Search found 1417 matches
- Fri Dec 29, 2017 7:41 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
During war, power is already a small concern due to the massive reduction in power costs for the cult. Crew priorities during war would include blessing sensitive areas with holy water to prevent incursion, getting the crew aware, armed, and protected, and producing tools and supplies for breaching ...
- Tue Dec 26, 2017 10:54 pm
- Forum: General Chat
- Topic: HOLY SHIT ANNOUNCEMENT FOR BAGIL
- Replies: 7
- Views: 2342
Re: HOLY SHIT ANNOUNCEMENT FOR BAGIL
QBMAXLOSTUSTHETOURNEY
- Mon Dec 25, 2017 6:53 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
That sounds incredibly amusing. I dunno how to implement that kind of power-check but it could probably be done.
- Sat Dec 23, 2017 4:15 pm
- Forum: Ideas
- Topic: Stun Combat Overhaul
- Replies: 65
- Views: 14458
Re: Stun Combat Overhaul
The light laser does 10 damage, you have to literally hit every shot on an unarmored target to even crit one person.:roll: I think it's important to note that it's very easy to just carry around two tasers as a security officer. I already see people do it so that dual-wielding them in disable mode ...
- Sat Dec 23, 2017 8:40 am
- Forum: Ideas
- Topic: Stun Combat Overhaul
- Replies: 65
- Views: 14458
Re: Stun Combat Overhaul
Here are my issues with light lasers: They serve as ranged, lethal weaponry that every officer has on them at all times without needing to access the armory, and gives them a reason to have it and not be under suspicion. Lasers shoot through windows as well as do burn damage, which massively nerfs b...
- Sat Dec 16, 2017 2:47 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
Both of your PRs don't actually do anything to stop the ability for marauders to rush in and grab a dead cultist and proceed to just drop them onto a vitality matrix again. I made a PR with that, along with some other changes : Servants gain a one-minute debuff preventing vitality matrices from revi...
- Sat Dec 16, 2017 12:07 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
I'm making another balance pass soon, so I'll make some changes. Securing cultist corpses is a good idea, though I'm not sure how best to tweak them.
- Fri Dec 15, 2017 8:35 pm
- Forum: General Chat
- Topic: Stories of Awesome (Or something close to it.)
- Replies: 2028
- Views: 652176
Re: Stories of Awesome (Or something close to it.)
You mean you flashed a borg, the flash didnt burn out, and the borg managed to get away? How is that a situation even possible to happen? I was whacking it with an extinguisher alone, and nobody else was helping. The flash burnt out after the first use (forgot to mention it) so I didn't have the ti...
- Wed Dec 13, 2017 10:15 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
The eminence should be able to die considering it's a ghost role that works as both a commanding unit and a dedicated scouting unit. That or at least be sent back to reebe with a cooldown of returning to the station. It's like all the benefits of an AI and pAI without either of their downsides. You...
- Mon Dec 11, 2017 5:03 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
The shuttle is always a dilemma for me. It's very binary as it is right now - either it does nothing or it ends the round. I'd like to make it matter somehow, but I don't know how that could be. I was thinking about maybe causing it to crash into the bottom spawn rooms on Reebe instead of arriving a...
- Sat Dec 09, 2017 11:17 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
snip When basebuilding does come into play, it often plays a massive role in determining whether the cult wins or loses. The snowballing aspect is more similar to rev, because once the Ark starts, any stragglers as well as any factions that have managed to resist the influence will immediately see ...
- Sat Dec 09, 2017 7:08 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
Though I can understand the concerns, any mode with fixed antagonists (i.e. nuke ops and this) has that issue. Nuke ops can nuke the station in ten minutes if there's no captain or HoP, and similarly, they can accomplish it with no difficulty if there's no security force. Blob had the issue, wizards...
