Chaosforge Forum

  • December 12, 2019, 19:27
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kabrinski

Pages: [1] 2 3 4
1
Off Topic / Terran Marines vs Ultramarines
« on: June 03, 2014, 06:56 »
This is just something I'm gonna bring up-if it came to a straight up fight-do you think that the Terran marine corps, using everything in their arsenal-ie, Marine, Marauder, Firebat, Reaper, Hellion, Goliath, Thor, etc, would be able to beat an army of Ultramarines-just throwing this out their out of curiousisty

2
Off Topic / Tribes reserection project
« on: August 29, 2013, 06:25 »
With the advent of tribes ascend although I'm not quite sure if any of you care or not-I'm attempting to revive the original tribes-if anyone's interested-here's a few links:

http://theexiled.pwnageservers.com/

http://www.fileplanet.com/140246/140000/fileinfo/Starsiege:-Tribes-Full-Game/

Tribes was the first game to introduce squad-based combat and full on mobility-although by today's standards the graphics are crap, the gameplay-lightening fast and still on par with today's games, its also easy to mod-been thinking about doing a doom mod for it-if I can ever get the time.

Like I said-anyone who's interested-here you go and please, feel free to shoot me a few PM's if you have any questions.

New version I came across:
http://www.tribesxtreme.com/

3
Play-By-Forum / Tribes Adventure
« on: April 05, 2013, 08:53 »
Taking a note from our beloved Doom Text Adventure set up-I decided to create on of my own. Basing it off of the FPS multiplayer game tribes-which is really moddable by the way-wanted to test my self in creative writing.

Here's a break down-Armor determines your four basic stats. You have four base stats-Strength-nessicary to wield weapons, Mobility-this is how fast that particular armor can move, and of course, the traditional health and energy.

Health-how much punishment that particular armor can take before its breached-it runs out, so do you.
Energy-Nessciary to fire energy weapons and use jet packs-recovers over time.
Jumping-Light class armors can jump 30 ft per 1 energy, mediums 20, and heavies 10

Damage-weapons all inflict a certain, set amount of damage-hitting requires you to roll his mobility and your weapon accuracy. If less or equal-direct hit-if greater than-miss.

Now to do.

Mission Briefing: You are part of the Marauders-an Elite Mercenary unit operating in the Tribal Wilderzone, taking jobs from the various factions and otherwise making a pretty penny plus causing a little mayhem in the process.

Your team was sent on assignment after being hired by the Starwolves to investigate a loss of contact on an ice planet called Tyr’s Cradle-a frostbitten hellhole of a planet where temperatures can suddenly shift from 5 degrees to two hundred below. Since you’re the new guy, you got left on the ship to monitor the communication and secure the LZ-one boring job. After making sure that no one who wasn’t supposed to be there wasn’t there-not to mention you nearly froze your ass off-you went back into the nice warm cockpit and leaned over the console, a hot steaming cup of joe beside you.

Only funny thing is-you haven't been able to contact anyone since they left-and that was over two hours ago. Now its up to you-you need to find some way of reestablishing contact with the squad, or the very least find away off this rock-the ship's pilot went in with them, which makes you wonder what the intelligence of that was, but their is nothing you can do about it now.

Alrighty-let's do this

Str:2
Mobility:7
Health-25/25
Energy-15/15

Equipment
Semi-Powered Armor
Needle Pistol
20 Needle Shots
Repair Patch

What do you do?

Exits: comm room-south

4
Play-By-Forum / Re: Wasteland Mechanic Ideas
« on: November 24, 2012, 19:00 »
New news everyone-system is nearing completion and is currently undergoing testing. Also story revised and tech limit will bem removed-rules for devlopent. Sorry for the long wait-the RP will be up soon.

5
Here's one-a native american nightmare known as a skinwalker. My knowledge of native american history and folklore is fairly roughshod-but I make it a point to know as much as I can.

According to the Navajo Indians-yee naaldlooshii-or literally he who goes on all fours, are people who practice the Witchery Way. They've gained the power to shapeshift-amoung other things by breaking some cultural taboo-such as the murding of the family memeber, even have used the native dance to curse instead of heal-like I said-little roughshod. Natives have a hard time talking to non natives about them-because they don't have base of folklore to draw from to protect themselves-that or their afraid that it might be a skinwalker in disguise looking to get its kicks.

I know there's more-I just have to do a little digging.

Hopefully I'll be back with more.

6
Off Topic / Re: The opinion of a guy who still plays doom2....
« on: November 13, 2012, 02:07 »
So I am not the only one who ran into DoomRL by accident. I was playing ZDoom at the time when I stumbled on this gem. My OS does not really handle old programs well, so ZDoom was my best option for nostalgia. So looking around on how to make my ZDoom as smooth as possible, I find this link to DoomRL.

I go to the site and see it is infact a roguelike. JOY! I have played nethack for about 12 years, so a new RL might just be what the doctor ordered... and it was. Personally I love rapid fire builds. Never actually finished it yet, though. I tend to make stupid mistakes and die horribly.

Hehehe-I ran across doomRL when I was wiking doom. I used to play on ZDaemon-known as Mengsk. Not so much anymore.

7
Announcements / Re: ChaosForge Donation Drive - Stretch Goals!
« on: November 11, 2012, 03:02 »
I just started my job-so money's kinda tight-otherwise I'd donate.

