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

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Total Members Voted: 42


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Author Topic: Monster Defence (Fourth Age)  (Read 122927 times)

Rolan7

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1035 on: June 08, 2010, 07:23:27 am »

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

http://www.youtube.com/watch?v=YztLZ_NfgdQ
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RandomNumberGenerator

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1036 on: June 08, 2010, 08:46:08 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...
That could be fixed by not allowing the same drug to stack, i.e. you could use both Norepinephrine and Adrenaline for +1 Health and +3 AP, but you can't use two
Norepinephrine for +6 AP.

Or not allowing the drugs to stack at all, so you can only have one effect active at a time. That seems kinda limiting, though.

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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1037 on: June 08, 2010, 09:28:23 am »

I will stick Dashing Gunman, ignore-deathwound as Plot Armor, etc. in the new Hero class I'm making.
You cannot have multiple subclasses. What a shame.
I haven't read the Demo class yet.
Those shotguns are only superficially different; they still allow many attacks per turn.
I think I will make shotguns have a half chance to hit close enemies, even if they miss.
The drug-stacking thing really isn't a problem, given that it would cost ludicrous quantities of cash for very little benefit.
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RandomNumberGenerator

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1038 on: June 08, 2010, 09:36:13 am »

The drug-stacking thing really isn't a problem, given that it would cost ludicrous quantities of cash for very little benefit.

Hmm... yeah, that makes sense. I mean, if you would use Norepinephrine 10 times in a row, it would be cheaper just to spend that money on 6 PP points to get Lively and Speedy. Not to mention the medic needs to spend PP just to administer them...

I'm starting to wonder if the prices I set would be too expensive... I dunno. It's up to Cheddarius, I guess.
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411570N3

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1039 on: June 08, 2010, 09:53:52 am »

Spoiler: Amended Shotguns (click to show/hide)
Added pellet effects instead increase potential damage.
I essentially made up a new damage system to reduce the number of rolls and increase the needed commitment to fire the gun at all.
Partway through the rocket launchers and recoilless rifles.
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RedWarrior0

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1040 on: June 08, 2010, 10:21:46 am »

M119 A1 105mm Howitzer:

While not technically a mortar, it is an artillery piece. It has increased range over most other mortars and launches an even bigger shell. In addition, you can fire Canister shot for a small price, turning it into a massive shotgun.
$Expensive
Load Canister
Used on the battlefield, this loads the howitzer with canister shot in the form of 100 .50 lead balls and creates a fine red mist in the air where the enemy once was. However, it costs a significant amount to load canister.
$100 dollars per load
4 AP per load.
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RAM

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1041 on: June 08, 2010, 10:25:09 am »

Someone should make an Air Rifle, make it pathetically weak, but technically a sniper rifle...
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411570N3

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1042 on: June 08, 2010, 10:42:53 am »

If you intend it for use as a cheap, entry level rifle, I already made something that's pretty similar with the percussion rifle. Heinously slow, mediocre damage and low accuracy for a rifle.
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411570N3

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1043 on: June 08, 2010, 11:26:22 am »

Spoiler: M20 'Bazooka' (click to show/hide)
Spoiler: B300 SMAW (click to show/hide)
Spoiler: RPG-7 (click to show/hide)
Spoiler: FIM-92 'Stinger' (click to show/hide)
Spoiler: M202A1 FLASH - 'Flash' (click to show/hide)
Spoiler: M-29 'Davy Crockett' (click to show/hide)
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1044 on: June 08, 2010, 03:35:22 pm »

The amended shotguns are kind of complicated. I can just make some up myself, I guess.
All these RPGs and stuff are awfully complicated compared to the "roll, subtract damage" weapons we've had so far. Keep in mind that a turn takes upwards of an hour to make, and these will make them really, really, really, really bad.
I think... the biggest issue with your stuff is that it's creative, but that makes it complicated. I am very careful about this. I fear complication, it destroys games. You think things will be incredibly awesome and creative and suddenly turns take three hours to make, and they've stopped being fun, for both the players and GM. All these perks like "small chance to X" add more complication... different types of attacks, more rolls, etc. all make the game more complicated.

You are welcome to ask me why a particular piece, especially one that you like, was rejected. Perhaps if we do this you can get a feel of the style of the game and tailor your creations to suit it.

Oh, by the way, where's your avatar from? It's cool.
« Last Edit: June 08, 2010, 04:01:45 pm by Cheddarius »
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Tarran

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1045 on: June 08, 2010, 03:48:30 pm »

Cheddarius, don't change anything, everything is fine as-is. You don't want to make this game too complex.
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Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1046 on: June 08, 2010, 04:02:06 pm »

Uh... that's what I just said I was going to do... not change anything, I mean.
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Tarran

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1047 on: June 08, 2010, 04:40:01 pm »

Uh... that's what I just said I was going to do... not change anything, I mean.
Still, your post was lacking something my post had.

You are not to talk about this ever again, am I clear?
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1048 on: June 08, 2010, 04:58:06 pm »

Oh...Okay.
Please don't hurt me, I have a family to feed.

Anyway, I got through some stuff.
I will not be making Allstone-style grenade launchers/mortars. Multiple shots per turn, each of which deals area damage, is just... no.

I'm thinking maybe this:
Standardize grenades to be like other weapons. Buying a grenade gives you an infinite supply of ammo, but they take one or two turns to throw. Grenade launchers let you fire further, and fire more powerful ammunition.

Or this:
Grenades are like they are now. Grenade launchers and mortars just increase your range, and maybe... they're more accurate and that magically makes grenades do more damage, or something.

Or perhaps this:
Grenades are like they are now. Grenade launchers and mortars only get one shot per turn, but have infinite ammo and are more powerful.
« Last Edit: June 08, 2010, 05:04:02 pm by Cheddarius »
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Mephansteras

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1049 on: June 08, 2010, 05:00:09 pm »

Seems to me that the increased range is worth it by itself, provided that grenades are reasonably powerful on their own.
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