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Everything posted by apolloooo

  1. please be wod please be wod vampire, werewolves, demons, and baby jesus
  2. Titan Quest: Immortal Throne and still continuing my shenanigans in thief 2: The Metal Age
  3. i wonder if you are a high ranking member of mighty evil empire, where is the threat is coming from? there might be some pocket resistance here and there, but their puny strength will be nothing to you. rivalry against members?
  4. so this will be serious? from the personality tests i took it we will be evil in humoric ways.
  5. add zero escape 1,2 and 3 to it and i'll be a happy man
  6. whoops, i saw it as 15:00 CET, i saw it on the twitch stream page not the quiz page which says 5 PM pacific lol sorry
  7. thief 2: the metal age and geneforge 4
  8. the count of goody two shoes in here are disturbing XD
  9. all evidence points toward WoD-related, i hope the denouncement is just them messing with us :/
  10. Final Score: DANGEROUS Your brand of evil is bold and invigorating, like a fresh cup of coffee that someone may or may not have spat in. You’re dangerous, and you like to let that out once in awhile -- it’ll keep the rest of these peons in line. Looks like I have a soul mate here :-P we're like brothers!
  11. weaboos rejoyce! Legend of Heroes: Trails In The Sky Third Chapter confirmed fro PC release http://gematsu.com/2016/03/legend-heroes-trails-sky-3rd-coming-west-pc-2017
  12. They should make parrarel series. Same post apocalyptic setting, different gimmick. Like wasteland = post apoc with 90s, cowboy retro future setting Underrail =biochemical post apoc Age of decadence = magic/middle east sci fi post apoc setting I am sure the writers at obsidian can come up with something familiar but refreshing at the same time.
  13. late but update no.2 us up http://www.irontowerstudio.com/forum/index.php/topic,7120.0.html Since the Colony Ship RPG will be a party-based game, let's talk about our party system. Design Goals Typically, RPG party members serve a purely tactical role, giving your more bodies to control in combat and access to different combat abilities. In a sense, you’re role-playing an entire squad as outside of combat there is very little (if any) difference between the character you created and the characters you’ve recruited or created next. It works great in RPGs that are mostly about combat, but calls for a different approach when it comes to non-combat gameplay. The main problem is that party members offer nothing but combat benefits (occasionally, freaky sex to relieve combat stress and party banter), giving you very few reasons to treat party members any differently than the main character. In short, the problem is that in most RPGs party members are mindless zombies lacking any free will, agenda, goals, etc – the very qualities that separate an actual “character” from a zombie. Thus, our main design goal is to create proper characters that have a will of their own, as well as agendas, beliefs, goals, and other infuriating qualities. No, it doesn’t mean the “gotcha!” design. It means that if you want to play a character that does things a certain way, you either run with a posse that has a very similar outlook on life (which doesn't always guarantee smooth sailing) or do your best to avoid pissing them off. Needless to say, if you’re a treacherous scum, don’t be surprised if your men take the lessons you teach them to heart. In other words, all unpleasantries caused by your party members should be the direct result of your own actions, aka dynamic reaction based on your choices in quests, conversations, reputation, and such. To give you a very simple example, if you decide to double-cross a religious faction, don’t be surprised if a religious party member won’t stand for it. He might leave you, he might turn on you, he might join your enemies in a fight, etc. His exact decision won’t be random but will depend on a number of different factors. Furthermore, don’t expect the party members to follow you anywhere for free, which might create tensions and personal dilemmas Last but not the least, party members aren’t immortal heroes. It will be possible and even easy to lose them if you insist on getting into every fight (think of saving Vardanis in AoD). You should even be able to lose an entire crew and come back alone, Flint-style, with all the proper consequences (fewer people would want to follow a suicidal maniac). Much like in AoD, not every fight will be winnable by ANY party at ANY point. Mechanics Your Charisma determines how many people can follow you. So far the formula is: 1 follower at CHA4, 2 at 5, 3 at 7, 4 at 9. XP will be divided by the number of people in the party, so a smaller party will level up faster. Large pool of potential recruits, including mutants and a droid. The droid won’t require XP (more for you) and will be upgraded rather than leveled up (think Lore/Crafting plus parts you’ll need to scavenge). All party members will have unique feats the PC won’t have access to. They will have good stats and skills and will be created with the same love and affection you create your own character. In AoD the content was determined by your stats, questlines, and skills. In CSG party members will often have valuable in-game knowledge that would unlock certain places and extra quest solutions. Basically, 50% of gating will be outsourced to the party members. Your party members will be able to participate in conversations but you won’t control their lines. Think of letting Virgil to handle the conversation with the assassin near the crash site in Arcanum. Basically, you select a line for your PC to say or “let party member X handle it for you” (and hope for the best). You won’t be able to take equipped items from the party members, but you’ll be able to offer them proper replacements (i.e. no ‘disarm and dump’). Other than that you’ll have full control of party members in combat (if they object to your leadership, they will do it before combat starts) and when leveling up. Unlike the player’s character, the party members will have a complex personality & beliefs system that would determine their reaction. Most likely these stats will remain hidden from the player and you’d have to figure out what you’re dealing with by talking to them and observing how they act/react. Instead of going for AWSUM!!! characters with troubled past, we're going for a low-key gang of colorful characters.
