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Messages - Lomaster

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AliensRL / Re: AlienRL Wiki: How do we start one?
« on: October 10, 2012, 04:48 »
Oh. That makes sense.

AliensRL / Re: AlienRL Wiki: How do we start one?
« on: October 10, 2012, 02:50 »
I swear i found shotguns not only in civilian tower but also in engineering and storage.

AliensRL / Re: Alien the TT RPG
« on: October 04, 2012, 02:04 »
I'm actually thinking of writing a system for it myself, borrowing the best elements from systems I like and mixing it together.
Good luck with that.
And what systems do you like? And first of all what's on your mind - square-based like D&D or hex-based like Battletech system?

I mentioned it lots of times to Kornel, you have to do it as well, 'cause he is stubborn.

On the topic of carrying extra weapon of the same class i'd say let's allow extra primary in exchange for heavy, extra sidearm in exchange for primary. Or 3 sidearms in exchange for primary and heavy.

And i agree that targeting drones and workers by default is a bad idea.

AliensRL / Re: (Spoilers)Skills and enemy mechanic
« on: September 27, 2012, 12:28 »
I'd really like to see the differences between some of the "Less Common" weapons. There's like three different 9mm pistols, and they all do the same damage! Is the only difference clip size, or is there an accuracy bonus with some as well?
There is accuracy bonus. Weapons with less magazine capacity are more precise. It's a fact for pistols. As for other wepons - i haven't experimented with them yet, but i bet it pretty much the same rule.

As for bonus - I can see nothing.
And now? It is supposed to be an image.

Today i want  to complain about two more issues: music being too quite and alien shrieks being too loud.
1) AliensRL is a very rare example of just right music/ambient themes. It really adds to the atmosphere of the game as a whole and to the atmosphere of each tower separately. But i wish there was a separate music volume slider so i could make it just a little bit louder, fine tune it. Actually it's current volume is just about right, one may just increase speakers/headphones volume if it wasn't for the next issue...
2) Aliens pain sounds are way too loud! I wonder if anyone else has that issue but my apain1 and apain2 sounds are louder than other game sounds. My (not so perfect) solution is to turn down high frequencies (8K-16K) in system equalizer, which of course has some undesirable effect on other sounds and music.

And now for a humble bonus. Since we have no wiki yet, i'm posting it here:

AliensRL / Re: Separate key for elevator usage
« on: September 22, 2012, 04:28 »
In any case, why don't you simply run into the crates in the first scenario? Unless I'm missing something, you can open and loot them that way.
Ok, even though i'm used to examine crates with spacebar i can keep in mind that second option. A few minutes ago i got caught in another frustrating situation. As you can see from the log i opened the door, saw a drone, tried to close the door (tell me if you can close doors by any other means but spacebar) by pressing spacebar and direction to the door, and of course i stepped right into the drone's claws because of the elevator. There is just no way to close that door from the room to the north.

AliensRL / Separate key binding for elevator usage
« on: September 22, 2012, 01:40 »
I suggest elevators need separate key to use (like good old ">" and/or "<") There are two annoying elevator issues i'd like to address as reasons:
1) You use storage tower elevator. You appear in the next storage tower floor, surrounded by (not empty) crates. You immediately press "space" to examine such crate but find yourself in the previous storage tower floor instead. So in order to loot the crates you have to step off those 9 elevator tiles.
2) You're in the main tower. You're almost dead. You're out of ammo, medkits, armour and pretty much anything. You are chased by a horde of aliens. You are exactly one step away from elevator tiles and one alien is about to give you a fatal blow/bite. But fortunately you don't hesitate to use some game exploits and press "space" and then direction to the elevator and escape the horde safely without any need of standing on the elevator.

So in the first case our character's life would get a bit easier, while a bit harder in the second case should separate key bindings for elevators be implemented. In both cases our character's life would get more sense.

AliensRL / Re: Damage
« on: September 21, 2012, 04:19 »
Playing a lot of technicians (basic sidearms mostly), for pistols the damage seems to go down as the clip size increase... Particularly regretting dropping my starting pistol for a *combat* pistol (18/18)...
You've just confirmed my thoghts.  Now i'll hesitate switching m4a4 tactical (9) for m4a3 (12)

AliensRL / Re: Brightness
« on: September 18, 2012, 13:01 »
You make all the tiles bright by opening config lua with a text editor and changing gradual_light   to false. Although as stated above it utterly kills the atmosphere. So when i tried it AliensRL lost it's charm and became like an average plain roguelike. But of course it's up to you.

AliensRL / Re: Shooting out of vision barrels
« on: September 18, 2012, 05:14 »
I'm also a bit underwhelmed by the low chance to blow up barrels out of vision. It means that most of the time you can ignore them, since there's too little chance to set them off by accident, the aliens won't touch them either, and if you could blow it up to make life more easy for yourself, you are likely to be caught in the blast as well.

That one time I found a shotgun though? That was a blast =)
Wait a minute, are you saying it actualy is possible to damage barrels out of vision? I confirm that shotgun but after firing 12 pistol rounds at a barrel it remained undamaged. I guess i'll just have to experiment with more weapons.

AliensRL / Re: Shooting out of vision barrels
« on: September 18, 2012, 03:54 »
Go get a Nerf gun, set yourself up in a room with a box or whatever on the other side of the room, turn the light off (or close your eyes) and see how many times you can hit it. Bet ya it won't be a lot.
Just tried it with a BB gun. You're right it was 5 out of 10. Still 50% hit rate though.

AliensRL / Shooting out of vision barrels
« on: September 18, 2012, 03:29 »
Right now every character class has to invest some points in perception in order to shoot barrels less lethaly to oneself (especialy in low light conditions). And I'd like my short-sighted character to be able to spot a barrel take a couple steps back and shoot at the barrel (barrels can't move, how in the holy hell can one miss them if they know their position?)

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