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Messages - GreatWyrmGold

Pages: 1 ... 286 287 [288] 289 290 ... 3706
4306
Growing and Improving are at alternating months, Expanding is in the first half of the year, Conquering in the second. It's supposed to encourage mixed strategies and thinking your actions ahead. It gives players that aren't completely conquered a chance to recover. If you still don't like it at the end of the game, but forward an argument for change.
True enough, but it does lead to winter being used for fortifying tiles if you don't have any enemies to invade or any cities you can (and will) settle.

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Due to the wording, I note that deluge can be used on ocean tiles (not intended as it doesn't make much sense). Maybe all the rain washes the sea water away... Ocean lines don't currently count as rivers for the purpose of making lakes, because the water runs into the sea-- as you can see with 166.
Mind if I ask why? I mean, lakes do.

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As for merfolk, I didn't want to give them many more abilities in excess of everyone else (nor turn them into the must-have Aquatic pick).
Perhaps, but at the moment merfolk are lackluster. "Yay, I can expand into ocean tiles more easily! I don't really get anything from them, but yay?"

4307
Forum Games and Roleplaying / Re: The Never-Ending Dungeon OOC
« on: February 26, 2014, 11:58:31 pm »
-Will casting magic in space have any affect on the spell in question?
Dammit Talonis, now he's got an idea.

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Sorry, I was sick today and ran out of things to do. I'm actually at the point where I'm considering starting my own RTD, but I'm not sure where to start.
1 Click Start Thread.
2. Think about a game you'd like to play.
3. Write up a post for such a game.
4. Post thread.
5. Watch as it spirals in annoying directions you never imagined.

4308
Mm-hm. Just keep thinking you're amusing/meaningful/whatever.
I have an excellent meaning.
"I told you earlier that people on Bay12 have a tendency towards overthinking. Therefore, it's a bit surprising that you didn't expect such until now."

4309
"Cleared Levels" sound like levels we've killed enough monsters in that more won't spawn (a la Nethack, kinda), or ones that we have officially "completed".

4310
1. Not really. It's a lot easier to deal with snowdrifts when no one's trying to kill you. I can't think of any winter-related problems that war makes easier (although I can think of several war-related problems that winter makes easier, such as defending Russia from an until-then-moderately-successful conqueror).

2. Conquer being allowed during fall is illogical.

3. It means that, during winter, if you don't have anyone to attack or anywhere to build cities, all you can do is fortify. Or use Heresies, I guess, but no need for that is present at the moment unless I wanted to aqua-snipe someone.
...
Damn. Choices, choices.

4311
We have nearly the same orbit as Jeb. This is, shall we say, suboptimal for a rendezvous.
To brush up, I rewatch Scott Manley's tutorial on rendezvous and docking (regretting that I hadn't done so before the launch). I then make a maneuver node to shift the 6+b to a slightly lower orbit and wait...before realizing that my new orbit would be completely in atmosphere. Dammit. So, I make another maneuver node at apoapsis to fix this, before trying to lower my apoapsis again.

I decide that today is not a good day for my attention span, for whatever reason. I blame this morning's xkcd binge. Also, are KSP seconds longer or do I just have a slow computer?

Now, then, let's look at that orbit map.


They say the worst part of war is the waiting. If KSP is anything like war...

...I will be amazed if whoever is making the comparison isn't describing wait times.


Two simultaneous intersects, neat. Makes it tough to say for sure if I'm actually approaching. On the bright side, their locations makes it likely that the intercept will be in sunlight, which is both prettier and easier.
755.7* km, 673.3 km, 587.4...what does it say that I've been wanting to make a mathematical function to approximate encounter distance as a function of orbit number? 498.5, which is about when I note that Jeb and his old rocket are starting to drift apart noticeably from mapview. From the right angle, of course. 407.1 km, 313.5, 218.1 (that's almost 100 kilometers in one orbit! We're getting close...), 121.6, 24.5 (yes, next one should be it! Unless we overshoot!)...


Twice the depth of the ocean, half the length of a marathon[1, and for space that's practically in high-five distance. Douglas Adams wasn't kidding...

...73.2 kilometers? Alright, time to drop into maneuvering mode. Let's get Jeb.

*For some reason these sometimes dropped during the orbit. I took the one right after they changed.
Keep in mind that these orbits were about 30 in-game minutes each. Even with 50x warp (usually true) and no distractions or text-writing breaks (HAH!), that's more than half a minute per orbit. And yet, somehow, this is less...off-putting than waiting for maneuver nodes. I guess that being able to watch my progress like that helps? Hell if I know, my brain is weird.

I could set up a maneuver node to bring the two closer, but...well, as I noted elsewhere, more than half the LP up to this point has been trying to get Jeb back. I've spent an hour on this step. My attention span is not maneuver-node-compatible at this point. Let's do this thing.


