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Author Topic: Game mechanics  (Read 7457 times)

Aquillion

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Re: Game mechanics
« Reply #15 on: April 28, 2004, 12:36:00 am »

quote:
Originally posted by Jonathan S. Fox:
<STRONG>Let at it this way: If you shoot from the hip, an M16 will put all three shots into the same person from 45 feet away. That's more than enough for anything indoors, especially since nobody would ever hold an M16 at their hip during combat anyway.</STRONG>
Remember, these are LCS characters we're talking about here.  Your Liberals are probably waving their guns around madly in a frenzy of Liberal idealism; while the Conservatives are evil and don't care about civilian casualties anyway.

(Actually, that's an interesting point--if a conservative security guard accidently hits a hostage, an innocent bystander, or another conservative, does it influence public opinion?  One would expect it to.)

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Jonathan S. Fox

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Re: Game mechanics
« Reply #16 on: May 06, 2004, 02:53:00 pm »

Hmm-- that's a good point! They just MIGHT be waving their guns around, huh?
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J.P Marshall III

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Re: Game mechanics
« Reply #17 on: May 26, 2004, 07:20:00 am »

Expain to me what missing tounges and so forth do, I mean my leader in one of my games had no tounge, lacked an eye, and i think didnt have a left hand at the end... how does this effect him..

also, you said mithril mail works much as it would in real life once... is that a good or a bad thing... as nerds like me think mithril mail would work great, but realists might think it would be shite. Please Advise :-p

-JPM3

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ThreeToe

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Re: Game mechanics
« Reply #18 on: May 26, 2004, 01:40:00 pm »

All I know is when you are paralyized and try to attack, you "Look on with authority".

As far as mithril goes, why don't you invest the thousand odd dollars and find out for yourself?

[ May 26, 2004: Message edited by: ThreeToe ]

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Toady One

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Re: Game mechanics
« Reply #19 on: May 26, 2004, 06:06:00 pm »

Missing facial features decrease your charisma.  Missing an eye or being blind messes up your combat rolls, and blind hackers can't hack computers on-site.  Having no hands should preclude you from using weapons, but I'm not sure if that is implemented correctly.
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Aquillion

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Re: Game mechanics
« Reply #20 on: May 27, 2004, 03:16:00 am »

Mithril Mail doesn't work at all.  IIRC, it's actually less effective than normal clothing.  If you want some protection, wear a trenchcoat--that's the only armor available at the moment that offers more protection than clothes.

And I think blind hackers should be able to hack computers on-site by whistling perfect tones into the modem port or something bizarre like that, if they have enough juice.

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Floydman

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Re: Game mechanics
« Reply #21 on: May 31, 2004, 12:59:00 am »

Missing facial features decreasing charisma is OK, but maybe it could also increase Juice as a counter-ballance effect?  I liked the idea that my FaceGone-injured seduced agent would be pretty effective in scaring the hell of out the weakest-minded kidnapped people during the brainwashing process (this is the magic with text-games, very much like books).

Very funny the idea of blowing into the modem, this is really going into hacking history, yet just enough farfetched to be tongue-in-the-cheek for this game    ;)

[ May 31, 2004: Message edited by: Floydman ]

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Floydman

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Re: Game mechanics
« Reply #22 on: June 19, 2004, 02:55:00 pm »

quote:
Originally posted by Toady One:
<STRONG>The hacking was kind of off the top of my head.  As Threetoe noted, it is kind of unbalancing:</STRONG>

As a whitehat hacker/security expert, I have to admit that the way that hacking was implemented into the game is pretty good and realistic.  Although 1000-2000$ per credit card steal may not be much compared to real-life incidents, I think it is well balanced compared to the game economy.  Also, instead of being based only on intelligence and computer skills, it would be even more realistic if the security skill was also taken into account (2 or 3 secskill, plus compskill plus intelskill would do the trick).  One more action that hacking could do though would be website defacement, which is not the same as a denial-of-service.  The defacement does not give money, but it could give some mediatic bonus.  And having this one more hacking activity would mean a little less files and money than the current way.

Also, I know that you haven't done anything with items like stolen computers, but in future versions, they could turn up corporate files when investigated back at LCS HQ, or give some juicy information about a high-ranked conservative individual.  Of course, there could also be nothing at all.  And then, the computers could be pawned.

Another scenario inspired from real-life, but probably too complicated for the game (you decide), would be to go back to a location (like Intel HQ or Corporate HQ) and plant the stolen computer back into their network as a backdoor access, like a wiretap device.  So, planting laptops in strategic places could make the LCS learn about raids in advance, but of course there is also a risk that the wiretap is discovered.  And adds one more layer of charges upon you when you go to court (but we have other ways to deal with that, right? hehehe).