  14. I'd argue the game itself was cynical, not the characters in it. I mean, literally every NPC I've met was a sociopath with no impulse control and a complete lack of long-term thinking. Compare and contrast with the Witcher series, which incidentally also depicts a crapsack world, but people seem to actually have motivations beyond "acquire more personal power". maybe because you mostly deal with powerful people who want bigger piece of cake here. if you see regular NPCs like aemolas, even the soldier turned mercenary, feng, crassius, the people in in small villages/etc, they just want to live, hard as it is. also they come from an empire that technology is beyond comprehension, there is always desire to "restore" the old world. n witcher 3 we deal more with commoners and even peasant. that power hungry sociopath is represented by radovid, ehmyr, and other rulers. although AoD has bigger numbers of them. witcher 3's world also isn't as crapsack as AoD. in witcher 3, people are suffering because of the sudden war, but before that, most people live a normal life, maybe poor, but a group of armed group burning your village is a rare occurence, while in AoD that happen on weekly basis maybe. in AoD it's a literal wasteland, outside some oasis and area, ground are toxic and impossible to grow anything, water is non existant, etc. in witcher, outside velen maybe, the land is still lush, clear water flowing, living condition isn't that hard. find a good spot, you could build a settlement. thus reducing the need of stealing/raiding for other people.
  15. http://www.irontowerstudio.com/forum/index.php/topic,7104.0.html To promote design transparency and keep everyone amused for the next {insert a number you're comfortable with} years, we'll post monthly updates showing our design process from day one and how it evolves over time. * * * The Setting Before we start looking at quests and characters, we have to define the setting, both the relevant past that defines the present and the present where the game takes place. Any Colony Ship setting starts with 3 key questions: Who launched the ship? What was the social system/order? What caused that system’s collapse? Answer these questions and you’ll have a detailed and logical setting. Here’s our take on it: The Founding Fathers: Who’d launch and most importantly pay for an undertaking that costs so much yet delivers so little? Even if Earth were overpopulated, launching a ship to Alpha Centauri – a flight that would take hundreds of years if you’re lucky enough to have mystical elven Engines of Speed X10 (thousands of years if you don’t) – solves zero problems and thus gets zero cash. Thus, it would have to be a private enterprise with a pinch of religious zealotry. Would a neo-Christian American foundation pay to establish a 100% Christian God-fearing colony on Alpha Centauri in the distant future? They conquered the New World once and by God’s grace they can do it again - even if it takes a thousand years to get there! Yee-Haw, gentlemen! The First Generation: The first generations are zealots who believe in the Mission. No sacrifice is too great, no suffering is too unbearable. They will never see Earth again; they will never see Alpha Centauri either. Their children, grandchildren, and so on are doomed to live and die on the ship in the name of the Mission. They will never see the sunlight, never swim in a sea, never sit under a tree, all because they had the misfortune of being born on the ship, chained to a fate they didn’t choose or want. The Social Order: Clearly, a flight that lasts hundreds of years must be carefully managed. Strict order would have to be maintained at all costs. Individual rights and freedoms would have to be temporarily suspended, all in the name of the Mission. So the first generations would be ready to sacrifice everything for the dream. Their zeal would cement the totalitarianism and the loss of freedom that comes with it. For the greater good! The goal is to deliver ready to go colonists, skilled in the trades the future colony would require in nearly exact proportions: farmers, metalworkers, chemists, doctors, administrators, armed forces to protect the colonists against all dangers undoubtedly lurking everywhere, etc. So you can't just leave it to chance and hope for the best. You have to keep and maintain the knowledge within a certain group. You have to restrict freedom of choice for the greater good of the colony. This faith will weaken with every generation, but the change won't be as noticeable until you reach the boiling point where suddenly, seemingly out of the blue, everyone is unhappy. Population would have to be controlled as well, so a two-child policy would be established. A child born into a “farmer” family would be taught the farming trade (aeroponics and simulations), forced to start a family of his/her own, get the mandatory two children, shove