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Messages - GC13

#31
Ideas / Re: Weapons suggestions
November 02, 2013, 12:58:38 PM
Quote from: yabbadabbado on November 02, 2013, 05:04:51 AM
I'm hoping for a better mechanic than just straight digits. I'd love to see stats like Range, Lethality Range, Mechanics, then extra denominations such as Plasma, Melts Metal, Armor Piercing, etc.
Eh, they're all digits in the end. The only difference with those unique tags is that not all guns would have digits that affect all the things digits exist for.
#32
Yeah, what we really need is an Alien mod. Good old-fashioned Xenomorphs who move in and gestate in people's stomachs.

We'll really need a reason to have more sprawling, expansive buildings then. Where are the aliens going to lay their eggs? In the cafeteria?
#33
You need to temper those expectations, I'm afraid. Unless he can successfully plead with Kickstarter, Tynan won't have the backer list for two weeks. No backer list, no game. :(
#34
Quote from: Enjou on November 01, 2013, 04:08:16 PM
Lore wise, currency could make sense if its value were tied to a resource. Perhaps to address the concerns of inflation, the space government went back to the gold standard and every space-dollar is worth a set amount of gold or some other valuable scarce resource.
Wow, that sounds a lot like a political argument disguised as a game suggestion.

Fiat currency would still be worth something in a science fiction setting as long as it was fiat currency for an economy where someone can easily find someone who wants to spend money there. The Spacetropolis system and its massive economy would probably have a lot of non-citizens spending their spacebucks because the traders who service the outlying areas spend a lot of time in Spacetropolis (and many are probably based out of there). Backwaterburg's planetary currency probably isn't worth a whole lot offworld though, and even on planets near it its currency is probably a bargain.
#35
It wouldn't be all that complicated to randomly generate a currency, and the only reason it would be harder to have multiple currencies is that I doubt the game is set up for traders to refuse particular currencies (as it would be pointless to have multiple currencies if all were accepted).

The currency is largely a matter of player enjoyment. A simple store of value that lets you feel good for selling things without letting you buy too much useful stuff. Until they realize that they're rarely spending money, anyway. :)
#36
While I'm not a mod person myself, I think the test of any modding setup is the ability to make a zombie mod with it.

Or at least that's what I can gather. It seems to be the first mod any game gets, so it makes sense that they're testing its capabilities.
#37
Ah, so it's kind of like calling something a "mob" in a MUD?

Interesting. A little WTO Did-You-... Sorry, that's Invisible War talking.
#38
Pawns, eh? Why have I never heard them called this before? ^_^
#39
Perhaps rather than augmentations to the existing turrets, we could place shock traps instead? They'd need to draw power, and they could be targetable if visible, so they'd be best used inside the base in case of a breach. That solves the overpopulation problem, and also adds a second-line (or third-line) defense to the game.
#40
General Discussion / Re: Holy Sh**
October 31, 2013, 02:05:59 PM
Quote from: Zorbane on October 31, 2013, 02:04:07 PM
Don't forget there's an unknown amount of money pledged via Paypal
$30,000 after fees, as of two days ago.
#41
General Discussion / Re: Reducing the pace of combat
October 30, 2013, 03:38:44 PM
Yeah, you might wanna hatch some of those chickens before you start counting 'em... Sieges can be very frustrating if they keep us from stuff we need outside, or ineffectual if we have a self-contained colony. And if you opt to make them frustrating, the raiders need to have vulnerable points in their camp where we can sally to rather than turning it simply into "alright, now you have the disadvantage of being the attacker", and...

Well, it's a design challenge, to be sure. :) I say to use the fact that you already have artillery shells in the game: take some inspiration from Victorian-era sieges, where the battle was all about the attacker getting their artillery pieces closer and closer to the city to do more damage with their shells. Of course, you'd also have to accommodate for the discomfort and disease of a siege camp and a besieged town... You know what? These sieges can be cool after all.
#42
Off-Topic / Re: Games in November
October 30, 2013, 12:02:31 PM
Wow. There's been a new Crusader Kings 2 DLC in the can and ready to go and I just now heard of it? I haven't had my ear very close to the ground, have I?
#43
Off-Topic / Re: Space Engineers
October 30, 2013, 12:00:53 PM
No, the point is that building is only entertaining so long as there's a point to it. I don't sit around building RPG characters that I never intend to play, and I don't sit around building mansions in Minecraft that just mean that it takes me longer to get to the stuff I use in my home base.
#44
Off-Topic / Re: Space Engineers
October 30, 2013, 12:07:09 AM
It's just... Building a big, elaborate space station seems an awful lot of work for something that I won't be playing in for much time. Especially when I could make something in one percent of the time that does everything that the other space station does.
#45
Something a'la Zafehouse: Diaries perhaps? That game seems to have very detailed logs.