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Messages - Litppunk

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Just got me a heavy rail rifle and it SUCKS. For some reason I can't hit the broadside of a barn from 15 tiles away even the max range is 60. Was really hoping for something to combat zombie bio weapons and super soldiers.

probably need to work on your marksmanship and rifle skills more

General Discussion / Re: Last Survivor Posting (Bubb is back~)
« on: November 02, 2017, 06:35:23 PM »
expresses concern for dewolf having exploded the pants he is still wearing

General Discussion / Re: HUGLAGHALGHALGHAL
« on: November 02, 2017, 06:33:09 PM »
chemist humor

*continues to fire*

(XD it just doesn't die very well)

Call the dogs back everyone get clear of it! litppunk shouts  taking careful aim so as not to hit the dogs and firing, before taking several steps back jogging backwards to a good distance before taking aim and firing again.

(usually its done 1st 2nd 3rd 4th 5th 6th (n)th.... but english speakers acknowledge that this is a wierd quirk and that just requires rememebering I kinda like the ^o degree symbol better anyways even though thats usually used as a symbol for angles [this keyboard/OS combo doesn't like alt+symbols something I need to look into])

"Everyone out" lit calls as he runs for the nearest door, asisting anyone in his way. then circles around to where he thinks it most likely to exit after the building collapses

(btw your maps are awesome how do you make them? they are so custom)

besides one player or entities having anything aproaching a stealth mechanic means it makes things more tied together and whole if the other does too. Other wise parts of the game would begin to feel to disjointed. So impimenting one, means serious consideration should be given to how it should, or at least could be applied to other parts of the game.

(click to show/hide)

General Discussion / Re: Last Survivor Posting (Bubb is back~)
« on: October 30, 2017, 01:01:51 AM »
*throws torn beltloop back at deloop* your pants are inferior thats the only thing that game off

Re: blatant post bumping and taking back my office.

General Discussion / Re: Last Survivor Posting (still Litppunk's MO)
« on: October 28, 2017, 06:15:34 PM »
Too late! :P
Point is your kicked out of my office for being rude and stuff.

Everyone keep your distance. Shoot the heads. (Lit begins firing)
Call the dogs off if you don't think they're agile enough I don't think they'll slow it enough to make a difference

The only way I could want an FoV being partially implemented is if it simply modified the visibility of creatures opposite of any direction you just moved.
For example if your last action was to walk to the north, things to the south would get a visibility modifier similar to simply being further away.

even this I would hesitate to call an "improving" mechanic especially in situations where the player is doing a lot of back and forth. Perhaps if it was a buildup to a still fairly minor penalty the longer the player went in "one" direction, with each movement changing penalties like so:
W . . .E
NWP = __ NP =__  NEP = ___

So the proposed vision system would be similar to the health system (in that the system constantly moves a value towards another value) but with no random on the penalties/bonuses

standing still would be a target bonus value of... lets say 5 in all directions
moving N would move N penalty/bonus value towards 0
NE and NW towards -1
W and E towards -3
SW and SE towards -8
and S towards -10

value movements would be 1 in cases of > 5 and 2... maybe 3 in cases of <5 difference between target and current

Then these penalties would be applied to mob stealth bonuses, player perception(after exausted/focus penalties or perks) etc...

No I think that gets far to complicated on a per-turn caculations level. That seems like about as simple as it can get too. unless you want it to be a 2D direction last moved = 0 opposite = -10 which would lead too the tedium of run backwards every so often, or just sit still every so often or face ambushes from behind.... tedium?

I like the idea, but I can't imagine how it would work with a future CDDA stealth system without bogging down everything a bit.

A flat mobs terrain/movement stealth system and player system would be easier for players to understand through play, and would probably be a required prerequisite anyway to installing a directional movement penalty to perception system

Of coarse the main problem would be in large numbers of mobs such as a zombie horde which could be minimized by just saying if Z = horde member then skip all stealth calculations, and doing a similar thing where visible lit area is minimal, such as when entering a relatively small room.

I would like to point out that I am assuming terrain remains visible for referance, but perhaps "greys out" with tiles the "less aware" of an area it is. However it would be basically impossible to do in ASCII  this would quickly ostracize ASCII players and accessibility (blind players) for any fork that went this direction or force them to play in a manor they don't prefer.

But then Im certainly no SME (Subject Matter Expert) so I'd like to hear what those that know what they're talking about think about something down this alley.

General Discussion / Re: Last Survivor Posting (Bubb is back~)
« on: October 28, 2017, 04:47:36 PM »
But you just had to get the last word in. I grabbed you then, and threw you out properly  to teach you a lesson

"Wheres the basement door?!?" He then proceeds to run outside whistle and wave Momo and Helena over before running back in before running back inside  to get a biker to point him the right way

*pets brian on his way by and gives him a treat with a friendly smile*

Oh good. I cant tell you how good good it'll be to have quality parts again. Ol Betsie's been naggin me to to get her somthin nice, but its just so hard to get quality parts these days, that'll fit her. Finally threw a fit, trying to tell me she won't take no more. Bless her little spark plugs.
when they turn around he gives Momo and Helena the "OK" gesture and a gesture to signal that they should "circle around"

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