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Messages - NES630

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46
Play With Your Buddies / Re: LP Liberal Crime Squad: Succession game
« on: August 22, 2013, 08:20:06 pm »
Alrighty, my turn... expect a post tomorrow.

I'm not a fan of images, so I'm going to try and be really descriptive instead.

47
Forum Games and Roleplaying / Re: [ISG] Spectros
« on: August 22, 2013, 06:40:39 pm »
There is a difference between holding and wielding.

Well, let's test it first, somehow...

Try and use two glaives at once. Make sure not to accidentally hit anything, just do some practice moves in the air.

48
Forum Games and Roleplaying / Re: [ISG] Spectros
« on: August 22, 2013, 05:29:42 pm »
Hey, seems we can wield the glaive with one hand thanks to patented "ROBO-STRANTH".

Grab another! And try to inventory the other weapons somehow? If not, double glaives should do. Examine the plant, and if it does nothing of importance, head back north along the cloud bridge.

49
Curses / Re: LCS at Sea: Twice the Piracy, only 10% of the Scurvy
« on: August 21, 2013, 02:54:13 pm »
This feature request is getting a just a wee bit too intricate and complicated. Anyway I have a question. Most boats are not sailboats. So should the skill for using boats be called "Boating" or "Sailing"? The first step towards implementing boating is, of course, adding that skill, but first we need a name for it. I'm leaning towards "Boating", since most ships aren't sailboats. When boats are first introduced they'll just be simple things to get from point A to point B across bodies of water, even simpler than cars, since cars have car chases but boat chases can't be implemented until AFTER we have the Boating/Sailing skill, have several types of boats that can be used for transport across bodies of water, and have that all set up (requiring new functions, variables, and a new Boat class, among other things). Once we get the basics implemented, THEN we can start worrying about the more complicated stuff. So the first order of business is getting the name for the Boating/Sailing skill. And also, what skill should it be based on? Agility, just like Driving, is what I think. You have to be agile to know how to move something around and be able to do it fast with good coordination. That would be a better fit than, say, Intelligence or Strength.

Boating is probably a better name, and it really is an "agility" activity with a similar skillset to driving. And I'm fine with simple test implementation. Let's just make sure it's something that adds to the game in positive ways and doesn't become an afterthought feature.

50
Curses / Re: LCS at Sea: Twice the Piracy, only 10% of the Scurvy
« on: August 21, 2013, 07:00:29 am »
I live near a military base, so I know a lot of marines and Navy personal, and they share some stuff about what military ships are like, if you ever want a little info of what they look like.

I've only been on a carrier (Intrepid), so this knowledge would be good to have if we want to form decently accurate maps. Just make sure what you tell us is declassified and all, or basically dated beyond importance.

51
Forum Games and Roleplaying / Re: (?SG) Bold
« on: August 20, 2013, 11:19:19 pm »
The [boldest] option is to go with one that hasn't been presented: The [strange] one. You know, that absurd premise that you thought we wouldn't even figure out existed. You wanted to keep it a [secret]? Too bad, we've blown your cover. I'm picking that one.

52
Forum Games and Roleplaying / The Closet of a Thousand Dimensions (ISG)
« on: August 20, 2013, 08:32:14 pm »
Note: I've only done this once before really, but there is a first time for everything. This may die in a few days because I'm leaving to college, but I'll try and give it some sort of conclusive ending... Alrighty, let's begin!

THE CLOSET OF A THOUSAND DIMENSIONS
An ISG so incredible, the title is displayed in Impact font...

