Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 10

Author Topic: The Slime Arena Turn 6 (It's dead)  (Read 14623 times)

Urist Arrhenius

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (The first waitlister apears)
« Reply #90 on: May 14, 2015, 05:48:53 pm »

((What are my odds against this wildlife?))
Logged
We're all just Simple Folk trying to get by.

You can also watch me learn to draw.

Ama

  • Bay Watcher
  • I'm alive!
    • View Profile
Re: The Slime Arena Turn 5 (The first waitlister apears)
« Reply #91 on: May 14, 2015, 05:51:11 pm »

"Grrrrllgle!"

Screw the safe way down! Drop off the roof onto that moose and try to ride it to victory!
« Last Edit: May 15, 2015, 09:14:11 am by Ama »
Logged

heydude6

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (The first waitlister apears)
« Reply #92 on: May 14, 2015, 05:58:32 pm »

((What are my odds against this wildlife?))

I won't tell you the odds, but I'll tell you the difficulty rolls. moose is 5 (Fun Fact: if you ram a moose with a minivan, it will survive the crash and kill the car). Boars are 3 (the tier at which animals are finally capable of fighting back)

Now that I look at it, I should probably replace the moose with a bull (remember, this is still a beta). I think the moose should actually be a 6, whoops. I won't change the image though, I spent too much time making it. I'll edit the post and you guys can pretend it's a drawing of a bull rather than a moose. I will provide a proper picture next update.
Logged
Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

The Froggy Ninja

  • Bay Watcher
  • Crying on the floor due to losing my entire hoard.
    • View Profile
Re: The Slime Arena Turn 5 (The first waitlister apears)
« Reply #93 on: May 14, 2015, 06:00:56 pm »

All three to suction. CONSUME!

Delekates

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (The first waitlister apears)
« Reply #94 on: May 20, 2015, 06:05:26 pm »

slimes went out xD
Logged
my main lang is russian. Still i hope we understand each other :3

Sarrak

  • Bay Watcher
  • Venit leger cerebrum amissa
    • View Profile
Re: The Slime Arena Turn 5 (The first waitlister apears)
« Reply #95 on: May 21, 2015, 04:45:49 am »

Escape to the south. There is nothing that could be achieved here... Only death.
Logged
Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

conein

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (The first waitlister apears)
« Reply #96 on: May 22, 2015, 01:15:47 pm »

Spoiler (click to show/hide)
Logged

The Froggy Ninja

  • Bay Watcher
  • Crying on the floor due to losing my entire hoard.
    • View Profile
Re: The Slime Arena Turn 5 (The first waitlister apears)
« Reply #97 on: May 22, 2015, 02:01:42 pm »

Also compress a bit. Don't want to die.

heydude6

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (The first waitlister apears)
« Reply #98 on: May 22, 2015, 02:32:46 pm »

Hey guys, as the GM here. I want to make an announcement.  :(

Due to poor Victoria day weekend planning, I was left with a lot of work that has been haunting me for this whole week. It still hasn't been done yet so I probably won't be able to make an update in a while. Please note, I have not lost interest in this game. It's just that I'm super busy and so I haven't been able to work on an update. Updates will resume eventually.

Sorry for the inconvenience.
Logged
Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

Delekates

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (Hiatus)
« Reply #99 on: May 22, 2015, 03:21:46 pm »

hope game wont die.
Logged
my main lang is russian. Still i hope we understand each other :3

Delekates

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (Hiatus)
« Reply #100 on: May 30, 2015, 11:02:09 am »

howdy? :3
Logged
my main lang is russian. Still i hope we understand each other :3

heydude6

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (Hiatus)
« Reply #101 on: May 30, 2015, 11:30:35 am »

Still on Hiatus unfortunately, I should get an update done next weekend.
Logged
Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

heydude6

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (New Rules!)
« Reply #102 on: June 04, 2015, 08:27:37 pm »

Hello Everyone

In anticipation of the update that's coming up on the weekend I have an announcement about rule changes to make. During the previous turn Tomcost(Bobby) sent me a pm saying that
he was dropping from the game and then pointed out a few design flaws that I had. I read the Pm thoughtfully, considered everything he had to say and began typing a reply. I never finished the reply but here is what I had written so far:

Spoiler:  Beware wall of text (click to show/hide)
This Pm was huge and so i never sent it.