Damn. Sunset. We may be working in the dark. I hate when that happens. HEY JEB! COULD YOU TRY AND LIGHT YOURSELF UP SOMEHOW? ...Thank Kod fire doesn't work in space. Where the hell did he get kerosene?

Next, I need to kill my relative momentum to Jeb, by burning retrograde until this:


This is a lot faster than Scott's rendezvous. I suspect it may be slightly more difficult.

reaches ~0 m/s.

Fact of KSP: Those markers are hard to find. My condolences to real astronauts, who don't even have brightly-colored icons marking which way to point the rocket. (Unless you count "the sky" at the start of launch.)
Anyways, I burn, keeping up with the retrograde marker with difficulty. I really hope that's something I was supposed to be doing, because it complicated and extended the kill-relative-velocity step.
Eventually, I get it "close enough"...


AAAH WHY ARE YOU GOING UP HOW DID SCOTT MAKE IT LOOK SO EASY?!

...I spin around, during which time the relative velocity shoots up to over 6 m/s, spin the target to face Jeb, and hope I haven't screwed things up yet. Let's see, Jeb's ~24,100 meters away, so if I float towards him at about 28 m/s, which is about where the burn was when I started worrying about that, it should take about a thousand seconds, or plenty of minutes, before I get close, so I can check the orbit. Sadly, it doesn't have a close intersection right by us, so I'll have to eyeball it by when the distance starts increasing...or I could accelerate and wait till I get a couple klicks out.


"Archibald, you're hurtling a kilometer above the life-giving air of Kerbin, hurtling towards a stranded kerbonaut as fast as a time machine[2], in a tin can full of explosive hydrocarbons. How do you feel?"

"Damn nea' ready fo' tea toim, guv'na!"


I do notice something disturbing, though...


Just what I need. Air resistance.

As I try to fix this, the spacecraft becomes unresponsive. It takes but a moment to determine why.


"Not to be a spoilspoht, guv'na, but didn't this happen last bloody toim?!?"
Yes. Yes it did. We are researching fucking electricity.
"Director, this is Ground Control. That sounds dangerous."
Not literally, Ground Control.




It's a night that may never see day.

Fuck this space-sicle stand. Let's see what old Jeb can do. Maybe...jet along towards that little ship trying to save me?

It's closer than the ship I left, for the first time in...forever, I think.

It's nineteen klicks away. The fancy database in my suit cheerfully informs me that that's a bit over five times the average depth of the ocean[3]. Why they put that in here but not any kind of navigation system, or even a safety harness, is beyond me.
Eighteen point eight. Another hundred meters shaved off. They're worrying about being in atmo, so they must be something like 69k in altitude, while I'm a bit under 84k. Most of our separation is in altitude. That's good, right?
Point eight. Will I see the comforting inside of a tin can again, soon? Last I heard, they were coming for me at forty meters per second, so that's what, nine or ten minutes off? Something like that? Oh look, my suit's telling me the answer is seven point eight three minutes, about as long as it takes light to go between a planet and a star I've never heard of[4,5]. My altitude is rising.
Point seven. Seven hundred meters, eighteen kilometers. That's how close the nearest kerbal is.
Point six. The kerosene is itchy.
Point five. I'm accelerating towards the ship some. Down, not that I've know it if it wasn't for the big circle where I can't even see stars.
Point four. I can see the beacon Archie set up drifting slowly across the invisible globe.
Point three. How close will it get?


You know, "Staring at a nearly-black computer screen, watching a yellow number slowly decrease" sounds a lot like what hippies might do right after their marijuana stash gets set on fire.

Point two. Could I get rescued? Eighteen kilometers and change is a long ways away still.
Point one. Could this really be the day, the spacecraft? I've still got 93% propellant, I'm going for it. 92 now.


Maybe I should stop trying to take screenshots of things I feel are time-sensitive.

Eighteen kilometers. How fast are we going now, relatively? I've burned towards them, but they've been falling, and more importantly slowing from air.
Seventeen point nine. What if I shoot for them, almost hit, but miss? Could I hit the atmosphere, burn up? Checking the orbit thing...no, my periapsis is still almost 78 kilometers. Wait, why does my spacesuit have an orbital-calculating thing? Burning more. 88% now.
Eighteen kilometers again. Salvation is falling. Should I try to accelerate towards it? No...not really a point, is there?

I'm going to be stuck here forever.




Normally, when I'm not rushing on a screenshot, I try to make them nice round numbers of pixels. This one randomly came out to be a perfect square, though, so I just couldn't resize it.

We're falling again. Apoapsis over 120 kilometers still. Not wanting to get trapped in a waiting-to-deorbit orbit, I burn when we're pointed slightly down. I stop when I notice that it's increasing our apoapsis; damn.

