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Messages - zaimoni

Pages: 1 2 [3]
31
Discussion / Re: An idea for a roguelike (wishful thinking)
« on: April 04, 2007, 10:17 »
My usual "opening" in Urban Warfare:
Spoiler (click to show/hide)
Also, the "slide" issue you mentioned isn't from a psuedo-isometric rendering.  Facings are stored as floats internally (the turn commands are actually 1 radian at a time), and the facing is chosen from a circle, not just the cardinal directions.

32
Discussion / Re: An idea for a roguelike (wishful thinking)
« on: April 04, 2007, 01:38 »
While AliensRL would be unplayable with directional FOV, stealth RLs can be playable with directional FOV.  E.g.,  Urban Warfare ( http://common-lisp.net/project/lifp/uwar.htm ) (must either be on Windows or capable of building a LISP program).  [Performance is...iffy, at best.  This game can be won; I've lost more games to hangs than to guards.]

Urban War mitigates the "lighthouse problem" by making turning cost a significant amount of time.  If you are sighted, turning to find who sighted you is lethal.

33
AliensRL / Re: Ideas!
« on: April 04, 2007, 00:41 »
One wouldn't want the game mechanics to be too realistic, anyway.

After reviewing the RGR_ threads on the design requirements for permadeath games, it became clear that an "internally accurate wargame"/"internally accurate combat system for a game" is almost by definition awful gameplay.  ["almost", as a concession to limited imagination...I certainly can't think of a way to make internally accurate combat playable.]

34
AliensRL / Re: Ideas!
« on: April 03, 2007, 15:33 »
While they may be comparable weight to Vietnam-era flak jackets in use, ceramic inserts (intuitively, "shatter plates") are not the same concept as a flak jacket (intuitively, "ballistic net").

Plasteel is the closest in-genre analog of ceramic inserts.  Although I doubt plasteel shatters by design (and thus is actually compatible with the game mechanics, unlike ceramic inserts).  I don't know whether it's in the game, though.

35
AliensRL / Re: Ideas!
« on: April 02, 2007, 21:50 »
It's not that we have better than flak jackets; it's that the modern version of a flak jacket is unnoticeable under street clothing.

More interesting (recalling the U.S. DoJ body armor rating criteria) is that it is a nontrivial engineering feat to construct light body armor that is effective against both firearms and blades.  Blades, of course, being more analogous to alien claws.

36
AliensRL / Re: Ideas!
« on: April 02, 2007, 21:40 »
Looks like the right place to me....

Snap impressions (assuming these are actually in-theme for the original series):
* night vision goggles: ignoring play balance for a moment, the light-amplifier version of these should be either autoadaptive (not allowing better vision if the area is already well-lit), or blindness goggles in normal light levels.  [Physically, they should be blindness goggles in low-light...but that's truly worthless for gameplay.]  The IR version...won't go into too much detail, but they clearly won't be any good looking past an incendiary grenade.
* Proximity grenade: exactly what would you want to do with these?  Tactically, an explored room either doesn't have useful items (do not return unless shortest-route) or does (don't want to cut off own access).

Closing off vents has already been discussed: http://forum.chaosforge.org/index.php?topic=766.msg7381#msg7381 .

37
AliensRL / Re: Skill review
« on: March 27, 2007, 14:42 »
Eh...burst fire weapons are capable of hitting multiple aliens in general, it just is that the heavy ones are the only ones that have a reasonable chance of getting multiple kills in one burst.  I have been annoyed more than once when a stray round from a burst hit a worker.

(Of course, even the pulse rifle has a decent chance of multiple kills if the low-grade targets were softened up by a frag grenade).

And I don't have much problem with the example you mentioned -- if anything, it's an abuse when the juvenile is blocking a doorway.

38
AliensRL / Skill review
« on: March 27, 2007, 09:26 »
Thinking through things (and reviewing the replays)
* The priority of Technical should go up as more features are added that use it.  That said, at the current stage of development it does seem that Medical/basic is worth more than Technical/basic; unlike Fitness, the speed bonus from Technical doesn't help much in normal combat.
* The difference in effectiveness between Sidearms/advanced and Sidearms/expert is disproportionate, compared to the other two weapon skills.  This is visible for both the Colt .44 and the M4A3.  This may be balanced out by the possibility to get multiple kills in one attack for the heavy weapons, and the combat shotgun.

