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Messages - Uitë

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General Discussion / Re: Status Update : November 2015
« on: January 02, 2016, 12:32 »
Seriously, though, it makes sense from a logical standpoint for the visual differences between the genders to be subtle.  I read somewhere that research into real-life combat shows that, to be blunt, boobs get in the way.  The most effective armour for women flatten the breasts and they've got some impressive military-grade binders that can completely flatten D-cups.  (Seriously!)  So armour that emphasizes the breasts like in the above Doomgirl pic is actually rather impractical.

Anyway, I mostly wanted to speak up for the women on this site (who are mostly absent just like everyone else) who play this game and who I know would want some representation.
As one of those few women, I wholeheartedly second this. I mean, just look up modern female combat gear, it's pretty much the same as the male versions. In video games, Dark Souls has some really good examples of how to do armour for women. Captain Phasma from the latest Star Wars film is another example of how to do female armour well. If Jupiter Hell had stuff like that, that would be awesome!

General Discussion / Re: Design Rant : Inventory
« on: January 25, 2014, 06:58 »
Inventory tetris never bothered me all that much. For me, the way I play these kinds of games have two distinct phases: action and scavenging. While in ‘action’ mode, all that really matters is ammo and health. After I've secured an area scavenging mode kicks in and inventory management has always been a big part of that, so conceptually it doesn't break the flow of the game at all for me.

As for how to handle dropped items, I'd like to ask what the rationale is behind allowing players to revisit previous levels. Without that, keeping items laying around and wiping them as you leave the level is no issue at all.

I also like the idea of simply having max ammo counts, and not bothering with placing the ammo in your inventory. It's very doomish.

Requests For Features / Re: Balance suggestions
« on: March 15, 2013, 11:58 »
I feel these two episodes of Extra Credits are very relevant to this discussion. It may well be worth your time to watch them. They're only 6-7 minutes long, but contain a wealth of information.

Depth vs. Complexity

Perfect Imbalance

Requests For Features / Re: Balance suggestions
« on: March 12, 2013, 18:21 »
That's why on every one of my successful Ao100 runs, I've gone Sharpshooter with a 3P-modded combat pistol. 23 damage per shot means that a stack of 100 bullets goes a long way, and captains aren't that few and far between. And the combat pistol is common enough that you're very likely to run in to it at some point during such a long game. Until then, a storm pistol works very nicely too.

Play-By-Forum / Re: All Outta Bubblegum
« on: December 30, 2012, 05:18 »
Lucas sees the alien fall, and suddenly remembers a piece of his old training. He carefully takes aim at the creature's head, and looses one round to permanently put it out of commission.
He then orders the DJ, "Didn't you hear me? Open that door!"

Play-By-Forum / Re: All Outta Bubblegum
« on: December 29, 2012, 05:38 »
Looking back from the carnage, Lucas sees the revolver the DJ is holding. He looks him straight in the eye and says, "Hey buddy, are you planning on using that gun? I'm LAPD, you'd better give it to me and I'll handle everything."
"You go open that door and get yourself and that idiot to the back," he nods at Richard and the door.

Play-By-Forum / Re: All Outta Bubblegum
« on: December 28, 2012, 13:57 »
Seeing the sudden appearance of the creatures, Lucas ducks for cover behind the DJ booth. Pressing himself to the ground, he pulls the dazed DJ down with him. "Dammit," he thinks, "if only I'd brought my weapon..." Immediately, he turns to the DJ and asks him if there are any guns in the staff room. Right as he finishes speaking, before the DJ is able to formulate an answer, he peeks his head out to the side, and takes a good look at the alien invaders.

Play-By-Forum / Re: All Outta Bubblegum
« on: December 22, 2012, 02:23 »
"Holy shit! What was that?" Lucas exclaims in surprise. Instinctively he starts to look around for emergency exits in search of escape routes.

((No problem about the roll. Honestly, I wouldn't mind if you rolled everything, to keep the flow of the story going.))

Play-By-Forum / Re: All Outta Bubblegum
« on: December 20, 2012, 17:26 »
((I guess I misjudged the timing of the start. That means my character's friends are still alive and human. For now. He's still the same semi-wuss anyway.))

Lucas walks up to the DJ, looks him straight in the eye, and raises his voice to try and beat the loud music: "Hey DJ! Do you have anything other than this DJ Porny crap? I'm getting sick and tired of this song! Why don't you play some actual sexy music?"

Play-By-Forum / Re: All Outta Bubblegum
« on: December 18, 2012, 16:21 »
Name: Lucas Graves

Background: Lucas was a criminal investigator with the LAPD. When the invasion started, he was on a camping trip in the mountains, and on his return he found many of his friends mutated into hideous beasts. Now it's time to dust off his weapons training and avenge his fallen comrades. No relation to a certain general.

EDIT: I'm imagining him as mid to late thirties, single, and married to his relatively quiet desk job for years now. And that's just the way he likes it. He's somewhat out of shape, but not horribly so. Mostly he's a serious guy, but he does appreciate the occasional joke. He's the kind of person who introduces himself as Lucas, but doesn't mind when others shorten it to Luke. He knows how to kick ass if he needs to, but it's not easy, and it doesn't come naturally to him.

Play-By-Forum / Re: All Outta Bubblegum
« on: December 16, 2012, 10:22 »
I'm definitely interested!

Modding / Re: DukeRL
« on: December 13, 2012, 08:12 »
The Duke Nukem 2 Flamethrower would be nice too. In that game it could be used as a crude jetpack in addition to being a weapon. I'm thinking it would be awesome as something that functions like a fire-based shotgun, with (damageless?) rocket jumping alt fire.

There's a way to avoid accidentally hitting barrels in a situation like this. Perhaps you know it already, but you can aim behind the Revenant, at a square to the side of the barrel. That way, as long as your fire passes a tile containing the Revenant, it'll be hit, while consistently missing the dangerous barrel.

Discussion / Re: Original IP roguelike for the Chaosforge?
« on: November 12, 2012, 15:34 »
Something (semi-) historical maybe? It really doesn't have to be entirely accurate, of course, just evoke enough of the flavour. Think Prince of Persia, Assassin's Creed, or even Onimusha.

Play-By-Forum / Re: Doom: The Text Adventure
« on: April 08, 2012, 08:50 »
Yeah, I'm not really for these if-then actions. Just take it one step at a time, and see what happens.

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