweep before turning? I don't really care which of the two schemes is used (since the difference between them is negligible), but I'd really like to see one used. Having the ship magically teleport from facing southwest to facing west without ever facing anything in between seriously damages realism.

Also, have you thought about scrapping the grid entirely and just placing ships on a plain board, with two separate values for linear and turning speed? That should get rid of any physics inconsistencies.

290
Mafia / Re: Witches' Coven: In the Heart of Darkness [Signups: 10/13]
« on: July 25, 2013, 09:16:00 am »
FYI, Gankster hasn't been active for two months. I'm sure everyone is extremely surprised, having been completely unable to anticipate such a development.

291
...Why not simply use a three-ship free-for-all if too many people sign up?

Also, why didn't we get a shot? By my calculations, we should have gotten one when we turned (because they were quite obviously between the lines of fire we could have gotten before and after turning).
Spoiler (click to show/hide)
I DEMAND JUSTICE

Also x2, why did T2 for normal piloting actions suddenly change to T1?

Vowel: pound the control panel in a rage against the heavens.

292
Staffing.

293
Actually, if I had several ranks in speech, I wouldn't kill you. I'd convince you to board the other ship and be a suicide bomber with all the molotovs. It'd be great! I have this mental image on a one-armed man with a molotov in hand getting on board.
One Molotov in hand, another clenched in teeth and the third held between the thighs. DO IT.
Well, we don't exactly have any speech or willpower stats yet, and if I'm doing something like this, I want to accomplish it fairly. Using Int just feels like going too far. So no, maybe in another game. Besides, I like my current action too, so I am loth to change it.
Er, I was actually suggesting that course of action to GWG. It's not like he is going to be of any use to you, being maimed for life and suffering from severe blood loss. At least this way he'll go out in style and will be guaranteed to not inflict any harm on our team.

294
Actually, if I had several ranks in speech, I wouldn't kill you. I'd convince you to board the other ship and be a suicide bomber with all the molotovs. It'd be great! I have this mental image on a one-armed man with a molotov in hand getting on board.
One Molotov in hand, another clenched in teeth and the third held between the thighs. DO IT.

295
Mafia / Re: BM XLII - In Signups! [8/9] - Need IC!
« on: July 24, 2013, 08:16:16 am »
I: 'inexperience' C: 'challenged'; I've played about a dozen games here. I qualify.
No you don't, because you play mafia worse than a lobotomized gorilla on drugs.

296
Mafia / Re: BM XLII - In Signups! [8/9] - Need IC!
« on: July 24, 2013, 06:58:40 am »
Oh all right I'll be nice: to the mines!
No. Nonono. No. NO. HELL NO. NO WAY. NEVER. NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONO. NO. Seriously, no. NOOOOOOOOO.

297
Right now, I'd basically just shift you all over to the center of the map; keeping your relative positions. Later, when this is real, they'll probably hit something and either scrape against it or just slam to a stop.
I think we should keep relocating even in the 'real' game. Looks more realistic this way.

298
But here's a question: Are there any disadvantages to standing completely still, and slowly rotating your cannons to face the enemy?
Oooh, let's have airstrikes that hit a specified tile let's say two turns from now.

299
Roll To Dodge / Re: ROLL TO CONVERT (New turn!)
« on: July 23, 2013, 01:28:50 pm »
Srsly, try to hijack some of Khor's followers and turn them against the rest using the previous plan. Failing that, smite everything.

300
What's the point of a test if it's not going to be representative of the final product?

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