- Sat Dec 09, 2017 7:48 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
The Eminence can't understand anything that's said off of Reebe that a non-servant says unless they activate war. While from your demeanor I don't expect anything besides a Repukan-brand "just kill off the mode", if you have any solutions for the mode's issues, I'll take them into account....
- Mon Dec 04, 2017 3:19 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
I guess you're a pariah of game design, then. My mistake.
- Sat Dec 02, 2017 11:38 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
Not declaring war gives the servants the extra subtlety factor; claims of a clockwork cult might not even be accepted - the stealth factor means that unless someone is sloppy and leaves material evidence like a slab or sigil somewhere, people might be suspicious and even true claims might not get an...
- Sat Dec 02, 2017 10:13 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
I seem to have a curse in that when I log on to observe or watch a testmerge of a round of clockcult, the cult is always severely incompetent and dies really early on regardless of whether or not they declare war. War cult receives comparatively few buffs, such as less power requirement on scripture...
- Sat Dec 02, 2017 3:31 am
- Forum: Ideas
- Topic: Gunsmithing vs Circuits
- Replies: 34
- Views: 8418
Re: Gunsmithing vs Circuits
the literal purpose of guns from the point at which they were conceived in real life was solely to kill and cause violence while dynamic circuits let you build interesting robots and machines that do interesting things beyond killing other players
- Fri Dec 01, 2017 7:40 pm
- Forum: Coding Feedback
- Topic: Item scarcity, Relative Value and so forth
- Replies: 59
- Views: 12495
Re: Item scarcity, Relative Value and so forth
dwarf fortress-style build-a-station would be very creative and unique but I feel like most /tg/ players can't be trusted to do anything more than kill each other with various blunt objects and there would likely be mass braindeath as soon as they spawned in and realized that they weren't on a prist...
- Sun Nov 26, 2017 10:41 pm
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 913650
Re: Screenshots General
The captain's gambit: unleash the swarm of xenos from Xenobiology as a last-ditch effort to defeat the now very powerful cult.
After a long and grueling battle that took nine whole minutes, the winner became clear...
Spoiler:
Spoiler:
- Sat Nov 25, 2017 7:32 am
- Forum: General Chat
- Topic: Stories of Awesome (Or something close to it.)
- Replies: 2028
- Views: 652176
Re: Stories of Awesome (Or something close to it.)
>Sybil >An Yung, medical doctor >Gear up including using the SECRET OXYGEN TECHNIQUE to pressurize my emergency o2 tank to 2500 kPa pure, room-temperature oxygen >Ditch my backpack for a defib; I have a medical belt with a medkit's contents, and my pockets have a charcoal pill bottle and crew monito...
- Wed Nov 22, 2017 7:14 pm
- Forum: Video Games
- Topic: cataclysm dark days ahead- You just cant win
- Replies: 1220
- Views: 327907
Re: cataclysm dark days ahead- You just cant win
Night Vision is also handy at any stage in the game, since it lets you loot at night early on to avoid zombies and let you see them in the dark before they see you. I'm also lightly armored since I use Dragon Adept and like to use dodging instead, so being able to avoid fights is always good.
- Mon Nov 20, 2017 2:26 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
The patch is now live on GitHub, and you can view the full changes there.
I'm welcome to hear any thoughts on it, as well as ideas for traps since I'd be fine with adding more if I had sprites and concepts.
I'm welcome to hear any thoughts on it, as well as ideas for traps since I'd be fine with adding more if I had sprites and concepts.
- Fri Nov 17, 2017 9:36 pm
- Forum: Video Games
- Topic: cataclysm dark days ahead- You just cant win
- Replies: 1220
- Views: 327907
Re: cataclysm dark days ahead- You just cant win
I'd recommend moving some of those points into melee skill (chance to hit, unarmed is mainly just damage) and maybe swapping out Fleet-Footed and Animal Empathy for some higher traits since those two aren't as useful As for up-to-date stuff, I honestly just learned myself; most guides and the like a...
