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Don't vote in the poll if you aren't in the game, man!

I'm so sorry
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I'm a bad person
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Please forgive me
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Total Members Voted: 42


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Author Topic: Monster Defence (Fourth Age)  (Read 122959 times)

RandomNumberGenerator

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1020 on: June 07, 2010, 05:39:02 pm »

I'm a sucker for cooperative systems.  As long as *somebody* can take down the zombies, I'm happy as long as I can prolong their life.  I'd be most bothered by characters who belong on the front line, being 1-shotted.  In fact, I'd accept some major further penalties to combat effectiveness if I got:
1) An ability to buff healthy players, so I have something to do before things get bloody.  Perhaps an adrenalin shot to increase their movement speed briefly.
2) An ability to stabilize a downed player, so they don't die.  They wouldn't recover until they made it back from the waiting list, but it prevents the loss of ability points!
3) An ability where if I shoot an enemy that has just wounded someone, it'll try to kill me instead.

Any of those sound good?

Medic and support themed stuff, eh? I might be able to whip something up... What about these:

Medic Perks:
Adrenaline Shot
Cost: 4 PP
For 2 AP per person you can give a player a temporary +1 bonus to health. Lasts for 3 rounds.

Norepinephrine Shot
Cost: 4 PP
For 2 AP per person you give a player an additional 3 AP next round.

Testosterone Shot
Cost: 6 PP
For 4 AP per person you can give a player 50% Damage Resistance for 3 rounds.

Superhuman Serum
Cost: 10 PP
For 6 AP per person you can give a player a shot that gives them +4 AP, +1 Health, +1 Accuracy and +25% Chance to Dodge Attacks for 3 rounds.
After those three rounds, they suffer from -2 AP, -1 Accuracy and -1 Health for one round.

Intensive Care Unit
Cost: 10 PP
The turn after the fall to 0 HP, you may save a player's life for 5 AP. You must be able to reach their body. If you can not reach them the turn after the fall, they die.

General Perks:
Resilient
Cost: 4 PP
Gain a permanent +1 Health bonus.

Uncanny Reflexes
Cost: 6 PP
Gain a 25% chance to dodge an attack. Can only successfully dodge one attack per round.
Guardian
Cost: 6 PP
Whenever an enemy within 5 squares of you moves to attack one of your allies, you may spend up to 2 AP on attacks against that opponent before they attack your ally. If your weapon had an AP cost greater than 2, you may attack once after they attack your ally. You may only attack this way once per round.

And to go with Guardian...

Weapons:

Tazer
This handy little device fires two prongs at an opponent for 2 AP, which discharge with a high-voltage shock that stuns an opponent and gives them -3 AP for this round. However, it can only be used once per round since it needs to recharge.
Cost: $100
Upgrades:
$40 High Voltage: The tazer stuns for +1 AP, bringing the total to 4.
$30 Short-Circuit: The tazer does 1 damage when fired, but stuns at -1 AP.
$75 Amp it up: The tazer does an additional 1 damage when fired. Requires Short-Circuit.
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1021 on: June 07, 2010, 06:17:51 pm »

Those are way, way too powerful. I mean, saving a life for 10 PP? I'd have to make them far more expensive.
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RandomNumberGenerator

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1022 on: June 07, 2010, 06:26:01 pm »

They're just ideas. You can balance them as you wish or even not implement them at all. I just was helping to solidify the ideas that Rolan had.
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Mephansteras

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1023 on: June 07, 2010, 06:55:20 pm »

Perhaps have a perk that allows the Medic to use those shots and such, with the shots/ICU being items that are purchased instead? That'd reduce the amount of abuse they could cause while still giving the Medic some stuff that normal people can't use due to lack of training.
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Rolan7

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1024 on: June 07, 2010, 07:08:16 pm »

Wow.  I really like you now, RandomNumberGenerator.

About the balancing: I was going to suggest an item or ability that puts dead players right back in the action, but I realized that's unfair to those on the waiting list.  That's why I instead suggested preventing the character's death, but forcing them to make their way back up the waiting list before they're recovered enough to take actions.  Such an ability has no tactical usefulness at all, since it can't put someone back in the current fight.  More like a cryokit than shock-paddles.

