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Lets Figure Things Out / Re: Machines 2 Made in 5 EZ steps
« on: September 07, 2007, 12:30:00 pm »
I would like to point out that we already have a fairly solid rules system ready-to-go.

-snip-

Notice that we have a significant amount of base rules material, but almost no specific storyline constructs at this stage.

I can't find all of them. Could you please post some links?

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A weapon does damage equal to its POWER, can damage anything within its maximum RANGE, and has one or more specific damage TYPEs.
A unit can carry one or more weapons, and can use one at a time. A unit also has a specific HEALTH and ARMOR LEVEL.
Damage dealt to a unit by a weapon is reduced by the units armor level, and if the armor is strong against that specific type then it may be further reduced. Damage is subtracted from a units current health, and when it reaches 0 the unit is killed. etc. etc.

More, please.

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Also, it is even worse to have rules that work against the flavour of the game
What? That's just crazy talk. A properly designed (AKA: balanced) mathematical system of gameplay devoid of flavour can have any flavour adapted to it later. It's what brings people to RPG games like D&D. (It falls flat on it's face from the get-go, but that's a different story.) And your example is a lesson in "Why the fuck did you to use that equation?"

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What we are doing is to design the basic flavour of the rules (which is sort of linked to the actual story flavour, but is different), and building the rules within that. This ensures that the final rules work within the games flavour, and visa versa.
OMFG. More crazy talk. This is why D&D falls flat on it's face. The cleric was given all these nice buffs that he uses on himself instead of the fighter cause the cleric can use them just as effectively. The wizard can out-wrestle everything by level 7. Paladins are useless arse-holes covered in shiny metal instead of the defensive expert the designers planned. And their second attempt at a defensive expert, the Knight, doesn't actively defend the party and can't attack anything from level 3 onwards.

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We actually have it rather easy, as we are building a sci-fi game rather than a fantasy game, so we can just ensure that the rules obey classical physics and are uniform, and we are pretty much protected against the sort of imbalances you describe - if we stick to real-world physics, all we need to do to fix any imbalances is play with the numbers a bit.

I'll let you in on a little secret: The difference between Sci-fi and Fantasy is just genre labeling. It's all fiction.Fantasy is a synonym for fiction. The fact that it's a plasma grenade and not a Delayed Blast Fireball spell is all based apon genre labeling.
And real-world physics? Did you take physics in uni? How about chemistry? Or engineering?
Easy? My sciences stop at high school, and let me tell you, basic physics is more complicated than the entire system of game mechanics used in Pokemon. Finding and resolving an exploit in "the real-world" would be like trying to find which jar of peach sauce I ate from when I was eight months old. Then what? Fuck realism in ass to restore balance?
Fuck it, man. The rules you described a few paragraphs up don't even look like real world physics equations. WT fucking F?

---------

Now that I've calmed down, I'm announcing that after reading all of the current rules, I'm going to compile them and fill in the blanks, and rewrite them to balance out the system. Sound good?

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Lets Figure Things Out / Re: Let's name Machines 2
« on: September 06, 2007, 12:01:05 pm »
uh... well... yeah. I like it.

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Lets Figure Things Out / Re: Let's name Machines 2
« on: September 05, 2007, 06:33:59 pm »
12 pages of suggestions and no one idea has been selected? O-Boy...

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Lets Figure Things Out / Re: Machines 2 Made in 5 EZ steps
« on: September 05, 2007, 06:32:21 pm »
This hasn't been mentioned, and it's an important part of any game with rules. I've noticed a few discussions with this topic involved (namely Deliverance's WH40K vehicle armor and racial tech suggestion), but I think it bears it's own mentioning and merit.

Game Mechanics: The Rules. The Crunch. The Solid Numbers. The Taco without Toppings. ETC..

It's just something I noticed while playing D&D: Solid mechanics must exist separately from the flavour/the story or the game doesn't play properly and rules mess up your fun. It's something I take very seriously seeing as it's ruined some of my gaming sessions and people don't realize the damage that can occur with broken Game Mechanics. I'm sure you can find an example where an imbalance ruined your game.

5
OffTopic/Fun / Re: Anarchy online
« on: August 29, 2007, 10:40:16 am »
That's not the game I was thinking about...

I meant Monarchy Online or something similar. Sorry, MMO are not for me.

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OffTopic/Fun / Re: Anarchy online
« on: August 29, 2007, 12:10:15 am »
Yes, I remember that game. I thithed so much money to my patron deity that I had an army of griffons larger than any other player. Unfortunately, it sucked my wealth out of my kingdom really fast and had to be put down.

Is it still running? Linky please?

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Machines 2 Development / Re: Machines 2 Development - Sign up Here!
« on: August 22, 2007, 10:55:17 pm »
Good luck with your life endeavors, Judas.

I'm gonna start posting my ideas.

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Machines 2 Development / Re: Machines 2 Development - Sign up Here!
« on: August 21, 2007, 08:12:21 pm »
Judas seems to be... not around. Which is odd. 'Cause he's usually around.

Sorry for the delay.

Just realized: It's summer in outside my rock.

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Machines 2 Development / Re: Machines 2 Development - Sign up Here!
« on: August 21, 2007, 05:23:00 pm »
So, what? Am I in? If I'm not you could at least tell me.

Hello? *poke*poke*

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Machines 2 Development / Re: Machines 2 Development - Sign up Here!
« on: July 28, 2007, 08:48:27 pm »
When I noticed the words 'Machines 2 Development', I became very excited. I got ahead of myself. I apologize.

I'd like to sign up for Machines 2 development.

I can contribute ideas for both the background story, mission design and race design.
I have some solid mathematical abilities, so I can contribute to the gameplay development.
I also have access to recording equipment and software, so I can contribute to background sound and voice acting. I may be able to create some music, though I've never tried before.

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Machines 2 Development / Re: Machines 2 Development - Sign up Here!
« on: July 27, 2007, 11:51:41 pm »
Sign up request emailed

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Introductions / the ultimate introduction
« on: July 27, 2007, 09:39:58 pm »
Hello. I like Machines.

I played the demo years ago, but bought the full game after Acclaim tanked and my PC upgraded to win2k. My interests in the game was rekindled after I dug up the case from a storage box. Knowing what I know now, I checked the internet for a 3rd party patch and found this community. As of this message, I have progressed up to 'Final Assault' in campaign mode, and experimented with some skirmish mode maps enough to defeat the basic AI.

Discovering the Machines 2 project, I joined this community to contribute my potent intellect in hopes of creating something awesome. I don't have any programming skills, but I can contribute with 'out of the box' thinking.

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