- Fri Nov 17, 2017 1:35 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
It's not just a couple, at any rate; the number is currently 12, and you can superheat and cool down walls instantly with no delay, so a quick-thinking Eminence could funnel people on the fly by superheating walls as needed. That can also be used to do clever things like funnel into a killzone since...
- Thu Nov 16, 2017 7:17 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
Them building a mass of walls is a creativity problem on the part of the players. I've seen a lot of death labyrinths, though the hulk/mech issue greatly discourages it. The Eminence can superheat a limited number of walls that hulk and mech-proofs them, so that plus other stuff I'm making should ma...
- Thu Nov 16, 2017 6:43 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
That's one thing I'm looking at in what I'm hoping to make after the freeze. People have raised a lot of concern about basebuilding being a very weak part of the mode; I agree, so I'm looking to improve it. For starters, one of the servants (or a ghost, if the vote for that passes) can elect themsel...
- Thu Nov 16, 2017 3:36 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
Definitely intended.
- Wed Nov 15, 2017 3:41 am
- Forum: Former Admins
- Topic: [No Longer Admin] Stickymayhem
- Replies: 329
- Views: 120644
Re: Stickymayhem
[youtube]oyA8odjCzZ4[/youtube]
- Tue Nov 14, 2017 11:31 pm
- Forum: Video Games
- Topic: cataclysm dark days ahead- You just cant win
- Replies: 1220
- Views: 327907
Re: cataclysm dark days ahead- You just cant win
I think so. I heard great things about Krav, but even starting at unarmed 3 it would never be worthwhile for me and usually ended up in me dying pretty quickly, but with Dragon style I could smear zombie soldiers across the wall without breaking stride. Do keep in mind, though, that unless you start...
- Tue Nov 14, 2017 6:34 pm
- Forum: Video Games
- Topic: cataclysm dark days ahead- You just cant win
- Replies: 1220
- Views: 327907
Re: cataclysm dark days ahead- You just cant win
A few points in dodging (starting with skill 2 or 3) is massively useful to stop you from dying right away. If you're okay with losing a bit of early-game utility for mechanics and the like, picking up Shaolin Adept and going with the Dragon style, then starting with at least 4 unarmed, makes combat...
- Sat Nov 11, 2017 7:48 pm
- Forum: Coding
- Topic: Unofficial Bounty Contribution Thread
- Replies: 16
- Views: 5569
- Thu Nov 09, 2017 6:40 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
If you can make the mode generally more fun for the majority of people, then you're welcome to it. I just lack the motivation to keep working on this when I already feel that it's enjoyed by enough people to call it a success. Having a solid base to work off of (i.e. clear ideas and a design focus) ...
- Thu Nov 09, 2017 5:57 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
While I'm glad you have inclination to work on the mode, your attitude of "make this change or the mode is doomed to fail" seems rather childish, especially because the feedback I hear is that the mode is fun right now for both sides. Marauders are the only outstanding problem to me, and w...
- Thu Nov 09, 2017 4:41 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
I agree with him on the points about disguise, and to a degree the ones about base defense. I don't agree with his proposed solutions of lanes and the like, but I'll admit that there are some kinks with what's there already that could very well stand some ironing out. I'm currently burnt out on cloc...
- Wed Nov 08, 2017 9:19 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
Giving them a PDA is very easy, I can probably do that in a few minutes. There are some obvious tells like the work boots that I'd like to address, but in the end a lot of how well a servant can stay hidden depends on them; I've seen a lot of people go to the station without even changing their jump...
- Mon Nov 06, 2017 7:43 pm
- Forum: Ideas
- Topic: Health, nutrition, and natural healing
- Replies: 16
- Views: 3680
Re: Health, nutrition, and natural healing
I'm already burned out, but I do occasionally feel like coding, which is when I make stuff like this. I think CC is functional and the reception is primarily positive so I'm making other stuff so I still enjoy the work.