I agree with Mephansteras that this equipment should be purchased with cash.  As much as I love free recharging abilities, it would make the buff shots hard to balance.
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1025 on: June 07, 2010, 08:01:10 pm »

Mephansteras, that is genius.
RNG, thank you very much for the shot ideas and such.

New poll. Please vote, and vote in the thread as well if possible.

I am slowly working my way through the idea backlog.

Feedback for Allstone (that is what your username says, right?):
On reflection, I have realized that your work is actually quite useful, and that many of the current weapons are too similar. I was quite busy and I dismissed your ideas prematurely, and I apologize. I have added some of your weapons.

Pepperbox is a bit complicated. Gyro isn't different enough. Metalstorm is basically an SMG and a bit complicated. Very's only purpose is complicated. Blank is a melee weapon.

I'm thinking that maybe pistols aren't as good a class as the others, because the cap is low. If you try to increase the damage too much, you get a sniper; if you try to increase the speed, you get an SMG. So if you pick pistoleer, you're basically going to be eventually stuck with an inferior weapon (though the cap will be quite far away).
However, I might try just increasing the damage, not changing the AP cost... that could make it better. Plus, pistoleers have the advantage of dual-wielding.

One problem with your submissions is that they impinge upon each other. The best shotgun is basically a pistol or smg, because it's lost the high AP cost characteristic of shotguns. I'll buy your Sawn-off and Gas-driven shotguns, but only if you can come up with something that makes them high AP again, or just replace them completely.
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1026 on: June 07, 2010, 08:29:40 pm »

I am so very tired. Calculating weapon efficiencies/costs/etc. is a pain. I will do this tomorrow or perhaps the day after. I don't know, I will probably have it done by next week.

Allstone, I have paid you $100 for the 7 weapons I have used, does that sound reasonable for the amount of effort you put into them and the amount of benefit they helped the game by?
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RandomNumberGenerator

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1027 on: June 07, 2010, 09:18:25 pm »

Perhaps have a perk that allows the Medic to use those shots and such, with the shots/ICU being items that are purchased instead? That'd reduce the amount of abuse they could cause while still giving the Medic some stuff that normal people can't use due to lack of training.

Hmm... that is a good idea. Earlier I was thinking of the shots being items, but I didn't like that because I wanted a medic to use them so I made them perks. Never thought about using perks and items together though. Anyway, what do you think about this?

-----

IV Tech:
Cost: 4 PP
Allows the medic to administer basic drugs(Adrenaline, Norepinephrine and Testosterone)

Vascular Expert:
Cost: 6 PP (Requires IV Tech)
Allows the medic to administer advanced drugs(Superhuman Serum and ICU)

Drugs:
Adrenaline: This common hormone helps you stay in the fight longer.
Cost: $20/Shot

Norepinephrine: This hormone kicks your senses and reflexes into high gear.
Cost: $25/Shot

Testosterone: This hormone helps quickly repair and build muscle.
Cost: $40/Shot

Superhuman Serum: This powerful compound is a mix of several different hormones and an artificial steroid. It gives the user faster reflexes, increased strength and better coordination. Due it it's extreme enhancement effects, after the drugs wears off users often experience a 'low' period where their body struggles to preform without the drug.
Cost: $200/Shot

Intensive Care Unit: This drug will allow even the critically injured to hang onto life until they can be properly treated by a medical professional.
Cost: $400/Shot

-----

You can still tweak the values if you want Cheddarius. I based the price of the ICU off of the cost of 10 Perk Points. The other drugs I valued based off perks/weapon add-ons that had similar effects, but made them a fraction of the cost since they only gave a temporary boost. Seems fair to me, but then again I haven't been paying a whole lot of attention since my last character died so I don't know the current state of things.
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RAM

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1028 on: June 08, 2010, 12:17:32 am »

Bear in mind that giving someone alot of AP in a single round could have unforseen consequences, such as being able to take the boss down before they have a chance to shoot back, or something like that, also you could have two medics buff eachother's AP, and then use the buffed AP to buff more AP, then both perform a super AP buff on a scavenger with a machine gun...

I have a great idea for a new weapon! It'll be called a mortar, and it will shoot explodey things all over the map! And maybe it will need to be mounted to a vehicle! Though I have no idea where you would get the rules for something like that...

