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Messages - nyxkin

#1
Off-Topic / Re: Star Wars VII Trailer!!!
December 07, 2014, 03:18:44 AM
Quote from: keylocke on December 06, 2014, 07:46:20 PM
apparently he was crushed to death by rocks or something.. (so nothing is "invincible")
My source suggests that he got away "died" after a "duel" with several battlecruisers... And a small invasion force. And Skywalker.

...bloody hell... :D
#2
Off-Topic / Re: Star Wars VII Trailer!!!
December 06, 2014, 04:42:27 PM
Quote from: keylocke on December 05, 2014, 07:53:18 AM
lightsabres are capable of retractable blades, so i figured someone would've exploited that feature more often.. (i mean, who wouldn't, ye?)

Ever heard of a "Lord Nyax?"



This individual has (depending on the picture and how crazy the person who drew him) as many as a dozen lightsabers in his armour; knees, shoulders, ankles...

Although, I'm kinda curios how pissed off, I mean after all that effort, if he would be against someone in a Cortosis laced armour or something? :P
#4
General Discussion / Re: To fluff or not to fluff?
November 30, 2014, 05:16:26 PM
So you're suggesting that a 'Sniper Rifle' is more confusing then a 'M24' then?

I know of a helmet, a gas mask, several firearms, several ship classes, several planes and a howitzer that go by that designation. And I'm sure I've missed a couple.
*Should've googled first, missed quite a few ::)

I should also point out that the RW LMG is a 'L-15' rather then the 'M249 SAW,' and I would be very much impressed if you can "understand the nuances" between what I'm assuming to be a Bergmann L-15 (it would certainly fit with the LEnfield) and a "R4 Charge Rifle" without writting down stats of both down somewhere and comparing them.
#5
Off-Topic / Re: Star Wars VII Trailer!!!
November 30, 2014, 11:28:06 AM
Y'know, after the Star Fleet's standard issue lightsaber "retractable energy" katanas I didn't even blink at those. But it wouldn't suprise me in the least if a character with lightsaber nunchaku is planned for the sequel.
#6
Off-Topic / Re: Star Wars VII Trailer!!!
November 30, 2014, 10:05:31 AM


Seriosuly though, I'm sure J. J. Abrams and his focus on special effects fits this project like a glove. (and maybe now he can stop butchering Star Trek :) )
#7
General Discussion / Re: To fluff or not to fluff?
November 30, 2014, 09:48:29 AM
...really?
OK, unlike say standardising names of weaponry, a "proper" reloading system would require a change in mechanics; and while it would be cool to have such a system in place, (think different types of ammo etc) it would certainly require additional "balancing and adjustments" to say prevent raiders from running out of bullets or even making sure that such a system is not only a gimp for the player. (and let's face it, any design should be weighted on the economical/practical scale or you get a "Molyneux"  ::))

Also, consider that in RW people never need: water, free time -OR- even bathroom breaks. Clearly some high level tech involved in -that- :P

But seriously, there's nothing wrong with anyone "role-playing immersion" or how ever you wanna call it. But one should never cover for broken, or at least features that lack in some sense. Obviously, "devs gonna do: what devs gonna do;" but surely there's more harm from the whole "fan-boi angle" then in a more "grounded" approach?

Or in case of TL:DR
Quote from: Kagemusha on November 11, 2014, 07:29:57 PM
It is still Alpha and fluff is less important right now. But I have to agree that there is a danger of fluff taking a back seat for so long that it gets forgotten or becomes the status quo. If the guns are going to be place holders then maybe it would be best to just give them generic names: Long Rifle, Shotgun, Sniper Rifle, Assault Rifle, Pistol, Revolver, SMG, HMG, GPMG, and so on and so on.
#8
General Discussion / Re: To fluff or not to fluff?
November 15, 2014, 01:32:02 AM
Sir, I see your plushie and raise you a Putin, 'cause obviously.

#9
It is said that during the Roman Triumph, in which a great hero was recognized by a procession through the city, a slave was positioned behind and tasked with reminding the hero that: although at his peak today - tomorrow he could fall.
Thus whispering in their ear: "Memento mori,"  roughly meaning 'Remember that you are still a man.'

Perhaps I'm being dramatic, but I'll say: respect those who deserve it, but don't idealise anyone.

Now, even the op kinda moved on, and just about everything was already said...
#10
General Discussion / Re: To fluff or not to fluff?
November 14, 2014, 05:29:36 PM
I've made some progress in bastardising the trait system to get what I'd like; but it requires either a better modder, or a way to separate say <PawnTraitDef> from <ThingTraitDef>
(or maybe just a couple of weeks of trial and error :P)

Cat's idea is still awesome though; and personally if noone else picks it up, I'll see about making something between that and the quality system come A8.

Quote from: NinjaPirate on November 14, 2014, 10:54:49 AM
It sounds like it'd be pretty easy to add a stat modifier to a weapon that offers a melee damage boost.
Sure, that's one way to look at it. Another would be adding something like:
     <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <cooldownTicks>120</cooldownTicks>
        <meleeDamageAmount>14</meleeDamageAmount>
        <meleeDamageDef>Cut</meleeDamageDef>
      </li>

And drawing a small blade on your weapon sprite; your colonist should automatically switch to using that attack in melee, causing cuts rather then bruises. (or any other type of damage you configure, stun prods, energyblades...:) )

The real trick would be pawns prioritising one weapon "verb" over another according to circumstances, say having both a verb to shoot AND to throw/launch a grenade...
Then there's really no reason not to have under barrel shotguns or grenade launchers and such.

Quote from: Shinzy on November 14, 2014, 05:44:30 AM
OH I'd honeslty love if the weapons would have generated names in the same fashion as the factions get them

Badassadjective weapon of Terrainfeature Badasspersons
-> Notorious comb of crag assassin

So you're basically suggesting something like 'NameMakers_Guns' and the required structure?

