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Author Topic: ORO: ANOTHER QUESTION  (Read 114543 times)

Pancaek

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Re: ORO discussion
« Reply #120 on: March 15, 2016, 09:22:17 am »

I do see that the death count is up there a bit. Both battles wit hteh bone thieves were high casualty, and I guess that fight with the mad god? which I haven't read yet.
It's a pretty enteraining read. things get fruity real fast.
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Radio Controlled

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Re: ORO discussion
« Reply #121 on: March 15, 2016, 09:22:52 am »

I do see that the death count is up there a bit. Both battles wit hteh bone thieves were high casualty, and I guess that fight with the mad god? which I haven't read yet.
It's a pretty enteraining read. things get fruity real fast.
Now you're comparing apples to oranges though.
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piecewise

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Re: ORO discussion
« Reply #122 on: March 15, 2016, 11:04:17 am »

Firstly, this is starting to sound a bit like the Mortal Engines series, which is alright, but I hope just a coincidence.

Secondly and more importantly, if Oroboropolis is self-constructing, how on earth is the holy city stopping it? Really big walls? Or are we killing just enough inhabitants to delay construction? How, in fact, does Oro grow/move?

Anyway, remember to make it eat a fishing village or two if you get the chance, and have a couple of canals and internal docks or something. That would be fun.
Never read it, but from what I heard isn't that more about far future cities that move so they can get resources from each other via eating each other? Ie, its supposed to be somewhat realistic and mechanical. Well oro isn't that.

Stopping it? That's what you're attempting to do. It's coming toward the Holy city very slowly, so you have to kill it before it gets there.  As per how it grows, there are internal forces for that; think of oro like a living thing, but all those enzymes and cells are replaced with mechanical things or demons that perform a function. When you see the 30 foot tall Minotaur with the delicatessen chained to its back, that means its bringing that building somewhere. When a subway train suddenly flies off the rails and lands in a pile of several dozen other subway trains, be prepared to find Raileaters swarming around like crabs on a whale carcass.

Will do. Someone should make a list of all the places people want to go as suggestions.

Please don't be tempted to nerf it to save player characters. I'm still waiting for a single casualty from Infinite heavens since I joined the waitlist. I'd say, if the gmae starts, after six months or more, ot bog down to the point where no new progress is being made at all, then maybe possibly reconsider a little, but maybe not. I mean, if hte game becomes unwinnable, either we lose, or things must adjust. But of charcters die, well, make the character generator user friendly and brief. Nothing turns me off of roguelikes like investing time and effort into a customizable charcter, only to have literally everything lost when it dies and have to start from zero again.

Of course, if you are feeling generous, you could make a system, where, after a certain number of a given player's characters die, the next ones get bonuses - I think that has already been suggested though.
I'm still waiting for a single casualty from Infinite heavens since I joined the waitlist.
You might just have gotten lucky there. I didn't get to play for all that long and me and another guy died in the same confrontation. It wasn't groovy at all.
It's a delicate balance, high mortality is. Because it sucks to get shafted like pancaek did. And it sucks to see a guy I know for certain is a really good player get booted out after a handful of turns. But high mortality also makes it so that the guys that DO survive really feel like they accomplished it.

I've been thinking that one way to handle this is some sort of minimum level cap that increases as the game goes on. At the beginning, on the outskirts, it makes sense to start you at level 1, but halfway in where you're starting at some highly fortified base deep in the thing, starting at level 1 is frankly unfair. It's like starting Xcom and your first enemies are 10 mutons. So I was thinking that, as you made it past certain incremental points in the map, that the level new characters started at could be raised. So that they'd actually stand a chance.

I do see that the death count is up there a bit. Both battles wit hteh bone thieves were high casualty, and I guess that fight with the mad god? which I haven't read yet.
It's a pretty enteraining read. things get fruity real fast.
I suddenly don't regret killing you.

Pancaek

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Re: ORO discussion
« Reply #123 on: March 15, 2016, 11:17:51 am »

I suddenly don't regret killing you.
Aww, don't be like that p-dubs-sempai.

But yeah, I think of letting new characters start raised after a certain amount of time would work pretty well.
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NJW2000

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Re: ORO discussion
« Reply #124 on: March 15, 2016, 12:06:38 pm »

Might let the tinkerers do their thing as well. Yup, massive token inflation due to higher levels and better looting, but no, level ten weapons aren't getting any cheaper, better get the nerds tinker people to build some.
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syvarris

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Re: ORO discussion
« Reply #125 on: March 15, 2016, 03:16:10 pm »

NJW, the problem with that is the fact Tinker is exceptionally sporadic and random in its power creep.  You can go a long time with no real improvement, only to have a burst of vastly more OP stuff all at once.  It's not stable enough to use as a game mechanic.

Piecewise, as we get deeper into the city, will loot quality improve, enabling us to make better equipment?  Or will we prefer to stay in the outskirts during loot-collection missions?