39
AliensRL / Re: YAVP
« on: March 25, 2007, 04:44 »
My opinion of Medical has improved (this is the first game I actually bought a level of it), I probably would get it earlier in future games.  Even with Medical unskilled, I find that medkits dropping below 5 is generally a symptom of bad strategy.

Starting skills were: Sidearms, Fitness, Perception (the last two to get grenades usable).  Another character template may be defensible.




40
AliensRL / YAVP
« on: March 25, 2007, 03:12 »
Ignoring the games I spent figuring out how to get grenades reasonably working, this is my eighth game on AliensRL Day 7 ++, and the fourth total replay in my current collection.

Code: [Select]
-- AliensRL (DAY 7++) Post Mortem ------------------------------------

  Name     : Rashak
  Class    : Marine
  Rank     : Veteran
  Result   : Killed the alien Queen and escaped

  Total Experience : 10680
  Experience left  : 1660
  Game length      : 129178 truns

  Armor   : Gyro-stabilizer [0]
  Sidearm : M4A3 pistol (12/12)
  Primary : M41-A pulse rifle (60/60)
  Heavy   : M56 smartgun (50/50)
  Medpacks: 9


-- Graveyard ---------------------------------------------------------

  ..........%..#....#....
  ###########..#.A..#....
  ....#.....#..#....#....
  ....#.....#..#....#....
  ....#.....#..#....#....
  ....#.....#..#.A..#####
  ....#.....#..#....#....
  ....#.....#..#....#....
  ....|.....#..#....#....
  #####.....#..#....#....
  ....#..A..#..#....#A...
  ....#.....#..|....#....
  .A..#.....#..#....#....
  .*..#.....#..#....#####
  ....#.....#..#....#....
  #####-#####..#....#....
  ........A.#..#....#....
  ..........#..#....#....
  ..|.......#..#....#....
  ..........|%.#....#....
  ..........#..#....#....
  ###########  ##########

-- Skills ------------------------------------------------------------
  Sidearms      : advanced
  Light weapons : basic
  Heavy weapons : advanced
  Technical     : advanced
  Medical       : basic
  Fitness       : basic
  Perception    : basic

-- Ammunition --------------------------------------------------------

  9mm ammo      : 220/400
  .44 ammo      : 0/150
  M309 ammo     : 205/500
  M250 ammo     : 115/500
  60mm gren.    : 0/40
  12g. shells   : 152/200
  frag grenade  : 5/5
  inc grenade   : 0/5
  krak grenade  : 0/5

-- Kills (688) -------------------------------------------------------

  286 juveniles
  6 workers
  144 warriors
  199 hunters
  52 elites
  1 queen

-- Messages ----------------------------------------------------------

 The warrior shreds you! The warrior
 shreds you!
 You lightly hit the warrior! You
 heavily hit the warrior! The warrior
 dies.
 You reload your weapon.
 You use a medpack. You feel much
 better!
 You enter the corridor. Entering
 Civilian Tower, level 1...
Only one all: "loot all" in Military Tower 1-5. I then decided I had enough hardware to take on the Queen and get out.

41
AliensRL / Re: AliensRL 7DRL PLUS PLUS released!
« on: March 24, 2007, 00:51 »
Splash damage for frag grenades no longer works reliably at untrained Fitness (in ++, it did in both 7DRL and +): there needs to be an alien targeted.  Basic lifts this restriction (at least partially).

The range increase from Perception does appear to be working.

42
AliensRL / Re: Bugs, Chages & New Features
« on: March 22, 2007, 08:22 »
Not just 9mm...all types are wasted (picked up, but will not breach maximum).

Yet another excuse to micromanage.

43
AliensRL / Re: AliensRL 7DRL PLUS released!
« on: March 21, 2007, 22:47 »
Quote
it just seems that u always have a lot of medpaks, and little ammo.

It depends on how you play.  I generally have the opposite problem (occasionally uncomfortably low or out of medpaks and both kinds of grenades, never uncomfortably low on conventional ammo for both sidearm and primary weapon, invariably lots of ammo for heavy weapon if I get that far).

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