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Messages - MajinCry

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General Discussion / Random Tile Map Generator Link?
« on: December 30, 2018, 10:03 »
Years ago, a tool was released on this forum that generated a map with a given size, with the tiles being consistently randomly generated. It was a godsend when making exterior maps, and I can't for the life of me find the thread in which it was posted.

Does anyone have the program?

Suggestions / Re: Mining and slavery
« on: May 20, 2016, 15:30 »
Don't see why they have to be taken out of PvP; Ultima Online had exactly that. 'Twas called the Taming skill, where ya could entice enemies ta be your lackeys. Made for some pretty intense wars.

Oooh, this sounds pretty damn swanky. I'll see about writing up some example scenarios that players can enact.

@Horus, The glory of roleplaying is that you don't need to script in quests. A raider boss moving in? Give a player a couple of companions, a suit of metal armour, a hunting rifle and a knife, BAM. A raider boss without having to script in a mess of AI, dialogue, scripts and whatnot. Use emotes and actual English, and ya got something no quest can touch.

It's exactly what the Arelith server for Neverwinter Nights does; gives players an environment, a few game systems, some mobs...And that's it. The players organize the quests, the players are the ones with dialogue, the players are the ones that make the items, etc.

A specific example, would be the Orcs Vs Humans roleplay in the early years of Ultima Online; a bunch of players just wore leather armour and an Orcish helmet, and then took the role of Orc raiders rampaging through the cities, murdering, pillaging and ransacking houses. No scripts, no programming, no special GM powers, just players acting out their character.

Suggestions / Re: Make Mega Power Fist more powerfull weapon
« on: April 04, 2016, 12:57 »
Tell me how someone with knife or power fost should win against minigun? This doesnt have sense...

The other lads covered it already, but I'll put it plainly. Again.

Melee is close quarters (1-2 hex). Big guns and small guns are long range (1-~30 hex). But big guns and small guns are better at close quarters than melee.

And not only that, melee characters are utterly useless (can't attack) when further than 1-2 hexes away.

So, weaponry to be used at a distance, deals the best damage at close quarters. Said weaponry is also far superior, at close quarters, than weaponry designed for close quarters.

It's broken, plain and simple.

Suggestions / Re: Make Mega Power Fist more powerfull weapon
« on: April 04, 2016, 01:44 »
hth cahracter are betters than range character they are worse than hexers can you read with understanding ;)

Y'see, that's the problem. It just ain't right; Hexing is what melee combat is all about, but melee is utter cock at it.

Suggestions / Re: Make Mega Power Fist more powerfull weapon
« on: April 03, 2016, 20:35 »
How the fuck meele characters should be more powerfull than burster or have the same power? Hth are good against plasma na dsnipers but bad against bursters, bursters
(with perception) are good against hth and sniper but no against plasma etc etc... if we would made hth weapons like mega power fist more powerful silent death sneaker wiht that would be too op

Why should melee characters be worse at melee (1-2 hex combat) than ranged characters? It makes no sense.

Suggestions / Re: Make Mega Power Fist more powerfull weapon
« on: April 02, 2016, 21:02 »
Back when I regularly played, I found Melee characters to be woefully incompetent, compared tae Small Guns and Big Guns characters. You have to get in close, which either half-kills you and shreds yer armour, or you're killed outright before you close the distance.

After that, ya have to hope you score the crits and knockdowns in time, before the gunner gets his 2/3 ap back, otherwise yer toast. Melee is just broken, really.

Wonder what progress has been done, to merge melee + throwing. Do that, then give melee weapons a nice buff in damage, and melee might actually be decent.

General Discussion / Re: New TC System - community input
« on: March 31, 2016, 20:57 »
I post when i finish my idea but one idea cross my mind and that is : maximal one sneaker from same gang in citys (second can enter when corpse of one dissopier).Wouldn't solve fap problem big time but with other sneakers inside, atleast coordination and risk of team kill will be present.

If ya ask me, sneak is one of those mechanics that worked well for a single player game, but when carried over to multiplayer, is just plain bad; being invisible until you are right up against another player and/or until you attack...Eeeeeeh.

General Discussion / Re: New TC System - community input
« on: March 31, 2016, 03:06 »
Finished the second part of me ideas. That should about wrap up all the points and concerns presented, nay? If I missed something, do tell ya ol' matrons.

For posterity an' ease of reading, I combined the two parts inta one .pdf. And bloody hell, I hate Mediafire. Would be decent if we could attach bigger files.

General Discussion / Re: New TC System - community input
« on: March 30, 2016, 03:28 »
Well, it's been a while, so I decided to check in. And lookie here! The Devs are lookin' for input.

I decided to try my hand at concocting a thingie, but I only managed to cover the first problem. Managed to do 3 pages or so, and I think it turned out pretty well. I'll take a look at the other issues in a wee bit.

Attached the document as a .pdf. It's got a table and everything!

Bah, it's 400KB in size. Maximum attachment size is 192KB. I'll upload it ta Mediafire.

Suggestions / Re: [Craft]Slicing.
« on: January 12, 2016, 19:28 »
Because there's no grind on fo2 at all  ::)

If this slicer were surrounded by deathclaws or NPCs and risk of being killed by another player it would be worth it.

Oof, almost two years since I posted that.

Allow me to quote my message, that ya didn't fully read.

it'll just become yet another addition to the grind.

On the subject o' grinding, I'd much rather there be none at all. Reducing the disparity in tiers between equipment would be the sure-fire way o' getting close to that.

General Discussion / Re: New Character System - community input
« on: October 21, 2015, 19:27 »
Capped at 100%. - means effectivity of fire, first aid, lockpick, traps, etc.
Tagged skill gives only +30%. No double points.

That actually sounds pretty damn cool. No insane ranged accuracy, allows for enough skill points to do most activities whilst also encouraging interaction with specialist characters, first aid is less OP...

I'm up for that.

General Discussion / Re: New Character System - community input
« on: October 12, 2015, 17:30 »
some totally loose ideas:
- crafting skills progressive (I'm for idea "all skill progresive", but probably it can destroy current precious balance).

The way I'd see that best implemented, is that a player has a specific amount of skill points, which can be used to progress skills. Once all the points have been used, when progressing a skill, the points are taken away from the other skills.

Naturally, you'd be able to specify the skills which you don't want to lose points from (tag skills?).

That would, however, just lead to the same alt-ing situation that is present, due to S.P.E.C.I.A.L. The way to counter that, would be to charge a sum of caps to reallocate your S.P.E.C.I.A.L stats, with the skills and pool of skill points being affected accordingly.

The sum would best be determined by how many S.P.E.C.I.A.L points are being reallocated. If you're just changing one point, perhaps 600 caps and a 4 hour cooldown? If you're changing, say, 10 points, then you'd have to pay 10,000 caps and a 24 hour cooldown.

Suggestions / Re: Town Invasions
« on: October 08, 2015, 18:41 »
Oh my, it's been quite a few months since I last suggested this.

Couldn't hurt ta give it an ol' necrotic bump, 'owever; the concept is rather titillating.

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