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Messages - Frumple

Pages: 1 ... 1334 1335 [1336] 1337 1338 ... 1929
20026
Look outside your front door. Is there a frog with a tophat and cane superbly singing show tunes in a sunbeam on the snow?

If yes, the odds are 50%. If no, the odds are 0%.

20027
General Discussion / Re: Fanfic Recomendations
« on: January 18, 2014, 06:12:58 am »
Might as well go full balls out in that case and replace the Quarians with Skaven or somethin'.

20028
Other Games / Re: Gearhead RPG questions thread!
« on: January 17, 2014, 11:23:11 pm »
Well even with all those weapons, the weight of said weapons will probably massively drop your MV/TR ratings; so it's essentially the same in both 1 & 2.
Mm... not quite. I mean, it does jack up MV/TR penalties, true, but. It's considerably easier to get considerably higher stats and skills in GH1 than it is in GH2, and even beyond that stuff like robotics (again, training, sewers, hyper glue bots of infinite death) lets you put hyperpilots (a high robotics constructed sentient bot is basically a tiny physical god) in your multi-armed cactus-gun dakkabots.

Beyond that, as noted, it's much easier to get a much higher grade TR offsetting piece of kit in GH1 than in GH2... and even more, iirc, speed gives a bonus to dodging (or rather, a penalty to enemies' attack rolls). And, in GH1, effectively more attacks. So you go fast, your MV penalty is basically meaningless and any TR penalties you may have (which will be lower than in GH2, mind) is offset by shooting a bajillion times (and unlike GH2, again, that's very much possible with the infinite ammo energy weapons). GH2 really did scale back things a lot on the high end. For the better, imo, heh.

I do vaguely remember a charge bonus or summat like dat in GH2, though. Regardless, there's actually a number of THROW RETURN mecha scale melee weapons in GH2 (one fairly common, the rest mostly scattered among the custom junk), so it's arguably less of an issue.

20029
I would also like to see it.
Rasta Venom, anyone?
Rasta Venom sounds like the name of a Jamaican metal band.
An' now choo got meh wonderin' wha' 'appens when 'eavy me'al an' ragga slam t'gether.

S'actually a sound I don't think I've ever heard before, and the concept intrigues me. I like me some reggae, and I like me some metal. Put it together and... what comes out?

20030
Other Games / Re: Gearhead RPG questions thread!
« on: January 17, 2014, 10:33:34 pm »
Also while I'm here, my one beef with GH2 was that every dungeon had no atmosphere, and as a result any armor that wasn't a space suit had no use, it bugged the hell out of me; does that lessen later on/is there a way around it later on?
There's actually a handful of GH2 dungeon areas with air (particularly notable are fungal infections, which are decent dosh), but no, most of them are sans-atmosphere. You are kinda' in space, heh. Most of the better armor in the game is sealed, though, and if you really don't like it you can mod in stuff to get around it pretty easily.

20031
Other Games / Re: Gearhead RPG questions thread!
« on: January 17, 2014, 10:08:50 pm »
Isn't Mecha Fighting the skill used for all shield blocks - ranged and melee?   ISTR that's the case, and why I always tried to work the skill into my mix...
... quite possibly. It's entirely likely I've forgotten, heh. I know it's armed combat or whatev' that governs it for SF:0 stuff (and unarmed doesn't do jack defensively without a trait or two), but if there's not a separate thing for mecha melee methods, then... yeah, it'd still be good for that alone.

And yeah, mecha-punching stuff to death has consistently been roughly the second best method of getting full scrap (the other being headshotting stuff with a cockpit in the head).

20032
Other Games / Re: Gearhead RPG questions thread!
« on: January 17, 2014, 09:51:00 pm »
Oh, either of the unarmed styles are plenty effective once they get into the special attack stuff... if they ever actually get used. The problem with 'em is that the further you get into the game, the less likely that is. Even the other melee style (whatever the blazes that thing was called) is good mostly because it governs shields as well. Technically it'd cover THROW (And better, THROW RETURN) weapons too, but I don't recall if GH1 had any mecha scale T+R weapons. Can mod them in, of course (Or throw/return tokens! You can mod in mecha scale tokens without too terribly much effort.), but they're at best quite rare in the base game.

Still. Iirc, it only ("only") takes somewhere between twenty and thirty points of unarmed before you can walk up to a mecha on foot and kung-fu chop it to death. Which is just glorious. Completely impractical, but glorious.

20033
Other Games / Re: Gearhead RPG questions thread!
« on: January 17, 2014, 08:13:40 pm »
Mm, yeah. Beyond that, it's worth noting in regards to the late game that, unless you're specifically limiting yourself, there's very little preventing you from becoming very skilled in pretty much everything. Once you can churn through a dozen and change sewer levels, the sewer cleaning missions can very, very easily pull in over a million in cash per run, which can then be milled into the trainers for even greater skill gains (which can go into a bit of a positive feedback loop -- more money means more skills means more money), ultimately resulting in you having skills in the 10+ (or as arbitrarily high as you feel like grinding for) in everything with very little in the way of actual effort. GH1 is... pretty easy to break, really.

And yeah, storm pistols are pretty great. The Novastorm Buru itself is kinda' junky (like most of the Burus, really... better than the worst, but not exactly good), but stripping its weapons for something a bit more dodgy is almost always a great idea.