[ June 19, 2004: Message edited by: Floydman ]

[ June 21, 2004: Message edited by: Floydman ]

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Ramidel

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Re: Game mechanics
« Reply #23 on: September 25, 2004, 08:54:00 pm »

What does a Denial of Service do, incidentally? Just piss off the cops, or does it raise the Corp status?

Also, how do you figure out who gets money through Liberal Disobedience?

[ September 25, 2004: Message edited by: Ramidel ]

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Aristharus

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Re: Game mechanics
« Reply #24 on: September 26, 2004, 05:57:00 am »

Is there any way to continue the game with your LCS founder dead? I just hate the idea that I have this almost super-human (compared to the other people you can get) character but you pretty much can't do any bigger, riskier crimes with him, cause if he dies, ALL your characters lose contact and it's game over. Even if he's arrested, everyone loses contact with LCS and you'll have to start building your Squad from a scratch.

When promoting your Liberals, on the list "Contact after promotion" there are these <Liberal> texts on some of the Liberals. Still you can't promote them. Is there any way to make someone equal to the LCS Founder? Sort of making him/her a co-leader.

[ September 26, 2004: Message edited by: Aristharus ]

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Toady One

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Re: Game mechanics
« Reply #25 on: September 26, 2004, 11:21:00 am »

Denial of service attacks build juice.

For LibDisob, it adds up the total money from everybody divided by 10, and all of their atts except wisdom, and their persuasion skill.  This is how powerful the disob event will be (with very diminishing returns).

Liberal Comrades are the people that report directly to the founder, so you can't promote them.  I think we've discussed here some ways to make the game have more continuity, but for now, just think of it as a roleplaying game.  You *are* the LCS founder (hence the questions in the beginning).

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Aristharus

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Re: Game mechanics
« Reply #26 on: September 27, 2004, 09:34:00 am »

But think about all the B-movie clichés possible with this. The leader hands down the legacy of LCS to his most trusted Liberal.
"You must do what I couldn't and make my Liberal dream come true"

What if there couldn't still be more than one Leader, but you could change it? It's frustrating when your Leader has a criminal record a mile long and is subject to armored raids every week and you just can't let him die.

But.. well.. That would make it just plain stupid. Changing the leader every week.
What about a penalty of some kind from changing?

Or, hmm.. Nah, forget it. It's fine the way it is.

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Ramidel

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Re: Game mechanics
« Reply #27 on: February 19, 2005, 01:06:00 am »

Maybe allow the Founder to retire and give up the legacy of Liberalism to his successor?
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Deepak

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Re: Game mechanics
« Reply #28 on: January 23, 2006, 08:05:00 am »

My first post, thanks a lot for this amazing (should I say Elite Liberal?) game oh Toady One! /prostrate

quote:
Originally posted by Toady One:
<STRONG>Attack/defense rolls can range from 0-(20+Agility).</STRONG>

Is that (random from 0 to 20)+agility?
And where do weapon skills come into play?

More questions: do rented apartments (say downtown) ever get raided by the police?

I have published a journal with corporate files stolen by hackers and everybody's (about 20 liberals) juice jumped over 50 (socialist threat), is that intended? Or I've done something else I'm not aware of? (hijack news show talking about the Lcs maybe?)

Is there any difference between same damage guns (and shotgun), other than clip size and price, maybe in accuracy or average damage?

Has anyone fixed the bug about the shotgun increasing the pistol skill?

Fuck me if I'm wrong but you want to kiss me, right?   :D

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Toady One

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Re: Game mechanics
« Reply #29 on: January 25, 2006, 02:23:00 am »

I don't think anybody has fixed anything for a while, although the code is sitting up there, so whoever can do whatever.  Looking through it now, the pistol/rifle skill bug is clear and I fixed it in the code, but it'll take a while before I get around to putting anything up -- I think the latest version of the source online is wrong, and I don't know where my backup is, and I can't compile for linux anymore.  If you can compile it, let me know and I'll tell you how to fix it.

It's actually (random 0 to 20) + 1 + random(0 to (agility -1)), minus 0 to 9 if you have a prisoner, then it gets hit with health modifiers, and then you add 0 to (skill-1).

I don't remember if rented apartments get raided.  I guess I won't check and spoil it.  Beware!

The juice boost is intentional.  If you publish certain harder to get stuff, it'll be even higher, but everyone at the location will be charged with treason.

I think it is just the clip size and the fact that you have to invest in different skills that make the guns different.  AKs and M16s are the same here, I think.

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