No way I'm waiting for that tonight, though. It's too late. Sorry for the fairly short and very fail-ridden update.

4312
Gorram it.

...

Why can you conquer but not expand? That makes less than no sense.


Fortify both owned tiles. Irritatedly.
Actually, Channel the two non-river non-ocean borders adjacent to Tile 141, if doing so would turn tile 141 into a lake. Otherwise, fortify both owned tiles and submit a suggestion to that effect.

4313
Forum Games and Roleplaying / Re: Euhemerism
« on: February 26, 2014, 09:39:42 pm »
Limbs that fall off with ease and no pain felt? Sound like advanced leprosy to me.
And suddenly that scene got a lot creepier. It seems likely that at least some of the knights would get leprosy from that.

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Crash Bandicoot.
Due to the limited to nonexistent characterization of Crash Bandicoot, a detailed analysis of who he could have been is difficult. However, the fact that he is typically shown as an anthropomorphic "bandicoot" with less resemblance to an actual bandicoot than characterization suggests that he was an Australian individual, pictured by a non-Australian, and presumably hairy and seen as barbaric or otherwise less than human. Given Crash's speed and recklessness, being some form of athlete or similar individual, possibly a racecar driver, is likely.

Pac-Man

4314
Forum Games and Roleplaying / Re: The Never-Ending Dungeon OOC
« on: February 26, 2014, 09:35:56 pm »
It is now aware to M'ber that he could escape at ANY time if he wished too.
Aside from grammar and sentence-construction issues, pronoun use makes the meaning of the sentence unclear. Could you explain who is able to escape?

4315
I have decided that we are overthinking this.
I warned you.

4316
Roll To Dodge / Re: Special People: I need guns. Lots of guns.
« on: February 26, 2014, 09:27:27 pm »
<Commander Oblivion? Is that some kind of-->
((Sorry, dunno how Meta-Will got in here.))

4317
Follow the others up. If they go up.

Otherwise, look around the room for something interesting.

4318
Roll To Dodge / Re: Special People: I need guns. Lots of guns.
« on: February 26, 2014, 09:11:14 pm »
It was a mistranslation of an expression in my mother language. When booze is very cheap and very low quality, we call it "gasoline", because gasoline (or at least some types of gasoline) is clear, like some types of booze and is cheap (or at least was, in the past).
And? I was making a joke about oil prices.

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Isn't gasoline still incredibly cheap in some places? US especially, at least that's what an exchange student told me.
Cheap compared to what? I don't drive, and I haven't been old enough to think about it for more than a few years, but high gas prices are a stock complaint here in the States.

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Besides, missions are like children. Their creators don't want others messing with them. They want to screw them up themselves in their own special way.
Understandable, if pessimistic. Still, if you need name-help, you know I'm willing.

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That's probably  because people keep failing their "Check host's memories" rolls for some reason.
That might help.
A general "Character Status" bit in the turn posts might not be a bad idea, either.

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Too bad we didn't get any critfails yet.
That sounds like the kind of thing that would be more annoying than funny until we had a chance to view the story as a whole.

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Sure, we can do another Deep Sync mission, I just got to think of an acceptable story. Or you got to give me a good idea.
The basic premise is just giving your hosts more control and setting you out into a wider world with less linear/more vague objectives.
Indeed. Hm...let me give it some thought.
One thing that comes to mind immediately: Heist stuff could be neat, especially with each player having a different agenda that no one else knows. One is a secret cop, one is secretly trying to kill another, one is trying to minimize casualties, etc, and of course all want the big share of the loot (and as much of the rest as possible). Like, if they're robbing the Smithstonian, the Hope Diamond would be the main goal, but other treasures and such would be secondary. Ideally, the PCs would break in together, and then begin to splinter as their agendas clashed, before finally turning into a big free-for-all trying to grab a lot of loot without dying. Ideally, there would be incentives both for personal success and group success (e.g, "X/6 players acheived their agendas!" or "Y% of treasure stolen!" or something).

4319
You guys are totally gonna love the Cleared Dungeon Levels.
I bet.

Blow into slots. Wait, that's with the cartridges, isn't it? Oh well, I'll probably forget the joke by the time we find one.

4320
If the ship was damaged as it left ftl transit, if it was close enough to the planet, it could crash before the atmosphere leaked.
Which leads to many questions, like how it got close enough to this planet and why the atmosphere would be leaking.

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If someone is planning on getting somebody off planet, then it doesn't matter if the ship is within manufacturing capabilities of the peeps on planet, it simply would't matter as the ship is already built.
Which leads to the other questions. (And, of course, the question of why they went for the killshot. And how a one-man starhopper could rescue anyone.)

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Of course space is big, that's what makes it unlikely.
Not just unlikely, effectively impossible.

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