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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1882281 times)

Grendus

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9525 on: December 24, 2013, 09:23:35 pm »

Milk spoils so fast it's already gone bad. I'm starting to be convinced that milk just spawns spoiled. I'm taking advantage of the bug for now, since the "cataclysm always starts in spring" issue kept me from finding any food that actually has a shelf life. Converted most of the fruit to sugar or, if it can make a cocktail, juice.

Unrelated, piercing weapons probably shouldn't splatter their targets on massive damage. It's funny to watch an arrow cause a child zombie to explode over 12 squares, but there's no way a tiny wooden shaft can carry that much energy.
« Last Edit: December 24, 2013, 09:27:57 pm by Grendus »
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

n9103

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9526 on: December 24, 2013, 10:14:41 pm »

Unrelated, piercing weapons probably shouldn't splatter their targets on massive damage. It's funny to watch an arrow cause a child zombie to explode over 12 squares, but there's no way a tiny wooden shaft can carry that much energy.

It's not a matter of containing the energy, it's a matter of transferring it. (After all, a neutron can carry the kinetic energy of a served tennis ball. That's only a couple dozen magnitudes in mass worth of energy or so. Good thing they almost never interact with anything. :p)
But yes, piercing overkill should cause directional, rather than omnidirectional, spatter. (i.e. blowing a hole through the target.)
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Tiruin

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9527 on: December 25, 2013, 03:05:56 am »

Unrelated, piercing weapons probably shouldn't splatter their targets on massive damage. It's funny to watch an arrow cause a child zombie to explode over 12 squares, but there's no way a tiny wooden shaft can carry that much energy.
[...]
But yes, piercing overkill should cause directional, rather than omnidirectional, spatter. (i.e. blowing a hole through the target.)
Explode everything with archery? x3
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n9103

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9528 on: December 25, 2013, 03:27:17 am »

It's in the realm of the ridiculous, but who's to say that a person can't become a relativistic arrow launcher? ;)
I mean, we're firmly in the realm of the d20 when you involve critical hits, and everyone knows there's nothing quite like an overkill from a natural 20. :D
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n9103

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9529 on: December 25, 2013, 10:05:52 am »

20 on the hit, 20 on the threat, and 20 on the damage... I could see it getting ridiculous damn fast.  :P


"And in this next image, we see evidence of a point blank Nuclear Critical that eventually impacted Mars after the initial blow-through of the intended target. Because of the extremely close proximity of the intended target, and high angle, it's believed that it exited the local vicinity before sufficient energy was transferred to the locality. This is one of the few instances where the originator survived this occurence."
Spoiler (click to show/hide)

FTlulz
« Last Edit: December 25, 2013, 10:20:28 am by n9103 »
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Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9530 on: December 25, 2013, 10:31:14 am »

   I have always been partial to exploding dice of both kinds. Ones that actually explode in some way are a nice trick and the ones where if you roll max for the die you roll again and keep adding till you stop rolling max. You might never end up chaining it that high but the potential to roll max more than twice in a row is always on your mind that first max roll. On a side note there should totally be an artifact weapon with a low damage amount that does this. Oh and Merry Christmas and whatnot.
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SomeStupidGuy

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9531 on: December 25, 2013, 11:32:31 am »

Eh, personally, I think overdramatic overkill pretty much suits the game well, even if it makes little to no sense.
I mean, the setting is pseudo-schlock movie(what with the slightly ridiculous zombie types, giant bugs, zombears, not to mention the laser rifles and the killer robots) with a twinge of lovecraft thrown in for a more distinct flavor.
It kinda works to have zombies explode like over-ripe melons when over-killed by overly-powerful arrows(okay, I'm done putting unnecessary 'over-'s on words now).

Also, anyone else think that vehicles that use rails would be a nice addition to the game? I mean, I imagine it wouldn't be too hard('course, I haven't looked into adding stuff into Cata, so I'm kinda talking out of my ass here, but even so), and it'd make metro tunnels a lot more interesting. Plus, it'd be kinda neat to come across a train when exploring the wilderness and loot the dining cars, storage cars and cannibalize it for metal.
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9532 on: December 25, 2013, 12:11:08 pm »

Eh, personally, I think overdramatic overkill pretty much suits the game well, even if it makes little to no sense.
I mean, the setting is pseudo-schlock movie(what with the slightly ridiculous zombie types, giant bugs, zombears, not to mention the laser rifles and the killer robots) with a twinge of lovecraft thrown in for a more distinct flavor.
It kinda works to have zombies explode like over-ripe melons when over-killed by overly-powerful arrows(okay, I'm done putting unnecessary 'over-'s on words now).

Also, anyone else think that vehicles that use rails would be a nice addition to the game? I mean, I imagine it wouldn't be too hard('course, I haven't looked into adding stuff into Cata, so I'm kinda talking out of my ass here, but even so), and it'd make metro tunnels a lot more interesting. Plus, it'd be kinda neat to come across a train when exploring the wilderness and loot the dining cars, storage cars and cannibalize it for metal.

Oooooh, that sure would be neat!
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9533 on: December 25, 2013, 12:22:39 pm »

I would personally LOVE if we got a rail system through the game, linking cities in much the same way as roads.  I would build such a powerful WARTRAIN and generally abuse rails so much...

Reminds me of Shadowrun's rail options, since all rails in the future are electric then hooking a vehicle to the rails gives you infinite fuel, but only along the rails, allowing vehicles to be refitted for permanent rails-only transportation, or fold-out rails to quickly hook a regular vehicle up to the rails.

Mictlantecuhtli

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9534 on: December 25, 2013, 12:59:49 pm »

If there are trains they should always have a bunch of zombies on them, forever riding public transit.
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9535 on: December 25, 2013, 01:25:50 pm »

Suggested new item: Radium Lantern.
http://depletedcranium.com/why-does-radioactive-stuff-glow-green-or-why-do-people-think-it-does/
Apparently Marie Curie had a small portion of radium chloride and uranium chloride, with one providing the radiation and the other reacting to the radiation by glowing.  Since these materials have such long shelf lives, the "Radium Lantern" for Cataclysm would effectively be an infinite light source, anywhere from 'glowstick' to 'gasoline lantern' in brightness, being generally very small and only useful for sewing or reading at night.  They could be the size of a flashlight, and able to be turned on/off by lifting or rotating the cover.

It would of course provide constant low-level radiation, but also infinite light!  Plutonium could be used instead, because it's already available in the game.

BigD145

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9536 on: December 25, 2013, 01:29:10 pm »

Most people take years to die of slow radioactive poisoning and the average life of a Cata survivor is measure in hours or days soooooooo go for it.
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9537 on: December 25, 2013, 01:41:41 pm »

Most people take years to die of slow radioactive poisoning and the average life of a Cata survivor is measure in hours or days soooooooo go for it.
I can see the sales pitch now.  The radiogenic will love it!  The regulars won't mind the slight nausea because they won't survive the zombies long enough to care!  BUY NOW!

BigD145

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9538 on: December 25, 2013, 01:59:57 pm »

Most people take years to die of slow radioactive poisoning and the average life of a Cata survivor is measure in hours or days soooooooo go for it.
I can see the sales pitch now.  The radiogenic will love it!  The regulars won't mind the slight nausea because they won't survive the zombies long enough to care!  BUY NOW!

You only live once except when you start a new game. BUY NOW!
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« Reply #9539 on: December 25, 2013, 02:06:16 pm »

I find that mentality hilarious and worrying.

'High levels of radioactivity? YOLO!'
"My hand is glowing where I was holding the lantern...  Wait, does that mean I don't need the lantern anymore?"
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