20034
General Discussion / Re: Sheb's European Politics Megathread
« on: January 17, 2014, 07:59:17 pm »
Waiit, wait. 30% for, 40% against, 10% undecided. Where's the other 20%? Is this some strange scottish/european thing where you don't count up to 100%?

Would that make your polls... what, base 8 or something? I don't actually remember how base Foo stuff works, heh...

20035
Other Games / Re: Gearhead RPG questions thread!
« on: January 17, 2014, 07:33:46 pm »
Iirc, mecha artillery ends up being useful if only because of nukes in the late game. Don't exactly need a huge amount due to the whole gigantic AoE thing (AoE and SCATTER damage has a massive bonus to hit), but...

20036
Other Games / Re: Gearhead RPG questions thread!
« on: January 17, 2014, 03:03:56 pm »
... unless you want to do stuff beyond fighting, anyway. And even then, I don't recall how much the trait (which, y'know, you could be taking some other trait instead...) actually offsets the bad mood penalties, or how. Hopefully enough to make a net gain, but how much so...

I preferred to just sink some cash into happiness maintenance. Once you've got a few dozen deluxe rations shoved into your mech's inventory it's not really an issue anymore, and you're chatting everyone up anyway to make things cheaper so it's pretty easy to keep running even beyond the food. Universal bonus, much smaller cost than a trait investment, makes character interaction better, too, even beyond the stat boost. Going Badass and bad mood is fun for roleplaying, but kinda' iffy otherwise.

20037
Other Games / Re: Gearhead RPG questions thread!
« on: January 17, 2014, 02:53:57 pm »
Quoting from the other thread to help consolidate things in here...
Unless you 'die' then you are unhappy once again
The easy way to "fix" death unhappiness is one of the northern towns, I think the one kinda' in the middle of the map, near the mountains. Forget what it's called, obviously. In it, is a masseuse (... or a hotspring. Possibly both. Something along those lines.) who you can pay for services. Said services are a massive happiness boost -- it only takes one or two goes to go from full red to full green -- which can then be maintained by conversation and deluxe rations quite easily. Maintaining perpetual stat boost from happiness is quite simple once you've got the cash to stop by regularly, heh. Which doesn't take too much... it's not very expensive.

S'also a very good place to swing by after a long sewer mission, since your morale will be tanked before you're done racking in those millions.

20038
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: January 17, 2014, 01:54:21 pm »
Pay careful attention to the previous statements. Two of the doorknobs have no key :P Nothing to make a spare from, heh. The doorknob I used to replace this room's just happens to be one of them. And for all getting locked out was rather annoying, the doorknob that was being used before had finally got on my last nerve. It was worth it.

Or rather, the houseowners lost them before I got here, and never found them in the interim. Push comes to shove, I'll probably clear replacing the lot of them in the near future. Least the ones that have keys. It is slightly annoying to only have the key for one of the (three) doors into the place you're staying. Especially when someone else has the key for a different one, and the third has no key at all. Or get new keys made somehow or... something. S'kinda' annoying to contemplate swapping out otherwise functional equipment...

20039
General Discussion / Re: Transhumanism Discussion Thread
« on: January 17, 2014, 01:01:56 pm »
Frumple: That was precisely the point of my example - this 'problem' has occured before. And when labour becomes more abundant, it will be used in more places - large-scale unemployment drives down wages, more jobs become profitable*, and eventually an equilibrium is reached. And that doesn't even include genuinely new types of employment, like the ones that arose during the Industrial Revolution.
Heh. I think I had a teacher once that kind of obliquely referred to that as the "tire problem" (not in those words, but it gets the idea across). Last time you drove down the road, your tires worked. The time before that, when you drove down the road, your tires worked. Means absolutely nothing in relation to whether they'll work the next time you get on the road. All the times makeup of the labor force has changed, there's been room for it to adapt, places for people to go. Labor became more abundant and got used in more places or places not previously used. That's not a guarantee it'll happen again*.

The worry is the proverbial tire has worn down -- the treads are soon to be gone. No more places to use labor, or at least not to the extent necessary to support people.  All the labor in the world and the cheapest of wages will do no good if the machine still does the job cheaper, or one person can do the work of twenty (or thirty, or etc. -- and since that twenty or thirty and one are competing over the same resources, you're going to see some of them, possibly most of them, left out.). And in general, once the workforce has shifted away from one sector due to productivity improvements... they don't really shift back.

Hopefully welfare will catch the slack (and improve in places like the states), but the obvious worry (especially for us poor bastards in the states :P) is it either won't, or won't be prepared enough when the potentially inevitable happens.

*Mind you, it probably will happen another time or two, but eventually...

It all depends on the price of robots, really. Assuming that a robot is cheaper than a human in every job probably won't be true.
Mm. Yeah, but full automation isn't the only problem, remember? The other side of it is productivity improvements. "Stupid" software alone is putting people out of work simply due to not needing as many to do the same work. Simple database software can make a lot of paper pushers superfluous, just as an example. What happens when it's cheaper to hire one human to manage multiple registers (due to ubiquitous communications improvements, perhaps) than individuals for each? There's only so many stores that can manage to be open, and so many people that would be needed to run them. And if -- when -- that's not enough for the whole (or, at least, enough to support the rest) population...

20040
Just to reiterate something that came up a long time ago, usually when someone unrelated to the discussion pipes up and says it's time to quit, it's usually time to quit. Tell counted, and, well, it's in huge red letters in the first post. Continued discussion probably best taken to PMs or a dedicated thread, et al.

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