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Messages - Girlinhat

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316
Other Games / Re: Robocraft - F2P Minecraft + World of Tanks
« on: November 01, 2015, 04:10:23 am »
I'd say that ranking doesn't really matter.  Just keep fighting and ranking up until we can battle arena and nano our way into crystals!

317
Other Games / Re: Robocraft - F2P Minecraft + World of Tanks
« on: October 31, 2015, 11:52:26 pm »
Anyone up for platooning?  Particularly a group of medics is kinda OP.

318
Other Games / Re: Robocraft - F2P Minecraft + World of Tanks
« on: October 23, 2015, 07:14:46 pm »
Mech legs don't seem to tip over.  Like, there's no weight amount that can cause it to topple.  Someone put legs on one side of the hanger and a chain of blocks, then a track that wasn't touching the ground.  The track's weight couldn't pull it over.

So build big, center of mass doesn't matter!

319
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 12, 2015, 04:24:50 am »
Superior Crafting was fun, but is dead.  Rimsenal is great, the weapons are kinda OP but they make sense for the world, and are expensive.

320
Other Games / Re: BattleTech Kickstarter: Stage 2 funded!
« on: October 02, 2015, 08:41:22 pm »
Wait, am I reading this right?

They start a kickstarter, and they're the first backers for it for 100% of the money.  So as soon as it begins, they're already 'at funding' by putting forth their own money, into themselves.  They've earned nothing, but on paper it shows them as earning a ton.

The way kickstarter works, if the project doesn't reach 100% then no credit cards get charged.  Because it is already at 100%, then ANYONE who backs it will be charged, regardless of how much money is made.  They've already made the 'first tier' project before even starting the kickstarter.  The 'second tier' is at 1mil.  So if they get backers for $500,000 then they don't have to do ANYTHING but because they made themselves start at 100%, that means they still collect the money and produce nothing new.

Is it just me, or is this the epitome of making something and cashing in on it twice, as well as possibly the scummiest kickstarter scheme possible, where they've assured themselves income no matter what happens?

321
Other Games / Re: THANCS - a Newtonian space TBT
« on: September 27, 2015, 07:45:46 pm »
Alright, so anyone playing?

322
Other Games / Re: Wurm Online
« on: September 16, 2015, 08:22:52 pm »
I'm personally holding out for a hellscape map.  Overpowered creatures and tight packs of enemies.

323
Other Games / Re: gauging interest for an adventure mode-like roguelike.
« on: September 16, 2015, 05:55:04 pm »
Need more info.  Class based, magic system, companions, dungeons, equipment upgrade/repairs/sockets, anything like any of this figured out?

324
Other Games / Re: Wurm Online
« on: September 16, 2015, 02:54:28 pm »
Interesting.  I'm expecting a few more PVE themed servers with vastly raised spawns and quasi-dungeons.  I'd be way in for that.

325
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: September 14, 2015, 04:20:20 pm »
The worldgen already has different functions for different biomes.  If you generate a tundra it's different from a jungle.  Different plants, different terrain types, etc.  You could just as easily make each biome into a totally different mapgen that has nothing in common with each other.  Either way, I was going for the 'large ship' idea.  Not to be the crew aboard a ship in space, but rather to be survivors deep in the hull of the vessel that's plodding along under AI control.  If you've seen Stargate Universe then you know what I mean.  The ship is its own entity, and you're just trying to not die.

For that point, interaction with the ship wouldn't be important.  In vanilla, you can build a skeletal ship, the most basic type of cryo travel.  In this game mode, you'd be aboard a glitterworld production type freighter.  The walls can't be built or dismantled, you don't have the technology level to understand the molecular lattice that forms the hard walls.  The ship's power grid is powerful and arcane, you don't know how to build generators, you can just install more plugstrips into the main grid.  Somewhere in the hardened command section there's probably a crew of glitterworld techs who could fabricate ship repairs and program the AI, but you're just passengers who had the misfortune of waking up.

326
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: September 14, 2015, 03:46:55 pm »
As a sidenote: the "Space Hulk" mod that was being brainstormed earlier... I find the idea fascinating.
I was thinking about it, and decided that supercold space would work.  The outer hull would be frozen, and nearby rooms would be cold, but a few reskinned geothermal vents could provide heat to the interior, or some power + heat mapgen structures.  You'd end up with warm inner rooms and progressively colder outer rooms.  Spacesuits could provide like -2,500 safe temp for the helmet and suit separately and significant movement penalty.  Glittertech suits could be skintight and suffer no movement penalty, which could either be suits or be a different 'race' of humans with a further safe temp, which would mean that when killed they wouldn't drop the suit, since they're probably designed for each user specially, then give butcher product for scraps of glittertech skinsuit material.

World map could be interesting too.  The biomes could be 'engine' and 'cargo' and 'cryo' and 'command' and such, and have very restrictive mapgen for how things are placed in these areas.  Imagine that in the Engine biome, you get bonus power options straight from the drive, but have issues with radiation and raiders/manhunters who seek out the engine's power.  Or surviving in the more heavily fortified hallways of Cargo biome, with more secure walls and compartments, but occasionally suffering power outages as things happen on the Engine side off-screen and power goes down for a while.  Or in Cargo, you can get events similar to the 'crashing ship' mod, where it shifts cargo along z-axis and causes whole structures to 'drop' into rooms, as if the containers were moving on rails, obliterating things in the spot but moving in hoppers full of stuff.

The biggest thing is making worldgen VERY strict.  The map would essentially have to be pre-made by hand.  Any random allowances on the walls could result in overlap or gaps which would ruin the ship's structure.

327
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: September 13, 2015, 02:56:55 pm »
That would work.  Having space suits as an option would be great.  I'm not too concerned about running out of events though, there's PLENTY to have happen.  Solar flares, which become more interesting in space, meteor impacts, crazy nebulae electrical storms, interstellar overpowered communication accidentally overloads some systems...  Then there's ALL SORTS of debris drifting about, some inert, some mechanoid, some cryo pods.  Maybe you get hit by a piece of flying debris that drops a dozen chinchillas in the ship!  Maybe a floating mechanoid factory impacts, and slowly produces units that trawl through the ship!

328
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: September 13, 2015, 01:18:30 pm »
It works well with the existing setup too.  Rooms can be darkened, and might hold hydroponics, or mechanoids, or caskets full of megascarab!  Also might work better to just force the edges to be unroofed, and to have a permanent poison effect at 9,001 strength.

329
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: September 13, 2015, 11:55:35 am »
I got thinking about that 'crashed ship' mod, and kinda wondering how you might get an active ship map.  Like change worldgen HEAVILY to include some nearly indestructible hull blocks and airlock doors, setting the spawn to specific areas, and set 'space' a s black terrain with -5,000 temperature...  Place the colonists actually inside the ship before it crashes.

330
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: September 09, 2015, 04:19:50 am »
Another way to deal with snipers is to get your colonists to wear personal shields.  Your civilian colonists can wear shields, and your colonists good at shooting can shoot back because they should be armed.  Most shields will crack after 1-2 hits, but with luck that'll get your guys inside so your military can respond.

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