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Poll

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

I'm so sorry
- 11 (26.2%)
I'm a bad person
- 19 (45.2%)
Please forgive me
- 12 (28.6%)

Total Members Voted: 42


Pages: 1 ... 137 138 [139] 140 141

Author Topic: Monster Defence (Fourth Age)  (Read 122363 times)

Mephansteras

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Re: Monster Defence (Fourth Age)
« Reply #2070 on: August 06, 2010, 04:05:14 pm »

Turn has been updated.
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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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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2071 on: August 06, 2010, 04:10:27 pm »

You can't pass something twice in a turn.
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Mephansteras

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Re: Monster Defence (Fourth Age)
« Reply #2072 on: August 06, 2010, 04:13:00 pm »

Hmm.

Well, I can either wait and pass the bandage on next round or I can step back and let Rolan move to where I was so he can pass the bandage himself. Rolan, what do you want me to do?
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Rolan7

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Re: Monster Defence (Fourth Age)
« Reply #2073 on: August 06, 2010, 04:40:37 pm »

Oh dang, thought I was done here.

Yeah, move to the side please, unless it'll prevent you from firing next turn.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Mephansteras

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Re: Monster Defence (Fourth Age)
« Reply #2074 on: August 06, 2010, 04:48:36 pm »

It's fine, I can fire next round just fine even after moving two squares.

Turn updated (again).
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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)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Rolan7

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Re: Monster Defence (Fourth Age)
« Reply #2075 on: August 06, 2010, 04:54:46 pm »

My turn is also editted.  The bandage is yours, Archangel!  Turn away!
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

RandomNumberGenerator

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Re: Monster Defence (Fourth Age)
« Reply #2076 on: August 06, 2010, 05:07:39 pm »

I was looking at the Engineer perks, and there isn't really anything on there that appeals to me(except for maybe Architect and PHD, though it seems like it might be better just to save up PP for the Pillbox). Contractor seems especially worthless, as you would have to buy 40 scrap to even break even with it, and if you spend $1000 on scrap you're probably doing something wrong. So here is a few more ideas, to implement or discard at your leisure:

Economical: Constructions cost 1 less scrap to build.
Lethal Manufacture: Traps and Mines both do 30% more damage.
A Better Mousetrap: Traps do 50% more damage.
Risky Gambit: Constructions have 25% fewer hit points, but act as a trap when destroyed, dealing 1.75 damage to whatever destroyed it.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2077 on: August 06, 2010, 05:10:35 pm »

I'm going to attempt to make perks almost entirely useless. Whenever they're not, people end up taking them and being awesome, and the people who aren't awesome suck. And sometimes they complain.
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RandomNumberGenerator

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Re: Monster Defence (Fourth Age)
« Reply #2078 on: August 06, 2010, 06:30:35 pm »

I see.
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Archangel

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Re: Monster Defence (Fourth Age)
« Reply #2079 on: August 06, 2010, 07:00:58 pm »

I take, equip and use the bandage then run to B9, going around people as appropriate. I'll prime a grenade with any remaining AP.
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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 (Fourth Age)
« Reply #2080 on: August 06, 2010, 08:10:41 pm »

If, rolan is willing to go around and heal me from the sandbage then wait for that, otherwise don't wait
also wait for either red or para to shoot the dreadnought, or not, then if its alive shoot the dreadnought infront of me, otherwise shoot the normal zeds

Run to B7

Before the Wolfchild goes I shoot the dreadnaught in front of him (E7). If it is dead for any reason I shoot the next closest zombie. From there I move to C8

Scavenge Scavenge scavnege scavenge

Move to A4
Prime the Grenade Launcher for 8AP

Move to B5
Pass the bandage to Archangel
Equip the first aid kit
Move to E9
Heal Fenrir

Shoot teh big guy.

I take, equip and use the bandage then run to B9, going around people as appropriate. I'll prime a grenade with any remaining AP.
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411570N3

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Re: Monster Defence (Fourth Age)
« Reply #2081 on: August 06, 2010, 10:33:57 pm »

Step 1: Make PP transferrable or cheaper the weaker you are.
Step 2: Make zombies that target the weakest player, and get stronger per kill. This makes it in the party's interest to make sure the weakest player is not too far behind.
Step 3: Make difficulty scale with the highest level player, so that the weaker players will die if not aided.
Step 4: Add a crowd of zombies attracted by flesh whenever a player dies. Make these zombies stronger and more numerous the weaker the dead player is.
Step 5: Hopefully end up with a set of fairly equal characters, with the longer played characters helping the newcomers as much as they can, if only for their own survival.
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RAM

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Re: Monster Defence (Fourth Age)
« Reply #2082 on: August 06, 2010, 10:46:13 pm »

But these all seem to imply that the players have any control over how much death there is, although the PP thing might work, maybe cost per pp= (Total PP on character - 2) * 5...
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411570N3

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Re: Monster Defence (Fourth Age)
« Reply #2083 on: August 06, 2010, 10:55:19 pm »

Well as long as they minimise the level gaps then they can indeed, to some degree, control how much death there is. Mainly because these mechanisms mean that if they don't the zombies kick their asses.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2084 on: August 07, 2010, 01:03:33 am »

Step 1: Make PP transferrable or cheaper the weaker you are.
Step 2: Make zombies that target the weakest player, and get stronger per kill. This makes it in the party's interest to make sure the weakest player is not too far behind.
Step 3: Make difficulty scale with the highest level player, so that the weaker players will die if not aided.
Step 4: Add a crowd of zombies attracted by flesh whenever a player dies. Make these zombies stronger and more numerous the weaker the dead player is.
Step 5: Hopefully end up with a set of fairly equal characters, with the longer played characters helping the newcomers as much as they can, if only for their own survival.
This is ridiculously complex. I mean. What.
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