Anyway, while I was writing my pm I noticed another design flaw. Currently at the moment I have made it more rewarding and easier to kill slimes than animals. This is bad because it essentially renders suction useless. I also realized that this quote is stupid:

Quote
The sharp melee options are in the environment around us. For example, we have a bear that is almost indestructible, and we have a slime made of the most toxic materials known to slime and bearkind alike. It's all about exploiting an enemies weaknesses.

Not bad in it of itself but the main problem is that there is no stat that specifically helps you exploit the environment. Anyone is equally competent at doing it, which isn't bad but it prevents it from being an excuse for why suction slimes aren't suboptimal to pynocitosis slimes.

So in light of this PM I've made a few changes:

First, I have revamped slime melee combat.

Now when a slime attacks, they can choose to either attack with suction or with pynocitosis. The defending slime then gets to choose to defend with either suction or with pynocitosis. If a slime attacks with pynocitosis, then the normal system is in play but you make a contest against the stat the defending slime chooses. Victory is like usual. If a defending slime wins, then if they defended with pynocitosis, the old system is in play. If they defend with suction and win though, they are completely unharmed and are now able to attempt to run away. A slime is only allowed to attempt to flee if they successfully defended with suction now.

If a slime attacks with suction and wins, then they get to obtain a random amount of slime based on the difference between the 2 rolls (and based on the size of the victor) rather than RTnD. Also they don't have to get 2 higher than their opponent to gain something. Please note, the slime obtained from a suction victory has not been assimilated. It is still alive like Glorp's and you will have to fight it's immune system. The strength of your immune system is based on pynocitosis skill. A victory can turn Phyrric very quickly if you don't have enough points in it.

Now a few more minor changes:
  • fully digested animals provide more mass now
  • A larger Size makes you lose more mass from damage
  • A larger density gives you resistance to slime melee (does not help RTnD)
  • Implementing this:
    -First, as you may have noticed, the speed bonuses are too high. When a player gets more than half a dice advantage over another one, the fight stops being fun. Have you considered that, instead of giving a +1 for every 5 liters, doing it in a way that each time more liters are required to get another bonus? For example: 1 at +5, two at +15, three at +30 (basically, the required addition increases by 5 for the next bonus). This means that it won't get so ridiculous early on, because one
    Weight penalty is still the same. Every 10kg of excess useless weight will still give you a -1 penalty
  • Removed the attacker bonus

So tell me everyone, what do you guys think of the balance changes? Update will come on the weekend.

« Last Edit: June 05, 2015, 05:40:06 pm by heydude6 »
Logged
Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

Delekates

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (New Rules!)
« Reply #103 on: June 05, 2015, 01:13:25 am »

didnt played, still looks more challenging.
Logged
my main lang is russian. Still i hope we understand each other :3

Tomcost

  • Bay Watcher
    • View Profile
Re: The Slime Arena Turn 5 (New Rules!)
« Reply #104 on: June 05, 2015, 06:36:02 am »

It is great that you clarified what you intended for the PvE/PvP parts of the game. Also, the buff to suction is apreciated, as now fully specialized suction slimes won't die to fully specialized pynocitosis slimes. The new density and size damage concept is interesting. On one hand you can attempt to flee via high size. On the other, you can try to stand your ground with a high density, preventing some damage. It allows for interesting strategies and/or fighting styles.

So, I may give this another try, if the GM doesn't mind.
Pages: 1 ... 5 6 [7] 8 9 10