- Mon Nov 06, 2017 6:23 pm
- Forum: Ideas
- Topic: Health, nutrition, and natural healing
- Replies: 16
- Views: 3680
Re: Health, nutrition, and natural healing
This post was made by Nilons who is currently on your ignore list. Display this post. I suggested adding this since forever and I got told it was pointless to add due to virology Who's laughing now? This was actually in some way prompted by a PR that Kor made that removes the passive healing symptom...
- Mon Nov 06, 2017 12:36 am
- Forum: Ideas
- Topic: Health, nutrition, and natural healing
- Replies: 16
- Views: 3680
Re: Health, nutrition, and natural healing
I've made a PR for this at GitHub, so feel free to see how it's implemented there and offer input.
- Sun Nov 05, 2017 6:58 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
I've made another balancing pass to marauders, it's currently up on GitHub here . If it doesn't end up working out, they're likely on the chopping block. They're now dense and function like they're on harm intent Each marauder summoned within the last 20 seconds increases recital time by five second...
- Sat Nov 04, 2017 8:38 pm
- Forum: Ideas
- Topic: Health, nutrition, and natural healing
- Replies: 16
- Views: 3680
Health, nutrition, and natural healing
After playing Cataclysm: Dark Days Ahead for the past few weeks, I had an idea about changing food and nutrition in a few ways, but I wanted to get some feedback before I just made it out of nowhere. The gist of it would be that there is now a hidden value for overall "health" - not in the...
- Tue Oct 31, 2017 7:38 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
Marauders are always addressable, and I'll give them another balancing pass.
Assaulting the spawn area can only be prevented in so many ways, but I can take a look.
Assaulting the spawn area can only be prevented in so many ways, but I can take a look.
- Tue Oct 31, 2017 6:03 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
Wallspam isn't much of a problem since a mech/tools/RCD/hulk/what-have-you can easily smash them down. I do like the idea of them dropping misc "pickups", though. Manned defenses, mortars, and emitters have all been proposed to be and all sound varying degrees of good. I'm considering repl...
- Sun Oct 29, 2017 7:03 pm
- Forum: Off Topic
- Topic: Post your desktop
- Replies: 56
- Views: 16623
- Fri Oct 27, 2017 5:03 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
That's actually quite a neat thought! I'll have to give some consideration how I could implement it in a polished way.
- Mon Oct 23, 2017 7:09 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
Xhuis is stopping any changes I'm not stopping changes at all. If you've read what I said before, if someone wants to make a change, I generally won't shout for the PR to get closed and I'll at least request it be testmerged to see how it plays out. You made two clockcult PRs, and neither of which ...
- Sun Oct 22, 2017 1:02 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
I saw a mime trump an entire cult with a welding tool once.
- Fri Oct 20, 2017 10:26 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
This mode cannot ever be a success if the assault on Reebe is primarily MAN v. DENSE OBJECTS. I appreciate the concern, but player feedback and general reception to the mode indicates that it already is as a success. The fact you sincerely believe that is disturbing. You've had 23 connections in th...
- Fri Oct 20, 2017 7:46 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
This mode cannot ever be a success if the assault on Reebe is primarily MAN v. DENSE OBJECTS. I appreciate the concern, but player feedback and general reception to the mode indicates that it already is as a success. There are multiple ways to do the mode, and there is no right or wrong way; only a...
- Fri Oct 20, 2017 3:18 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
That's the kind of defenses I like seeing, as it doesn't favor either side. I imagine that with fifty or so repeats of the same battle it could go differently either way depending on coordination, who attacks who, and which side can keep it together. There's no easy fix to making bad servants not bu...
- Tue Oct 17, 2017 4:16 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108510
Re: Clockwork Cult 2.0
Xhuis can you PLEASE describe what you envision Reebe defense looking like. Reebe defense can look like nearly anything. There's a huge space for the servants to build anything they want to, so it varies on a by-round basis. Right now the meta is 1) Spam walls and tables and windoors interspersed w...