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Poll

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 122928 times)

zchris13

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1095 on: June 09, 2010, 06:02:01 pm »

Replace the actual poll, mate.  Nobody cares about the current one.
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1096 on: June 09, 2010, 07:22:43 pm »

Good idea.
But I need some input on that. What did you guys like about the original game? What about this one? How can I make this game better?
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RedWarrior0

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1097 on: June 09, 2010, 07:36:51 pm »

There are some things in the original that work that I'd like to see back: prone/crouch status (which should be easier with partial automation of the turn; I'm not doing art for you), a need to reload, fire support.
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1098 on: June 09, 2010, 07:43:39 pm »

Prone/crouch support sounds good. Engineers might help by building cover.
Nay on reloading. I have done a ton of work on 3G and I'm just too tired to change all the weapons again for a long while. Plus, I think tracking boolits will be difficult, unless we get that automation... Sorry.
Engineers will likely have fire support.

Do you have anything else you like about the earlier versions? What parts do you like the best about this one? What parts do you dislike, or think are unnecessary?
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zchris13

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1099 on: June 09, 2010, 07:58:42 pm »

Sub classes for engineer.  TF2 style Demoman and engineer are subclasses, other subclasses as well, I just can't think of them.

Yeah. Crouch, prone, and better art.  I'm just messing with you, you can forget about crouch and prone.
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1100 on: June 10, 2010, 12:55:29 am »

Huh? The art is the same in this game as before. In fact, many things are almost exactly the same, except zombie coloration is slightly different. But, RNG's done a great job on new sprites and it really has the same or better sort of feel and quality, I think.
I'm going to add Demoman as a class, but does it really belong as a subclass to engineers? I mean, gunner is a superclass of all the subclasses that use guns, and brute is a superclass of Acrobat, which focuses on knives, because knives are contained in melee weaponry... but demo and engineers aren't really related.
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RAM

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1101 on: June 10, 2010, 01:08:57 am »

Maybe there could be a superclass for specialists, and you could include subclasses for building, destroying, buffing, and psi-ops/magic...

A: Shouldn't be overpowered if they cost enough, or are weak enough. If you had the cash you could just load up a ridiculous number of grenades anyway...
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1102 on: June 10, 2010, 01:24:45 am »

That doesn't really make sense, though. What kind of strange class would include medics, engineers, and demolition men? I can see a sort of... support superclass, I guess, but there's no connecting thread. What perks would be applicable to all those classes? What's the point?

Destroying... there aren't buildings that need destroying right now, and the demoman can likely handle it if it comes up. But psi-ops/magic - intriguing. Tell me more.
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411570N3

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1103 on: June 10, 2010, 02:09:56 am »

I'd personally have demo as a separate class, but it's your choice. As for buildings, demo would probably do great against them. Stationary units which may or may not occupy several spaces which rely on high health; sounds like mortar bait to me, especially with some of the percentage based damage that may or may not eventuate.
Also, you might want to limit stretcher bearer to people who are injured or otherwise at a certain hp limit, because as it is it could be used to negate the downsides of some of the other slower classes. Maybe have it as your AP cost in addition to theirs instead?
Another possible exploit is that a person with guns akimbo could just use their standard .22 as the second gun but never fire it, essentially halving the AP of one weapon just because they are holding another gun in their other hand. Maybe it should be limited to firing alternating shots?
« Last Edit: June 10, 2010, 02:23:54 am by 411570N3 »
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1104 on: June 10, 2010, 02:13:12 am »

That's what I was planning, a separate class like it is now.
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RAM

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1105 on: June 10, 2010, 02:47:13 am »

Maybe it could be some sort of leadership class, with bonuses to other people, not quite sure how to do it without making things more complicated, maybe make it universal, for 12 PP everyone gets an extra AP per round, or die at -1 HP, or damage, probably as a percentage. That way you could set up a set of altered stats for everyone at the start of the round but not need to go back to the old stats until the leader died...

As for bonuses, give them low-cost and some penalties to attacking, maybe throw in a couple of AP points or a discount at the shops, you could even give it positive PP so it would be like a flaw.

*Psies* Ummmm, maybe they could start with a basic telekinetic attack, maybe 6AP to deal 1 damage to any point on the map, no crits, no misses. They could generate shields to deflect attacks, disrupt the actions of intelligent opponents, such as bandits and spellcasters, they could probably take perks to improve their TK attack(maybe by studying anatomy), maybe even project a shield onto another character or hold back an opponent through brute force. As for flaws, a weak mind would need a couple of AP to recover from Psi actions. Excessive psi usage might cause some people to become mentally unstable, probably losing actions or wandering randomly, so, maybe a limit on the number of psi actions per round. Psi could be about having a small number of actions that you improve while magic might have more actions with no ability to upgrade them.

 Cheaper spells might be less powerful for the actions but use less actions, so they retain some utility in efficiency. They would probably have a basic single target attack, something with a radius, a more powerful single attack, something to slow enemies, maybe a spell to increase people's damage. You could give them an elemental motif, lob a rock for a cheap attack, a bolt of lightning to affect an area, and a stream of fire to mess up one big target. Lets say lob a rock for 2 AP and .5 damage, lightning from the sky for 6 AP and 1 damage in a 2x2 square, and a fire stream for 8 AP and 4 damage. Hmmm, probably a little more damage than that but mages can choose their weapons freely and have some utility abilities, so they really shouldn't deal as much damage as other classes.
 conjure mud under someone to halve their movement for 4AP, make an earthen barrier with 1 HP for 3 AP, use electricity to stun an adjacent opponent, costing both of you 6 AP, heat up a weapon increasing its AP usage by 50% for 4AP, I don't know, this is just an example of how it might play out.

How would you feel about having a second HP meter for mental or magical energy? people could have a limited amount of magic for each scenario, but I am not sure it would add anything and would be a mild hassle to track...

This is more about the basic principals than any specific suggestions...
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Vote (1) for the Urist scale!
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1106 on: June 10, 2010, 02:53:27 am »

Holy god that's complicated.
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RAM

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1107 on: June 10, 2010, 02:59:36 am »

Well, there would be a little bit of referencing to do, but the stats wouldn't really change mid-game...
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Vote (1) for the Urist scale!
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Archangel

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1108 on: June 10, 2010, 05:52:35 am »

I notice that Fragbait is still in the second and fifth posts.
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Cheddarius

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Re: Monster Defence (IT LIIIIIIIIIIVES Edition)
« Reply #1109 on: June 10, 2010, 08:58:24 am »

I'm keeping him there so I can add his weapons to the group when I have time.

Well, I don't really see the point of a leadership class; it doesn't seem like it would make the game more enjoyable, unlike the support classes, which are diverse and interesting. This is just a static stat buff.
And psi is just massive. An entire new HP meter, all sorts of attacks... besides, it's really not in the spirit of the game.
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