Also, for a site I'd like to see... a legitimate grand holy cathedral, of massive proportions.  Especially if it's unusually pristine, and seemingly uncorrupted at first.  Or perhaps it could be the central hive of evil in an area, which we'd usually destroy in some fashion, but the church commands us to purify it due to its significance as a holy site.

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Re: ORO discussion
« Reply #126 on: March 15, 2016, 03:42:10 pm »

Would players in general respawn at a higher level, or only when they spawn in one of the forward bases/more difficult areas?

Also, if there's railways and such, what does that imply for the setting? Modern or sci-fi firearms and tech? Or still melee based due to the post-apocalyptic thing going on?

Also, some locations (spitballing here):
-Water purification plant, but one that's now taking in good water and corrupting it, spawning monsters from those large bassins you sometimes see. Smell of the things can probably stay the same though.
-Old (coal)mines, where you're one false move away from collapsing the way back and trapping yourself in an unknown maze.
-Something that looks like a favela. Like a real urban slum maze of filth.
-An old, dilapidated prison turned fortress/bastion.
-a dam (maybe hiding a massive sea monster boss?)
-extensive sewer system, maybe providing shortcuts between parts of the city but where some really nasty monsters and environmental hazards lurk.
-enormous pit built over with monkey bars/jungle gym-like construction.
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21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

The Lupanian

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Re: ORO discussion
« Reply #127 on: March 15, 2016, 04:03:16 pm »

Two things,

1, I think you should do an overall feel of a city, but occasionally throw in something completely out of place, like a tropical island in the middle of the sewers, or a rainforest down a dark alley.

2, I like the idea of raising the starting level as we get deeper, it would both make it more fair, and it would allow us to create cooler characters that can actually live up to their backstories.
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syvarris

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Re: ORO discussion
« Reply #128 on: March 15, 2016, 04:59:16 pm »

How will the leveling process work, anyway?  We were only going to have one mission at a time, and each mission would only have a handful of the players on it--if we use ER's level system, where you gain a level after each mission, then I could easily see some people still being at level zero or one or so when we start raising the starting level due to progress.  But if we use a system where you levelup by practice or something, this could result in lots of absurdly high-level people existing because they just skipped all missions and spent all their time training.

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Re: ORO discussion
« Reply #129 on: March 15, 2016, 05:02:06 pm »

Maybe (if it's an ER like system) give more than 1 level up on mission completion, or even let the amount of skill and statpoints you get depend on how you performed/what you did. So eg. getting more objectives done=more xp, with higher difficulty giving more.

I dunno if you should be able to level when not on mission. Maybe only on one of those mini missions pw has been testing, and then only like 5 stat or skilpoints at a time in a stat/skill relevant to what you did.
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Quote from: you know who you are
21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

Ozarck

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Re: ORO discussion
« Reply #130 on: March 15, 2016, 05:50:54 pm »

Stopping it? That's what you're attempting to do. It's coming toward the Holy city very slowly, so you have to kill it before it gets there.  As per how it grows, there are internal forces for that; think of oro like a living thing, but all those enzymes and cells are replaced with mechanical things or demons that perform a function. When you see the 30 foot tall Minotaur with the delicatessen chained to its back, that means its bringing that building somewhere. When a subway train suddenly flies off the rails and lands in a pile of several dozen other subway trains, be prepared to find Raileaters swarming around like crabs on a whale carcass.
Got a little bit of Timmy's Snowglobe going on there.

piecewise

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Re: ORO discussion
« Reply #131 on: March 15, 2016, 06:35:33 pm »

How will the leveling process work, anyway?  We were only going to have one mission at a time, and each mission would only have a handful of the players on it--if we use ER's level system, where you gain a level after each mission, then I could easily see some people still being at level zero or one or so when we start raising the starting level due to progress.  But if we use a system where you levelup by practice or something, this could result in lots of absurdly high-level people existing because they just skipped all missions and spent all their time training.
Not there yet but I hope to have it based on something related to kills and what you kill.

syvarris

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Re: ORO discussion
« Reply #132 on: March 15, 2016, 07:28:21 pm »

Hmm.  If the basis is primarily kills, then will combat-focused characters have an advantage over support characters like medics?  Or will you award XP for successful skill checks done for something useful, like a medic healing a buddy, or a handiwork specialist opening an alternate route?

Execute/Dumbo.exe

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Re: ORO discussion
« Reply #133 on: March 15, 2016, 07:43:42 pm »

Perhaps it could be made so non-combat skills have combat applications? Like Handi letting you tinker or maintain your weapons, giving you a slight edge over combat only characters, or Med allowing you to judge potential weak points?
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Egan_BW

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Re: ORO discussion
« Reply #134 on: March 15, 2016, 07:54:49 pm »

The way I have plans to do in Ocean, my personal ER-derivative, would be to give 10 xp to anyone who completes a mission, and 5 xp to anyone who doesn't go on a mission, and then give all those half-levels to any new characters. So essentially everyone has at least half the xp of someone who goes on every mission.
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