It began with the end. The end to your time spent browsing the internet of course. Time went by pretty fast, it seems. You've been at your computer for hours, one tab leading into another, each link drawing you deeper and deeper into the labyrinthine depths of the vast network. Clicking out of several tabs, you take one last check at a thread you recently posted on the Bay12Forums. With no new replies to read, it seems like the conversation of your topic on Barack Obama's new dog has died down. Clicking that wonderful grey X, you close this window too, ending your time with Chrome. Sliding your cursor to the top right corner of your screen, you pull up the charms bar of Windows 8. Suddenly, you feel a disturbance. The thought of a thousand people frowning at your decision to upgrade to the OS suddenly pops to mind, but you push it to the recesses of your brain, which produces a memory of yet another cat video as a replacement. Chuckling, you shut down your computer once and for all. Pushing away from the table, you roll to the center of the room.

>

53
Curses / Re: LCS at Sea: Twice the Piracy, only 10% of the Scurvy
« on: August 20, 2013, 07:54:24 pm »
This idea sounds mighty interesting.

Perhaps combat between ships can work similar to the game Battleship, where upon picking enemy ships upon radar, you and they are given a rough idea on where everything is located, where you can either chose to move up close in order to spot the ships manually for sure shots, or play a guessing game and shoot at them from afar. Maybe also add destroyers and/or frigates as smaller but faster large ships armed with guns or missiles respectively, mainly encountered as adversaries for ACs and BBs once you capture one.

I fully endorse this suggestion. It will be linked to in the main thread.

Also, an edit, for another addendum to the main idea. To improve realism, a bunch of liberals with sailing and engineering skills should be required to station in the large ships before leaving becomes feasible, and the new passive activity "Tend to Vessel" should become available when operating from these safehouse. Sailors that are sleepers on captured vessels will automatically activate so they can be allocated to this activity. Failure to do so could result in a breakdown to one or several of the ship's systems, stranding or even sinking the vessel. And if your ship is sunk, some crew will randomly survive and be moved to "lifeboats", which can either capsize after a few days or end up in a random coastal city.

This is to make it more of an endeavor to maintain these behemoths, and not something liberals can do right off the bat.

54
Curses / Re: LCS at Sea: Twice the Piracy, only 10% of the Scurvy
« on: August 20, 2013, 12:31:33 pm »
I could see relocatable safehouses having uses beyond boats. Haven't you always wanted to pull a die hard and keep your hacking squad in the back of a truck to avoid heat?

Squad-sized trailer truck safehouses? Now we are getting somewhere...

55
Forum Games and Roleplaying / Re: [ISG] Spectros
« on: August 19, 2013, 05:15:20 pm »
Then scratch that, the most original hero would be armed with a shower curtain cape and a lamp for melee. And not for a specific situation either. For all situations.

56
Forum Games and Roleplaying / Re: [ISG] Spectros
« on: August 19, 2013, 05:09:18 pm »
You call that sword small? By all rights we should be holding onto either one of those with two hands already.

Except, you know, robo strength. Still, theres always been sword or axe, and especially dual wielding protagonists everywhere. I want a polearm hero!

Technically, the most original hero would fight with his BARE DAMN HANDS.

But I can get behind a polearm. Wish we could inventory those other weapons though...

57
Curses / LCS at Sea: Twice the Piracy, only 10% of the Scurvy
« on: August 19, 2013, 04:57:32 pm »
Alright, time to propose a new addition to LCS that has been bugging me for a while. With the National LCS Beta up, this seems more possible than it used to be. This is also a rather lengthy suggestion, so here's a preemptive TL;DR: BOATS. WE NEED MOAR BOATS.

Now, first off, some practical information. Cities that this suggestion would apply to would be geographically coastal or adjacent to a major body of water in the United States. Certain cities would also be able to handle large boats while other cities cannot. I'd list examples, but suggesting you look at a decently detailed map serves that purpose without having to list every major city.

For starters, areas accessible by boat instead or alongside of foot or land vehicle would be for the most part randomized, with the exception of major landmarks of certain cities. Case in point, a Statue of Liberty location would only be accessible by boat. Boats would come in several sizes and types, similar to cars but not entirely. A suggestive list could work as follows for small boats:

Kayak - Easier to find and steal than candy from a Conservative baby. Seats one and pretty slow, unless the user is incredibly athletic.

