126

(16 replies, posted in Creations)

Hmm. But if the end goal is simply to deplete their HP, that will still happen every time. The downside they choose is in addition to the overall damage.

As it is, I'm testing the simpler system of just assigning hits or critical hits to be printed on the cards. If that works, cool.

Edit:
I forgot to mention that critical hits don't so much cause more damage as they bypass all defensive pieces. An ordinary hit is blocked by an armor piece. A critical hit does damage regardless of how well-defended your ship is.

127

(30 replies, posted in Creations)

1) Stop being in awesome places, you bastard

2) Don't stop. I'm just jealous.

Yeah, it's nothing to abscess over. No reason to be boweled over with concern. My gut tells me he'll be fine.

129

(16 replies, posted in Creations)

I may have inadvertently created a new (or remixed) damage mechanic, I just have no idea how to figure out probabilities to make sure it's balanced. Maybe one o' yous has an inkling.

Essentially, an attacker fires whichever guns they have built and have the resources to fire. Can be anywhere from 1 to 5 guns.

In playtesting so far, the defender would then roll dice, and add up the various hits, half-hits, or what have you. Worked smoothly, but dice are...a little bit *too* random for me.

So, here's the new system, as simply as I can put it:
There are 4 categories of parts you can add to your ship. Right now let's just keep them as numbers 1, 2, 3, and 4.
So I'm gonna make cards that equally distribute symbols representing those part types.
So, 24 cards. 6 cards affect part type 1, 6 affect part type 2, etc.
Each of these cards also has a setback printed on it, like "extra electrical damage" or "sacrifice one resource" for funsies.

In an attack, the attacker fires whatever guns they want, and the defender draws the equivalent number of cards from the "damage deck." And calculate damage like so:

Any single card labeled with 1, 2, 3, or 4 causes damage to *that type* of part *if* the target ship has one. Otherwise, it's a miss.

Any pair of 1's, 2's, etc is actually a bit better for the defender: they pick one to keep depending on the printed setback they hate less. The other one is discarded.

Any triplets are Critical Hits. The defender has to keep two of them.

Over the course of the game, the number of cards you have represents how many times you've been hit: so if you're playing a 10 HP game, collecting 10 cards means you're dead.

this means a couple of cool things:
1) Early in the game, critical hits are unlikely to happen, because it will take a while to build and fire 3 guns, the minimum to get a critical hit.
2) the idea of smaller ships being harder to hit is built in to the system: smaller ships are less likely to have the parts dictated for damage by single cards.
3) This gives a little bit of strategy that dice do not have, since players have opportunities to "pick" which damage they have to deal with.
4) Even more strategy can worked in since the probabilities will shift a little as each type of card is removed from the deck into each player's hand. Players could use this knowledge to their advantage.

So basically, instead of using dice (or even simple cards labeled with the equivalent of dice odds), particular damage is determined more by combos of symbols on the cards, yielding some very interesting results. I just have no idea how to balance those probabilities.

...does this make any sense as printed?

130

(13 replies, posted in Creations)

This sounds really cool! I'll definitely plug it and drop some cash in. This might be a silly question, but would you mind if I dropped a mention on the social media accounts for The Hyacinth Disaster?

131

(6 replies, posted in Creations)

132

(356 replies, posted in Off Topic)

133

(670 replies, posted in Creations)

BABY!!!!!!





(obligatory non-capital letters)

134

(24 replies, posted in Off Topic)

Well played! wink

But also, guys it's only a matter of time!!! I swear!

135

(37 replies, posted in Off Topic)

The DiF Museum of inTeagueing Shit

136

(58 replies, posted in Off Topic)

I love, love, love Half-Life 2. Blew my mind when I first played it, Alyx remains the only video game character I had a legit crush on.

137

(169 replies, posted in Episodes)

138

(169 replies, posted in Episodes)

I thought he was a compelling character with an interesting arc and an effectively subtle backstory. So.

.....
I like roundabouts...
.....

140

(3 replies, posted in Friends in Your Dungeon)

I am feeling the temptation to buy this stuff even though I don't really play DnD or such like. Just making maps like this looks delightful.

141

(3 replies, posted in Friends in Your Dungeon)

142

(108 replies, posted in Off Topic)

Literally just Deadpool sitting and drinking tea, making incredibly sanitized jokes for 90 minutes. To make the point.

145

(108 replies, posted in Off Topic)

'Rods from God'???

How did they not go for "Rod Damn" or "Wrath of Rod" or "The Power of Rod" or "Rod Almighty"????

146

(3 replies, posted in Off Topic)

Congratulations! that's really freaking cool!

I love her "no, I'm gonna talk to him!" smile Hope the FBI can actually get something done in a week. That sounds like not nearly enough time.

149

(6 replies, posted in Creations)

Good stuff in this convo smile