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1  Products / Z-Corps / Re: 5 Things Every Movie Gets Wrong About the Apocalypse on: July 19, 2014, 03:06:50 PM
The higher we climb, the harder we potentially fall... reading this is almost enough to convert me into being a bit of a prepper.  Almost.

You are your own first responder, neh?

- C.
2  Community / Off-Topic / Re: An Interesting Debate: RPG Mechanics vs. IP on: March 25, 2014, 06:58:50 PM
Good description of my 'rule zero' in game design: No game system can make you have fun if you don't want to have fun.

Fortunately, White Wolf Onyx Path maintains the market lock on the emo gamer demographic.   Cool

- C.
3  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: February 02, 2014, 08:11:55 AM
I'm actually kind of fond of Thin Men.  Once I have laser weapons, they're popcorn XP for my noobs.

- C.
4  Community / Off-Topic / Re: Tactical Suitcase Raptor on: January 16, 2014, 06:59:05 AM
Back to the original tactical raptor deployment... this is what happens when you allocate your surplus Budget Points to your Animal Companion:

http://blogs.militarytimes.com/gearscout/2014/01/15/shot-2014-watch-out-for-dinosaurs/
http://bearingarms.com/i-have-a-tactical-velociraptor-your-argument-is-invalid/

- C.
5  Community / License to Improvise / Re: "If you can hear this, make your way to Fort McHenry" on: January 11, 2014, 01:54:41 PM
Contaminate global fishstocks that reacts... poorly... with mamalian biochemistry when consumed. 

I like this.  Pick a random point on the globe and chances are higher it'll be water than land.  Alien biomass splashes down somewhere away from coastlines or major sea lanes and it may be days or weeks before anyone notices what it's forming...

- C.
6  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: December 10, 2013, 05:42:16 PM
I still think X-Com needs a "hard" difficulty between normal and classic.

Agreed.  Also - and this would require much more extensive programming - I'd like to see something where the difficulty level ratchets up in terms of enemy tactics and sheer firepower plays a lesser role.  After a while, I get tired of plasma rifles and heavies turning every piece of cover into concealment, and I wax nostalgic for the early days when it was good old human ballistic technology pitted against sectoids and skinnies.

- C.
7  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: November 24, 2013, 01:03:49 PM
Heh heh, just wait until the aliens return the favor.  Evil

<Dafoe>There was a fiiirefiiiight!</Dafoe>

- C.
8  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: November 18, 2013, 07:12:45 AM
G-mods really shine in the covert missions where you have a lone unarmored operative far from the rest of the squad.  Both of my intelligence support agents have mimetic skin and secondary heart, and I'm thinking about putting them back under the splicer for boosted muscle fiber.

- C.
9  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: November 17, 2013, 01:04:39 PM
Of which the rocket launcher is apparently not.   Angry Cry

Yeah, that applies only to things in the secondary equipment slot(s).  Sadly.

However!  I learned last night that Shredder Rocket gives you an additional specialized rocket, rather than converting your basic rocket to a shredder.  I'd ignored it for a year because I figured putting a frag warhead on my basic HE rocket was useless.

- C.
10  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: November 17, 2013, 07:25:18 AM
Oh, yeah.  I have one of those, too.  As well as a sniper-medic who is much more useful than a standard sniper and gives up almost nothing in the way of pure combat power.  Somehow, he also wound up with the ability that gives him two overwatch attacks.

I will say that the part of Training Roulette that's required the most adaptation in my play style is the lack of guaranteed medics.  It's given me a new appreciation for the medic skills when they do come up in the randomizer - and made me much more protective of those rare 18Ds and PJs (and their international equivalents) who join the force.

- C.
11  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: November 16, 2013, 08:17:27 PM
I'm disliking the Training Roulette. I'm getting some pretty useless combos for some of my troopers.

I actually restarted my game just to enable it.  Yeah, you do get some chumps, but the solution for those is to have Miss Mengele hack off their limbs and go full body conversion borg (MEC troopers aren't affected by Training Roulette).  The advantages, to me, are more interesting and diverse troopers rather than cookie-cutter class progressions.  For example, I now have a Support with Grenadier... combined with Tactical Rigging and she has three smokes and four enhanced-damage frags per mission.  Having an Assault with Gunslinger also opens up some badass options for the covert missions.

- C.
12  Community / Off-Topic / Re: Video game news and reaction on: November 16, 2013, 08:10:45 PM
Glad I always run in offline mode...

- C.
13  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: November 15, 2013, 07:15:37 AM
-Iron Will is now a Sergeant level perk, instead of Major!  This one is major for me, since I had always waited to get it before bringing my avatar into the game.  Not only do I get to bring him in earlier, I also am more likely to use the squad that I used to get the perk in the first place (before their Will usually ended up being so low that I ignored them afterwards).

This right here made me squeal with joy when I saw it last night.  Finally, some of my starting troops might get high enough Will scores to stay in the field after psi comes online!

- C.
14  Products / Spycraft Third Edition / Re: Spycraft 3rd Edition Alex Flagg interview on: November 02, 2013, 09:03:10 AM
Actually... that'd be pretty cool if they started kicking in people's doors.  They bust down your door, grab a chair and play a session.  I mean, c'mon, who wouldn't be like.. "Dude, no way!" to that.

Kick down the door?  Pfft.  Team Crafty uses explosive breaching to come through the walls.  Or drops flash-bangs through the skylight.

Seriously.  I tried running Shadowforce Archer once after 2.0 released and Pat hit the corner of my house with an RPG-7 to disrupt my feng shui.  My dice have never rolled the same since.

Actually, hearing you say that it's a small part of the system dampens my worries. I loved the idea of FATE until I tried to run it. In that experience I discovered I prefer established rules over the loose narrative FATE/FUDGE kind of mechanics. This discovery actually rekindled my passion for d20!

This is something of a tangent, but I would recommend Diaspora.  It's a FATE hack for Traveler-style hard science fiction.  It's not nearly as... gooshy... as vanilla FATE.

- C.
15  Products / Fantasy Craft / Re: How many Alignments? on: September 04, 2013, 06:13:11 AM
I could be described as Socially Chaotic/Financially Lawful and while I am Pro-Living (Good) I am not Pro-Life (Neutral).

Ha!  So if we treated political affiliation as alignments, you'd align as Libertarian?

(Libertarian alignment.  Paths: Chaos, Order, Fortune.  Alignment skills: Blend, Crafting, Haggle, Prestidigitation.)

Quote
I think tasking Alignment to specific concepts could be workable, and remain useful for establishing their general dispositions. Like, at random:
Life (Good): Beli the Harvest Goddess, Lady of Bounty.
Life (Evil): Dorna the Black Axe, Queen of Hordes.

Hmm.  I do like the idea of assigning a moral pole as a sub-type of an alignment.  Fun with dualities.  The last time I did a pantheon under FC rules, I think I assigned Chaos and Order to the same deity; likewise with Destruction and Protection.

- C.
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