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Messages - beorn080

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631
I know that features have been frozen, but a suggestion for the next version - battery operated fan. We have a CBM that does something similar, but just having a battery operated device that lowers your character's temperature would be very useful during the dog days of summer.

Edit: Doubly so since my character is basically running around naked and still suffering from "Very Hot!" and the associated pain.
Being wet after a certain temperature rating should negate the temp and not cause morale issues.

632
If you're going to go halfway with adding bashing damage with mass, then you could do a similar thing with cutting and pierce. Would have to figure speed vs mass vs contact edge, but that formula would let damage be figured out for anything. For ex, a machete would weigh 1 kg, have a long cutting edge with a rating of 3. Plug it into the formula, you'd get slashing damage, from the long edge and the rating.
The big thing here is that containers aren't doing cutting damage. When you put something into a cardboard box or backpack, it doesn't magically gain the ability to cut things. Since this applies to like 99% of all containers (most containers aren't doing cutting damage) I figure that unless someone can find a significant reason that we would need to worry about cutting damage from containers simply adding to bashing damage should work well enough.
I meant in a general sense across all weapons. I suppose it would be more useful with a modular system though.

633
Is it going to be made so that you could, say, fill a backpack with bricks and have it do extra damage?
For throwing yes, for normal bashing damage, I'm not sure. We might be able to have some sort of a +X bashing damage per weight thing, that seems like it would be fairly simple to add (not counting all of the work to make containers work that way or course :P).
If you're going to go halfway with adding bashing damage with mass, then you could do a similar thing with cutting and pierce. Would have to figure speed vs mass vs contact edge, but that formula would let damage be figured out for anything. For ex, a machete would weigh 1 kg, have a long cutting edge with a rating of 3. Plug it into the formula, you'd get slashing damage, from the long edge and the rating.

634
I recommend you try playing as a Dream Stalker profession.  It's easily as OP as most of the stuff you'll run into (was for the stuff I saw, though I didn't get possessed dolls when I tried it, I got Vampires, Terminators, a few other things.  But as a DS you start with some pretty neat armor and Freddy Krueger claws.... even without skill to use them those claws hurt bad guys.
I don't know. Terminator starts you with a big gun, nice armor from the bionics plus a whole slew of useful ones, and some good skills. Ghost starts you with 50 dodge. Pick up Zui Quan from training, and some unarmed skill, and never get hit again. Or just go agent and walk through walls.

635
I considered making pulling the weapon free or leaving it an option, but rejected it for the reason already given.  Tons and tons of prompts would be even worse than a straight penalty.  Although... a "stab and leave in" attack might be reasonable, especially since stuck in weapons slow monsters.  Stabbing and leaving in weapons might be a viable strategy with light weapons.
Perhaps make it a toggle? Defaults to always recover, and in some sort of option menu, you could choose either Always recover or Abandon stuck weapon.

636
Wow uh. Does the latest build really have zombies and terminators really spawn on you? Not to say I didn't kick ass as a ghost. But come on.
You can start as a terminator or agent. Which, for free, gives you a whooping big gun and nice suite of bionics.

Also, could we perhaps have a "wacky" mode in the options? which would keep the professions from halloween, as well as the additional monsters, but would only use them if wacky mode was on. I'd imagine they'd need an additional flag for wacky, but not sure.

637
Idea for weapons getting stuck. Do it like all the other "Do you want to stop" warnings, except, "do you want to pull at your stuck weapon". Yes, make one retrievial attempt, no, leave it, or pull until free.

New idea for an improvised weapon. Knife grenades. Requires a hacksaw, components would be a grenade, a combat knife or perhaps a spike, and superglue. Recipe found in Knife Fighters notes, not sure on skill req. Works in two parts. Can either activate, which would turn it into a normal grenade, excepting that it has combat knife throw damage. Or, use it as a melee weapon, if it gets stuck and you don't pull it out, letting go of it in the body would pull the pin, giving you 5 turns to run.
Make it an option? Alternatively, the first attempt to pull is free, move cost wise, so if you would just be able to pull it out, you do.

The only issue with this is that, as I said, my weapon is getting stuck every single time. That's not much of an exaggeration. With a warning, all it would mean is that blades go from useable-but-risky to completely unuseable because you have to hit 'Y' every other swing.

638
Idea for weapons getting stuck. Do it like all the other "Do you want to stop" warnings, except, "do you want to pull at your stuck weapon". Yes, make one retrievial attempt, no, leave it, or pull until free.

New idea for an improvised weapon. Knife grenades. Requires a hacksaw, components would be a grenade, a combat knife or perhaps a spike, and superglue. Recipe found in Knife Fighters notes, not sure on skill req. Works in two parts. Can either activate, which would turn it into a normal grenade, excepting that it has combat knife throw damage. Or, use it as a melee weapon, if it gets stuck and you don't pull it out, letting go of it in the body would pull the pin, giving you 5 turns to run.

639
Taking Dayquil hot. That sounds unpleasant.

640
Unless you go in stealthy at night with no lights on.

641
Spray can flamethrowers are awesome.

642
Use the 't' key.

643
So, minor/majorish bug. Not major in game breaking, but in the wtf sense.

A shocker zombie just hadokened me from underwater in a pool

644
Other Games / Re: Candy Box 2 - The Clickening
« on: October 25, 2013, 12:37:44 am »
Spoiler (click to show/hide)

Edit: Nevermind, figured it out.

645
Just an update from the last time. Latest build there are regular zombies at max city spawn size. I must have just gotten an odd build or something.

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