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Author Topic: Monster Defence! Under New Management  (Read 47660 times)

Archangel

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Re: Monster Defence! Under New Management
« Reply #675 on: February 05, 2010, 09:05:46 pm »

Ok. I'll switch the first aid kit for the gun.
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There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
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Cheddarius

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Re: Monster Defence! Under New Management
« Reply #676 on: February 05, 2010, 09:10:11 pm »

Much obliged.
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Mephansteras

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Re: Monster Defence! Under New Management
« Reply #677 on: February 05, 2010, 09:24:47 pm »

Hmm, I'll hold off on deciding what I do until everyone else moves. I'm too far over where I am to move without knowing what's going on.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Emperor_Jonathan

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Re: Monster Defence! Under New Management
« Reply #678 on: February 05, 2010, 10:11:43 pm »

Move NE 2 Spaces (2AP)
Move E 1 Space (1AP)
Dual wield knife and gun, if I cannot switch to knife.
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Cheeetar

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Re: Monster Defence! Under New Management
« Reply #679 on: February 05, 2010, 10:26:06 pm »

I will move south two, and shoot twice at the zombie directly south of me.
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Cheddarius

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Re: Monster Defence! Under New Management
« Reply #680 on: February 05, 2010, 10:33:05 pm »

You can dual wield them, it's just that you can't, you know... dual-wield them.
See, Lauren's dual-wielding her pistols. This lets her shoot faster and she can shoot for a mere 3 AP. You can hold a pistol in one hand and a knife in another, but it's not going to make you faster or anything.

Some knife-centric items added in the Extra Equipment section of the shop.

CURRENT ACTIONS:
Archangel: Switch FAK for pistol (3), S (1), shoot west zombies (4). 2 AP left
Emperor_Jonathan: NE NE E (3), switch knife for bandages (3). 4 AP left
Cheeetar: S S (2), shoot twice at south zombie (8 ). No AP left
RAM: Club western zombie twice (8); W W if dead, SW W if not
« Last Edit: February 05, 2010, 11:10:25 pm by Cheddarius »
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RAM

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Re: Monster Defence! Under New Management
« Reply #681 on: February 05, 2010, 10:48:27 pm »

I turn to my right(West, uninjured zombie) and club the zombie there as much as I can, if it goes down, I head west as far as I can, otherwise, if I have any actions left, I head south 1, then west as far as I can.

P.S.
I think my status needs updating, I should only have 1 bandage and it should be in one of my hands.

P.P.S.
I put links to the status and shop pages on the 7th post.
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Cheddarius

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Re: Monster Defence! Under New Management
« Reply #682 on: February 05, 2010, 11:11:57 pm »

Actions post modified accordingly (I had you head southwest instead of south, since you can do that)

I fixed the status. You were holding 1 bandage roll (2 uses); you used it twice on Strife, so you had no uses left and it disappeared. You now are holding just the bone club.

Thanks for the links!
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Cheeetar

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Re: Monster Defence! Under New Management
« Reply #683 on: February 05, 2010, 11:13:30 pm »

Are perks still active, or not being used any more?
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Cheddarius

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Re: Monster Defence! Under New Management
« Reply #684 on: February 05, 2010, 11:20:22 pm »

No more perks.
I might have skills next round though.
And if you guys really want perks, I might be able to figure something out.
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RAM

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Re: Monster Defence! Under New Management
« Reply #685 on: February 06, 2010, 01:42:03 am »

Perks do add alot of personality and strategy to the game. Short of having a helmet and a bone club there really isn't anything that screams melee about me, and I am probably the most customised character here. Maybe each category of items could have a couple of perks and flaws. Your first perk lets you specialise a type of item by letting you take a flaw from anywhere, the second perk specialises within that type of item by forcing you to take a flaw from within that category...

You have to be careful about letting people have access to too many flaws, some flaws really won't disable some styles at all...
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Cheddarius

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Re: Monster Defence! Under New Management
« Reply #686 on: February 06, 2010, 01:50:44 am »

All right. I'll sleep on it and see if I can't find some way to add perks/flaws into the game. Thanks!
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Kashyyk

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Re: Monster Defence! Under New Management
« Reply #687 on: February 06, 2010, 08:04:35 am »

Well, Repeatedly pump rounds in to the Z in front. What else would I do? Running away is for people without weapons.
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Pandarsenic

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Re: Monster Defence! Under New Management
« Reply #688 on: February 06, 2010, 10:31:10 am »

North, reload, go west 5.
Rearrange those as necessary.

How often should I expect this to update by the way?
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RedWarrior0

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Re: Monster Defence! Under New Management
« Reply #689 on: February 06, 2010, 12:06:00 pm »

I thinks perks as a basis for skills and stats could work: Your initial perks and flaws determine your base stats and skills, and you could develop your skills skills. I don't mean that someone with an insanity stare could develop telepathy, but a skilled sharpshooter could become more so, etc.

Also, there should be rounds in which some flaws would be far more detrimental. Example: heading into the old town to pick up some survivors would make a slow sniper class more difficult, and a massive mob of weaker sprinters would mean that a slow fire rate class or a high maneuverability class could have serious issues.
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