I dunno about the poll, I liked the original in that everything was available, but the new sense of advancement is nice, though it kind of penalises new people people who aren't me, and there are issues with locking yourself into a class and missing out on all the cross-class cheapness cheating...

I think that pistoleer should have weaker weapons but better abilities, based around movement and looking awesome, like...

Steely eyes: Halve your AP a target cannot attack you for one round.

Shooting roll: You may spend up to three of your AP each round on both shooting and movement.

Gun-fu: Double critical rate at point-blank range

Gun-fight: You and target opponent with an unobstructed line-of-sight become immune to attacks from anyone other than each other and can only target each other with actions.

Quick Draw: Your turn occurs before everyone without this perk, you gain a new action: 'Wait Until', which allows you to delay the rest of your turn until an event happens, such as another player moving out of a square or someone healing you. If two or more people have this perk then the slowest draw first to post dies will have the timing of their actions edited to make the earlier posts accurate. If the GM doesn't think that the required action occurs then the remainder of the players actions and AP for that turn will be lost.

Convenient barrel: Spend three AP to ignore the next ranged attack against you during this round.

Grit: once per session you may ignore an attack that would have killed you.

Never Miss: your first two shots each round are always criticals, if they hit...

Lethal: Add an extra multiple to your damage on a critical hit.
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RedWarrior0

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1029 on: June 08, 2010, 12:29:00 am »

Dashing Gunman class/perk: Double damage, but you need to drop a relevant pun with each shot.
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1030 on: June 08, 2010, 12:35:54 am »

I dunno about the poll, I liked the original in that everything was available, but the new sense of advancement is nice, though it kind of penalises new people people who aren't me, and there are issues with locking yourself into a class and missing out on all the cross-class cheapness cheating...
How do you mean?
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Cheeetar

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1031 on: June 08, 2010, 12:43:46 am »

Dashing Gunman class/perk: Double damage, but you need to drop a relevant pun with each shot.

I will become a pistoleer just for this perk.
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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1032 on: June 08, 2010, 01:30:35 am »

In the old game you had access to all of the perks, now you only have the ones from your class, which would be broken otherwise, but still, you look at the stuff from the other classes and think "maybe next lifetime..."

Can you get multiple subclasses?
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411570N3

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1033 on: June 08, 2010, 01:48:33 am »

Allstone (that is what your username says, right?)
Correct. Also, pay me whatever you think is fair; I won't really disagree with you in almost any case.
'm thinking that maybe pistols aren't as good a class as the others, because the cap is low. If you try to increase the damage too much, you get a sniper; if you try to increase the speed, you get an SMG. So if you pick pistoleer, you're basically going to be eventually stuck with an inferior weapon (though the cap will be quite far away).
However, I might try just increasing the damage, not changing the AP cost... that could make it better. Plus, pistoleers have the advantage of dual-wielding.
I'm personally thinking that pistol might end up as the versatility class. Having snipers excel at single target-high damage input, machine gunners excel at horde suppression, shotgunners excel at multiple target-high commitment-high damage and brutes excel at at single target-high risk-high damage, having the middle ground of pistols which excel at no particular field is probably the way to go. I'll see what I can do. What I'll be aiming for is pistols mainly having neither the damage output and accuracy of rifles nor the high target handling of machine guns at the same level. I might also have some pistols sway one way or the other, but at higher cost and high drawback.
One problem with your submissions is that they impinge upon each other. The best shotgun is basically a pistol or smg, because it's lost the high AP cost characteristic of shotguns. I'll buy your Sawn-off and Gas-driven shotguns, but only if you can come up with something that makes them high AP again, or just replace them completely.
Will do.
Any thoughts on the Demolitions class? I was thinking of it as a kind of high expenditure, high return kind of class. He has the ability to do nice amounts of damage to a large number of units, but has to invest almost all his AP in doing so, leaving him vulnerable if unprotected.
« Last Edit: June 08, 2010, 05:34:51 am by 411570N3 »
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411570N3

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1034 on: June 08, 2010, 05:24:00 am »

Spoiler: Amended Shotguns (click to show/hide)
Spoiler: Mortars (click to show/hide)
« Last Edit: June 08, 2010, 06:47:46 am by 411570N3 »
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