Rowboat - Seats a whole squad, similar speed and steal system as a Kayak but usually slower.

Sailboat - Below Average difficulty to steal, fits a whole squad, average-ish speed.

Speedboat - Basically the same as the Sportscar, but a boat.

Police Patrol Boat - A police vehicle for waterways. These will chase you during escape attempts.

Instead of driving skill, you'd have a seperate but similar Sailing attribute that affects the effectiveness of these vehicles. Newly created Pirate(Sea-based Gang Member), Sailor, Navy Sailor, Naval Captain, or Sea Captains would all have high sailing attribute, and it can be learned in the University and improved with experience.

Now, for the more interesting concept. Not only should small boats be jackable, but medium sized to massive vessels as well. The system for jacking these would be similar to an infiltration or CSS safehouse raid. These vessels would be in a new section of the city known as the Seaport, which would exist purely for coastal cities. To jack these ships, you'll need incredible Sailing skill or a Sea/Naval captain. The boats that would be usable would be the following:

Freighter - Has some sailors, laborers,small amounts of security,and one captain at the helm. Loot is mostly industrial items from shipping crates that can be used.

Cruise Ship - Massive, with several floors and rooms. First floor and deck are wide, open space, while the rest of the ship has a structure similar to an apartment complex. Filled with Tourists and Security. Valuable loot similar to what's in the Downtown Apartments can be found. Either expensive tickets or a forcible entry through the security area are required to board this ship.

Air Carrier - Very rarely can you find these in a given city, though the USS Intrepid is a guaranteed example of these for starting in NYC. With the exception of the Intrepid, which has a Cruise Ship type population, air carriers are FULL of naval personnel, and jacking these will require tons of stealth or weapons skill. These ships come preinstalled with anti-aircraft guns. These also have accelerated heat accumulation, as do all other naval vessels.

Battleship - Like an Air Carrier, but armed with powerful guns that can be used to combat other large vessels.

Nuclear Submarine - Like the other naval vessels, but has torpedos for combat with other vessels, and can be submerged to generate less heat. Submersion reduces the chance of encountering other vessels at sea.

Now, the final feature: Large vessels, once captured, act as mobile safehouses. They have almost all the upgradability of safehouses, and can host a pirate radio station as a parallel to the Liberal Guardian. They can move from coastal city to coastal city, or even out to the Pacific/Atlantic Ocean based on which coast they were jacked from. On the ocean, most actions are unavailable, but they can make randomized encounters with other ships you can board or attack, along with sieges from naval vessels. These would come every few days unless submerged as a submarine.

So, do we want to sail the seas, or stick with converting landlubbers to the Liberal Cause?

EDIT: Moving into the ocean can also deplete the safehouse boat's food based on the amount of Liberals stationed there, and upgrades/resupplies are only available on land.

ADDITIONAL SUGGESTIONS LIST

Propman's Combat Suggestion
Maintaining the Vessel

58
Forum Games and Roleplaying / Re: [ISG] Spectros
« on: August 18, 2013, 09:34:59 pm »
HOLD UP is that a glaive? Switch from dual wielding two large weapons that will undoubtedly overbalance you to two handing a glaive!


Sorry, I prefer dual wielding. I mean, you can throw the axe and still have a small sword. Same logic applies to leaving the axe buried in someone while you dispatch other enemies. Plus, that thing looks cumbersome. Stick with your current loadout. Keep heading north until you hit something, well, interesting.

59
Forum Games and Roleplaying / Re: [ISG] Spectros
« on: August 17, 2013, 09:59:15 pm »
Sorry, I was mistaken by a certain image. Head north along the path. Have your cadre of Shekshralls follow. We can come up with names for the rest later.

60
Forum Games and Roleplaying / Re: [ISG] Spectros
« on: August 17, 2013, 09:50:09 pm »
Wait, that door to the left. Check it out first, please. If it proves to be nothing of interest, go north like the others said. But please investigate.

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