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RTG?
The one where you need to get the merchant 25 plutonium cells.
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A pre-note: I'm not saying any of this should be reflected in the game.  It's just me thinking about things.  If afterwards I feel like something might be especially good in game I'll comment on it at the end.  This is mainly for discussion and/or sparking someone else to have an idea.
So I was thinking after reading some other posts that the zombies in this game are really oddly portrayed.  Not badly.  I'm mainly speaking on damage and the way they treat it.  Zombies, like machines, are not phased by the damage they receive.  The only way it will affect them, is the physical reaction to being hit/shot.  Something like weight, strength, and structure vs impact.  Now enough damage might take out/disable a limb or other part of the body.  But bodies are pretty sturdy things.  The organs inside them less so, but the body keeps together pretty well.  It takes a LARGE amount of damage to totally destroy a human body.  I've been wondering if there is a way to reflect this in game.  This part is specifically pondering some things that are mechanic related based on a semi-realism, but not balance.  Blunt weapons would do rather less damage to zombies with the exception of strong attacks against the head (crit).  I'm wondering if we could use criticals to represent disabling strikes.  Bladed weapons would have more chance of disabling crits.  Severing tendons, destroying muscle, and straight amputation of limbs and digits.  Piercing weapons would seem to be the worst of all worlds.  They are designed to piercing into a body and hit critical organs and the like.  Such weapons could be designed to work on zombies, but the chance of the weapon getting stuck and the difficulty of doing disabling damage would make them less so.  Some of the weapons that have blades that are designed to help the weapon tear free would be better off.  So what's the point of piercing weapons you say?  Piercing through armor and thick skin.  A long spear would be good vs a single heavily armored zombie (firefighter anyone?).  Guns would fall under piercing weapons to me.  Tending to do damage to a localized area without doing the gross damage that would have more a chance of disabling a zombie.

Direct thoughts on this games mechanics:
I've heard some complaints about balance and guns.  I'd say that adding things like damage resistances to various creatures would help some.  Zombies would mostly have no armor, but be resistant to piercing and blunt weapons.  Maybe raise their hp too to reflect that you can hack them to pieces, but it takes a bit of doing. :P
Having creatures that are resistant to various types of weapons could encourage people to use multiple types of weapons.

Weapon uses:
Piercing: Good vs armored targets.
Slashing: Good vs zombies
Blunt: Good vs living targets

Also, another thought for balancing firearms... Players should be able to make black powder easily enough, but smokeless powder aka modern gunpowder is not easy at all to make.

PS: The pain part is how zombies and machines are not affected by pain.  I forgot to mention directly in the above.
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The Drawing Board - Suggestions, Comments, and Future Plans / Re: Give barns roofs
« Last post by Miloch on August 20, 2017, 10:55:27 PM »
Thanks.
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Other Games / Re: I made a game: Wanderlust (FIXED HOPEFULLY)
« Last post by linkfanpc on August 20, 2017, 09:17:56 PM »
The connection has timed out.

Probably that page is blocked. I'll put on my tinfoil hat tomorrow and try again.

Strange, it works fine for me. I use Firefox, maybe try that?
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Other Games / Re: I made a game: Wanderlust (FIXED HOPEFULLY)
« Last post by §k on August 20, 2017, 08:08:34 PM »
The connection has timed out.

Probably that page is blocked. I'll put on my tinfoil hat tomorrow and try again.
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Other Games / Re: I made a game: Wanderlust (FIXED HOPEFULLY)
« Last post by linkfanpc on August 20, 2017, 07:33:52 PM »
It is not. I can get to the website, but cannot get to your game.

Really? What's happening? Same 404? Could you try again?
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General Discussion / Re: HUGLAGHALGHALGHAL
« Last post by mentos046 on August 20, 2017, 07:30:43 PM »
This

Memes are fine, discussion is good, memes in discussion is cancer.

What exactly constitutes a meme? Is it okay to just put something that I found funny?

I don't want to put this without being told that it's okay, but I also don't want to waste space with additional posts, so if this isn't allowed, then please understand that I'm not deliberately snubbing the rules. Also, it's possible that in 320 pages, this might have already appeared here, since there are giant mosquitoes in the game.

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Other Games / Re: I made a game: Wanderlust (FIXED HOPEFULLY)
« Last post by §k on August 20, 2017, 06:55:01 PM »
It is not. I can get to the website, but cannot get to your game.
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Ok I found the game book that described gun- fu that I was thinking of. It is in the Aegis handbook for conspiracy x first edition (I think)

 it is described as: "a modern close combat technique that uses a pistol as an extension of the combatants body students of gun- fu Train using pistols in much the same way that students of other martial arts is more traditional weapons/.../ character skilled in the martial art may add the moves draw pistol, shoot,  and pistol whip to martial arts and brawling combos along with the other usual moves. when these moves are performed the character uses his gun- fu skill level to determine the success rather than his martial arts or brawling skill. /.../ gun- fu may only be used in close combat at point blank range."

As far as my imagination goes the best implementation that I can think of would be a skill book. Something like a "CIA Close combat manual" (this is in America after all so, sorry gign/gsg9) that would give some hand to hand moves that were focused on power (high damage) but were lacking in defense. every movie I have seen that uses gun-fu the hero just seems to keep soaking the damage until he wins or is killed.

The way I could see this working would be to treat the "Gun- fu" as a high damage, zero/negative defense stance requiring you to be wielding a loaded gun. The "special" moves would use at least one round but would add the weapons damage to your strike. To try to counter balance this I feel we could have it be that "smaller lighter" guns have a higher chance of activating the specials.

This was all just a loose idea I honestly don't know if I have enough skill to even make this work. The biggest project I have coded was a profession that I have not even finished yet.

Edit.

I was thinking more of the "press the gun to a meaty portion of my enemy and pull the trigger" (ala John wick) version of gun fu than the equilibrium "stand in the middle of a room and don't get shot while shooting everyone else"  (like equilibrium).

If I could get some more information about skill and stance books I could give the bayonet and but thing a go but as my knowledge and skills stand I would have to shop out the advanced work. :(
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Not sure if I'd be a fan of Equilibrium style gun katas, but I would absolutely love to see a martial art that improves your ability to kick ass with rifle butts and bayonets. As far as "gun fu" goes it would probably be more appropriate to have "shooting stances" that effect dispersion and recoil. It's a bit silly to alternate between punching someone and shooting them, especially when  just shooting them is much safer.
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