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Messages - Thiebs

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91
Play-By-Forum / New to Play-by-Forums
« on: December 27, 2013, 11:13 »
Hi, guys!

...So... I'm a noob.

I get that the general idea of a play-by-forum game is like a table-top RPG (Dungeons and Dragons is an old enemy friend of mine), but as I'm still fairly new to forums in general, it would help if somebody could fill me in a bit more. It seems like something I'd be really into, but I haven't a clue where to start. Also, are there any particular rules for playing on this particular forum, aside from the general forum rules, or are they on a by-game basis?

92
Requests For Features / Re: Reloadable Ammo Boxes
« on: December 27, 2013, 10:38 »
The old thread had timed out, so here goes: The general consensus was that making shell boxes/rocket boxes/ammo chains re-loadable would make them broken, considering the already-significant advantages of quicker reloading times and extra carrying capacity. I fully agree. However, it occurred to me that with a slight re-flavoring and a bit of balance tweaking, you could change ammo boxes to something like extended magazines or some-such, and add new 'ammo box' item that would provide significant extra storage, be re-loadable, but not be usable directly like the current boxes are. Basically, you'd make ammo boxes re-loadable at the cost of splitting them into two separate items.

P.s.: Don't really know the protocol for continuing locked threads, so feel free to delete this if it's inappropriate here, I won't take offense. Thanks!

93
Requests For Features / Re: Gameplay and Background Ideas
« on: December 26, 2013, 05:58 »
So this is more of a throw-away idea, maybe like an easter egg or something, but I was 'discussing' eugenics today with a couple of guys at work, and it occurred to me that certain almost-unanimously evil figures (Stalin, Hitler, etc.) could be found within hell. It seems like a big bad boss that's been led up to for several levels turning out to be some short dude with half a moustache would be rather underwhelming, but it'd be fun to occasionally take aim at a former, only to have it be Hitler or some such. Then, BOOM goes the shotty: instant gratification.

(This also assumes that the 'Hell' in question is the traditional one, not a hellish alien planet or some such thing...)

94
Requests For Features / Re: Adding a ladder
« on: December 24, 2013, 09:30 »
I would love a ladder, if for no other reason that to show how terrible I am! :P Seriously, though, sounds interesting.

95
Congrats! Good to see some posts from somebody other than me who isn't discussing there latest diamond badge... ;-P

96
Requests For Features / Re: Gameplay and Background Ideas
« on: December 22, 2013, 07:53 »
So I finally got around to reading the first story on that link, (it was good, would recommend) and thought of a neat gadget that could be included as a mid-to-late game random or a special level reward. Here goes: It would be like the Portal gun, making two way portals (one for each fire mode, connected to the other), with a twist. Anybody who steps into one end, or is on a square where one is shot, instantly teleports to the other, but with a chance of bringing a random demon or two out of the portal with them. Also, such balance issues as cost in energy cells (or equivalent, maybe even the users blood..) and likelihood of spawning enemies would be big things. But it could be neat stuff. (Maybe also limit it to portals disappearing once you can't see them.)

97
General Discussion / Re: Teaser: Remember Doll #3
« on: December 20, 2013, 06:09 »
I would watch that show.

98
A06B1CC3

Snagged this one. Looks like something my wife would love. Thanks a ton!

99
General Discussion / Re: Teaser: Remember Doll #2 (and more!)
« on: December 06, 2013, 06:20 »
Excellent...

101
Frolicking about with 4% health and actually stepping into monsters view? And not getting shot at once? Don't tell me that's your friendly smile at work... :)

I thought that was pretty awesome, actually. ;)

102
Requests For Features / Re: Gameplay and Background Ideas
« on: December 04, 2013, 08:28 »
So that makes sense. However, did anyone consider changing the way waiting works? Since the tactical application is almost always just waiting for an enemy to move without risking it getting a free hit, why not have the wait key default to 1 sec (or whatever is standard), but automatically interrupt if an enemy you can see (or within X spaces of you, etc.) takes an action? It seems like that would solve both problems nicely, though I have no idea how troublesome it would be to code...

103
Requests For Features / Re: Gameplay and Background Ideas
« on: December 04, 2013, 06:03 »
Was just watching one of the Mortem post videos (this one: http://www.youtube.com/watch?v=DEGKushTuBQ&feature=youtu.be, from Sylph), and noticed for the first time that one can fire a round into nothing as a way to skip less than a second. Why not just make the wait command skip the smallest time increment by default, then, if it's needed, give a second, less conveniently placed button for skipping 1, 5, 100 or however many is appropriate seconds? Dungeon Crawl already has two buttons for this, I just never got why someone was physically incapable of standing still for less than a second at a time.

104
I also didn't have the time to watch the whole thing, but told myself to watch until I learned something. Never thought to fire at nothing as a way to skip less than a second, but I imagine it can come in awful handy! Thanks!

105
Post Mortem / Re: [YASD] Best run on UV yet.
« on: December 03, 2013, 14:12 »
I may do that when I get a bit more time. The wiki said +4, but with an agility mod it's +5, so I figured that as long as I didn't need more than a single clip at a time, that was better. Maybe over thinking it, though.

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