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Author Topic: DIG OOC  (Read 78704 times)

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Re: DIG OOC
« Reply #525 on: February 23, 2017, 04:21:38 pm »

Good news bad news time

Good news: I made a test system for a ORO combat system. Albeit right now its actually balanced in such a way where players have short life spans than gnats on the sun. Probably. I also found another system that might fit our needs absolutely fucking perfectly, but I need to read it.

Bad news: 200 question take home test due this evening. See ya'll tomorrow, fucking hell.

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Re: DIG OOC
« Reply #526 on: February 23, 2017, 04:27:59 pm »

Will Dig be continuing?  I'm not that sold on ORO..
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Re: DIG OOC
« Reply #527 on: February 23, 2017, 04:50:48 pm »

Will Dig be continuing?  I'm not that sold on ORO..
Sure, if people want it to.

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Re: DIG OOC
« Reply #528 on: February 23, 2017, 04:55:48 pm »

Will Dig be continuing?  I'm not that sold on ORO..
Sure, if people want it to.

I know I've fallen off the face of the earth here a bit, but you're a godsend to all us players. Hail, the almighty and malevolent PW! Lo, he balances his games not for fairness, but for fun.

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Re: DIG OOC
« Reply #529 on: February 23, 2017, 04:59:24 pm »

Will Dig be continuing?  I'm not that sold on ORO..
Sure, if people want it to.
I personally also like DIG more than what I've seen of ORO.
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Re: DIG OOC
« Reply #530 on: February 23, 2017, 07:46:27 pm »

I like Oro way more than I like Dig.  Dig has massive systemic issues, and large seemingly-unfixable gameplay issues.  Like time itself being a resource that's used very differently by different types of characters.

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Re: DIG OOC
« Reply #531 on: February 23, 2017, 07:57:19 pm »

Personally, I don't want to stop DIG just yet, I've invested quite a bit of time into it, and I do rather enjoy the concept.

I've also been paying attention to ORO for some time, and I really like the concept of ORO.
« Last Edit: February 23, 2017, 08:00:02 pm by The Lupanian »
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Re: DIG OOC
« Reply #532 on: February 23, 2017, 08:32:32 pm »

I like Oro way more than I like Dig.  Dig has massive systemic issues, and large seemingly-unfixable gameplay issues.  Like time itself being a resource that's used very differently by different types of characters.
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The Lupanian

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Re: DIG OOC
« Reply #533 on: February 23, 2017, 08:48:38 pm »

You said chemical would be needed to make things that restore mind. Could we use the blood, bile, and adrenal glands from Tony's body to start making that stuff right now?

Also, could we turn the Bile into explosive?
Also, if DIG is going to continue, I'd like an answer on this before it gets burried again.
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Go check out Shadow of the Void!

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Re: DIG OOC
« Reply #534 on: February 23, 2017, 09:02:43 pm »

I prefer ORO, for all the reasons syv listed. Also because it's soulsy, and I like soulsy things.
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Re: DIG OOC
« Reply #535 on: February 23, 2017, 09:07:21 pm »

You said chemical would be needed to make things that restore mind. Could we use the blood, bile, and adrenal glands from Tony's body to start making that stuff right now?

Also, could we turn the Bile into explosive?
Also, if DIG is going to continue, I'd like an answer on this before it gets burried again.

Bile maybe.

Also uh...probably not. Because it needs a higher chemical number.

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Re: DIG OOC
« Reply #536 on: February 24, 2017, 04:19:30 pm »

So me and sy are currently going over the test system for ORO, which I've called "REVOLVER: BLOOD AND NEON".

Players in the game have 6 lives, hence the "Revolver" part. And while 6 lives may seem like a lot of leeway, I really think it's not going to be. Let me give you an example of why.

Stats determine a lot about the basic capacities of your character, and everyone's stats start at the human average, 10. At 10, you have 5 HP.  And If I look at my weapon chart here, a machete does 2d4 damage. Which means that, vs a character with human average stats and no armor, a machete has a 62% chance to kill in one hit. And thats assuming they hit your limbs. If they hit your torso, thats 2d4+3. If they hit your head, 2d4+5.  Hitting those parts is much less common, but still.

Revolver is a game where death is generally no more than a turn or two away.

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Re: DIG OOC
« Reply #537 on: February 24, 2017, 07:48:11 pm »

Revolver is a game where death is generally no more than a turn or two away.

Do those hits land?  In ER, death was a turn or two away, but in order for that to happen, your opponent needed to first survive a round of uninterrupted fire from teammates, successfully roll to hit, and you had to fail a bare minimum of one save, and generally two or more, often featuring bonuses.  Then you could take damage.
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Re: DIG OOC
« Reply #538 on: February 24, 2017, 09:33:44 pm »

Revolver is a game where death is generally no more than a turn or two away.

Do those hits land?  In ER, death was a turn or two away, but in order for that to happen, your opponent needed to first survive a round of uninterrupted fire from teammates, successfully roll to hit, and you had to fail a bare minimum of one save, and generally two or more, often featuring bonuses.  Then you could take damage.
Well, that depends on a few things. First, depends on your speed. That sets initiative.  Second, depends on the attack being used. In melee you always get a roll to block/dodge, just like the enemy does. However, if they're using a gun thats different. There's an action you can take called "Take cover",  it only takes half a turn and it makes it so you're able to do a defensive roll to try and avoid gunfire. But if the enemy acts before you, or you don't take cover, or you move after using "take cover", then you're not in cover, then you get no cover roll.  So basically....If you're not in cover they just have to roll to-hit with a gun.

But really, regardless of how hard or easy it is to die, the enemies use the same system so players have no advantage either way.

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Re: DIG OOC
« Reply #539 on: February 25, 2017, 01:18:32 pm »

Changed a few things about the system that Sy had trouble with. waiting for his reply.  Shotguns made hopefully less OP, SMG's made less garbage.
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