8
Play-By-Forum / Re: Wasteland Mechanic Ideas
« on: August 28, 2012, 09:40 »
Hmm...good point.

As for the skill points-I've been debating on just how much the points it costs to put into goes up-one idea is that the level you have, that's the amount it costs.

As for the skill medical training-let's put it this way-you can save people's lives. A lv. 10 skill-which is extremely expesnive mind you-would enable you to do a triple heart bypass transplant with common household tools. You roll against a difficulty check-here's an example-if your trying to bring someone back from the dead-tha't be a difficulty check of about 50-you are not allowed to take a ten or twenty-you'd have to make an intelligence ceck of at least 30-you add the average of your medical skill and your intelligence-or perhaps just half-and you'd better hope you'd succeed.

I'm trying here dude, I'm trying.

9
Play-By-Forum / Re: Wasteland Mechanic Ideas
« on: August 28, 2012, 08:52 »
A few questions before I start giving out tips.
1) What do I do with points? How do I spend them and what does it give?
2) How skills relate with anything?
3) What are you trying to achieve, what is the goal and stuff?

Answer to 1) THe points are used to build your character. The skills you use will determine just what you are capable of in this world.
Answer to 2) The skills help to define your character-their experiences in the world and like. I guess this bleeds into question 1.
Answer to 3) Your goal in wasteland is simple: to survive-there is a conflict going on over the pollutanite and for humanity's survival-I mean who wouldn't want this stuff. Another goal, and this will emerge once the story is moved along far enough-is to investigate the rumors of the possible reemergeance of the Alliance. If you have your own faction-you basically strive for whatever goal your faction is trying to obtain. Just bear in mind-if it becomes too ambitious someone's liable to take notice.

As for the whole system thing-I've actually designed these things my self-I've actually got a simple one ready: it has four stats-Strength, Vitality, Intelligence and Dexterity. I think its pretty obvious what they are all meant for. I orignally had just the three but added dex about two, three months ago-helped make things less confusing.

Strength Determines how much weight you can handle, what kind of positive/negative modifiers you got to your die roll in melee combat
Vitality helped or penalized resistance rolls and added/subtratced to base HP
Inteeligence is to use knowledge-ie mechanical or medica, it also was used as a resitance roll vs. psi. Was also a modifier in ranged combat
Dexterity is used in missle combat and agility rolls(new)

This work? Reisistances are as follows-Electrical, Poison, Fire, Plasma, Psi.

10
Play-By-Forum / Re: Wasteland Mechanic Ideas
« on: August 28, 2012, 08:10 »
That gives me an Idea-perhaps depending on what you skills are, your roll is penalized or enhanced-I think I've got something lying around here somewhere in regaurds to cybernetics and psionics I can use and I've also got a system I can possibly used-provided I can adapt it.

This RP is somewhat post apoctolyptic-I mean pollution has made life pretty shitty.

11
Play-By-Forum / Wasteland Mechanic Ideas
« on: August 28, 2012, 07:13 »
Alright-what i've decided to do combat wise-but I'd like your guy's takes-is if you are fighting someone-another player-you simply roll a twenty sided die against each other-higher rollwins-armor wise I'm borrowing our beloved colonel's DoomRL system-armor just simple subtracts damage, nothing more.

As for the skills/traits system-I'm going to do a point based system-you get 50 points to customize-play with you char. The more points you put into something-the more expensive it gets to use it. I'm debating wether or not to put a level system in

So far I have a few Ideas

Basic Firearms Training-You know how to handle a gun, and you don't fumble when you reload, or flinch when it goes off
Medical Training-You have extensive medical knowledge
Cyborg-You have been enhanced with nanotechnology and machinery-parts will cost points-this is you building your character
Psionic-You possess psionic abilities-this is nesccary to play an Eldraen character.

Any one else got any ideas?

12
Play-By-Forum / Re: [OOC Thread] The Lesser of Two Heresies.
« on: August 28, 2012, 07:05 »
Alright-will do.

13
Play-By-Forum / Re: [OOC Thread] The Lesser of Two Heresies.
« on: August 28, 2012, 05:59 »
I know how to play a traditional pencil-paper RPG folks, I just didn't really think you could apply traditional mechanics-henceforth my half-hearted attempts at an RPG-Doom Hellhole being a prime example.

THough I may try to impliment some actual mechanics in wasteland-it's worth a shot.

14
Play-By-Forum / Re: [OOC Thread] The Lesser of Two Heresies.
« on: August 28, 2012, 03:32 »
You play it with magic. A magic that is called "narration" and "staying in character".
The only exclusion is when things prove to be too hot to handle, where Strife begins. There you equip your trusty set of dices and deal with over9000 overcomplex combat mechanics and stuff.
But other than that, you play it on pure magic.

Yeah, I've done RPs before dude-I know that. But the complicate combat mechanics and every other thing involved-I think I'll just stick to the RPs I've been playing on another site-especially after taking a look at a character sheet.

These are the RPs I usallly play-http://www.archaerion.com/index.php?sid=ddaf9598c9c0d9059b8d1a21d2f4f927

15
Play-By-Forum / Re: [OOC Thread] The Lesser of Two Heresies.
« on: August 27, 2012, 20:37 »
Well most the RPs I've designed and played are basically like stories and you write the narritive-basically do your own thing. D:

Pages: [1] 2 3 4