#11
Off-Topic / Re: Assassin's Creed: Unity
November 14, 2014, 03:08:15 AM
My friend, you lack vision. Imagine the Assassin Creed VI that might be, with it's revolutionary muffalo/cannibal based game play!

...and considering I've payed some 200$ on the last three games, and only recall playing checkers and something vague about grinding iron for boat upgrades;
it might actually be what's needed for me to spend any more. :P
#12
Off-Topic / Re: Assassin's Creed: Unity
November 14, 2014, 02:36:17 AM
Maybe it'll be playable in some six months or so, although considering Ubi's track record with PC patches you'd be better off with replaying 'Black Flag' or giving the 'Shadow of Mordor' a chance.

Seriously, the game is beyond buggy.
#13
General Discussion / Re: To fluff or not to fluff?
November 14, 2014, 01:57:44 AM
Quote from: ToXeye on November 14, 2014, 01:13:03 AM
"Black Hawk outside of Mogadishu"
Y'know, if you're going to quote someone: do them a courtesy of quoting with context.
Or in this particular case, that I would expect the mentioned arsenal of pre-1980's(?) weaponry more natural during the 93' US raid and the subsequent shitstorm; then on a alien world in the presumably distant future. And I still do.  ;)

And yes, I did cast a wide net of sorts to see if 'I' can get a discussion (aimed at enriching the severely lacking "sci-fi elements") of RW going; with the goal of seeing if 'we' (as the players) can show if in fact we would like more of said elements. The "net" got caught on the current guns, and I'm honestly fine with that for the moment.
Even getting rid of the current names (be they horrible or just breaking one's immersion) is a small step in the right direction for me.

Quote from: Cat123 on November 13, 2014, 06:03:38 PM
Brilliant technical technobabble, meow!

That's not only in line with how RW already deals with say colonist traits; but it's also something that when set up, would work fine for just about any naming scheme - AND would be somewhat simple to implement using the already available mechanics...

You actually gave me the idea of seeing if it would be possible to try getting specific "weapon traits" to work that way, for instance is it actually possible to:
<TECH TIER> Earth Equivalent
<FLAVOR>
<TYPE> Rifle
<TYPENAME> 
<SUBTYPE> : Assault/Bolt-Action/Semi-Auto/Sniper
^Bolt-Action Rifle <(and to tie an "effect" to this ie burst size, longer cool down)

Now consider expanding that with something like how Borderlands does it's gun generation, or the concept of different manufacturers giving different specs to a weapon to be precise.

You could easily get dozen(s) of variations of existing guns; which while named generically ie 'Rifle' but with a trait like 'Bolt-Action' a manufacturer and possibly even a quality rating... We could get a ☼CatTek Bolt-Action Rifle☼ which is certainly different from a +Raider Assault Rifle+ even though they were technically generated from the same weapon type.

Is my inner 'nerdy NRA wet gun-nut' :) talking, or does this sound leagues better then the current system While still feasible?
#14
General Discussion / Re: To fluff or not to fluff?
November 13, 2014, 09:26:57 AM
Quote from: ToXeye on November 13, 2014, 09:05:38 AM
Right now I am a bit "space marines are this good in the game, and this good in the fluff"

In the grim future of 40k there are only dice rolls...
http://youtu.be/wex1Bn2Xodk

Actually, fraz's argument against using a particular gun, whether it is in fact the best possible representative for it's "class" or not - should be gold-plated and mailed to Tynan. Any volunteers?

Quote from: fraz on November 12, 2014, 09:21:45 PM
Here's a reason to favor generic ("Assault Rifle") over fictional ("CAR-61") names: it allows us to assume that a given weapon designation includes a variety of different models. Based on the lore of Rimworld, there should be a huge diversity of weapons. Colonists, pirates, and traders would have brought weapons with them from numerous far away worlds. Other weapons may have been manufactured in the Rimworld's distant past, or scrapped together in the current hostile environment. I certainly don't want Tynan to create 20x as many weapons to reflect this diversity; in fact I would prefer that he keeps the list approximately the same that it is now. Instead, generic names can be used with an understanding that the names represent a category, not a specific model. Perhaps the new "quality" metric (mentioned in the change log) could further reflect this diversity within each category.

Now, as for the actual fluff, one should never go overboard and start writing fan fiction for fan fiction. On the other hand I feel that settling for bare bones functional, either for mechanics or in naming is just a waste.

Quote from: Kagemusha on November 11, 2014, 07:29:57 PM
Maybe there is something to just changing the names sooner rather than later before we all get used to the names as they are and they never get changed.
It is still Alpha and fluff is less important right now. But I have to agree that there is a danger of fluff taking a back seat for so long that it gets forgotten or becomes the status quo.
In the end it's all up to the development team of course.

Of course threading the balance between a "tumblerina" and a "puritan" is a daily struggle of sorts; and not something that should be put off until you risk becoming one or the other without even noticing.
#15
General Discussion / Re: To fluff or not to fluff?
November 13, 2014, 08:44:53 AM
Quote from: ToXeye on November 13, 2014, 08:34:18 AM
*edit/addition* Games usually have no problem with using names of products of other companies, they usually just do it I guess. Such as Counter Strike having an UMP. The only problem with advertising having a game with real world weapons is that it's just that: advertisement for weapons.
Mods usually don't have problem with using the names of irl guns, because they are usually too small to catch any potential legal flak from copyrighted brands.

My problem with the enfield (any of them actually, be it "smle" 4 or the "colonial" 1) in particular is that I can name at least three objectively superior contemporary rifles of the top of my head. That's not counting anything that came after, or anything that MAY have come after 2014.