the much hated and useless knowledge of farming down their throats. Rinse and repeat for hundreds of years. The second generation would still be under their parents’ spell, but the fourth or fifth generation wouldn’t give much of a **** about the Mission or Christ the Savior, which brings us to the second act: the mutiny. The Inevitable Mutiny leading to new societies emerging. In any collapse, there is a movement that wants to go back to the good ol' ways (the South shall rise again!), a radically different movement (freedom for everyone!), and a religious movement (what would Jesus do, hmm?): Totalitarian traditionalism - what was good for our fathers is good enough for us; we must maintain the Laws of the Ship. The traditionalists believe that the old laws were necessary and that they were the only way to keep chaos at bay. Open-minded people would recognize the wrongs but see them as necessary and lesser evil. **** totalitarianism, give power to the people, embrace democracy! Democracy? We are on the ship because White Christ wills it so we must accept it and honor He Who Was Reborn as we shall be reborn when the ship reaches the destination. Can't we all just be left the **** alone? Life's hard enough without your bull**** getting in the way. :deadwood: So the idea is to explore how this giant ant-farm is affecting people, how societies and ideas governing them evolve over time (something we didn't do in AoD), etc. We want each faction have a range of characters and beliefs, from extremism to liberalism, and I want the player to be able to push your faction toward a preferred end of the spectrum. Democracy, for example, can evolve either into a cheap popularity contest (Idiocracy) or earning the right to vote (Starship Troopers), all the way to ‘only the wise and infallible Senators can vote’. * * * The Overall Design As mentioned previously, we want the CSG to feel and play differently from AoD. The core design (turn-based, choices & consequences, non-linear, text-heavy) would remain the same, of course. So the new design elements are: Party-based. It’s a fundamental change that affects every design aspect, most notably content “gating”. If you have 3-4 party members, most likely you’ll have all skills covered. Feats. Feats require character levels (another departure from the AoD design) and will replace (and greatly expand) skills’ passive abilities. Our aim is to offer greater customization of your character’s abilities and builds’ support. So far we have the following categories: General (feats like True Grit or Critical Thinker), Specialist (Pistolero, Fast Draw, Paint It Red, etc), On Kill (Bloodlust, Second Wind), Target (anything related to the target: type, number, awareness, etc - Crowd Control, Duelist, Bounty Hunter, etc), Party-related (Warband, Magnificent Five), Combat (Adrenaline Rush, Headhunter), etc. No filler +1 to skill or +5 damage feats but meaningful feats that fit and strengthen your particular gameplay style. Focus on ranged combat. While melee builds will be viable, most enemies will use guns. We’ll discuss it in great details later. Focus on exploration rather than working your way up in a faction. While factions will get a lot of attention (see above) and play a large role, you won’t join a faction but will remain an outsider, free to work for and deal with all factions, which fits the setting better as these factions aren’t guilds but different hubs. However, many quests would have conflicting interests and reputation would play a stronger and more immediate role than it did in AoD, so you won’t be able to please everyone for long. Multiple-piece armor. AoD had a very basic “body armor + helmet” setup. With the CSG, we want to go a bit further: helmet, chest, right arm, left arm, legs. We’re thinking of cumulative DR against general attacks and individual piece’s DR against aimed attacks. We’ll test this system in the dungeon crawler to build up some experience in this area and see how it works. * * * The Character System Expect the same 6 stats (Str, Dex, Con, Int, Per, Cha). So far the main changes are Cha determining the number and type of party members and Int determining the number of tagged skills (faster progression) instead of a SP bonus, which is a more elegant solution. A smarter person can excel at and master more skills than a person of average intelligence. So far we're planning to go with 18 skills, grouped in sets of three: Melee Fist Bladed Blunt Firearms Pistol Shotgun SMG Energy Weapons Pistol Rifle Cannon Science Medical Mechanical Computer Speech Persuasion Streetwise Trading Stealth Lockpick Pickpocket Sneak As mentioned earlier: All firearms are ship-made; most are crude, angular weapons. It’s a 'rediscovered' tech (we all know what flintlock weapons are but we don’t make them, so if we have to start making them again, we’ll have to rediscover the tech we’re vaguely familiar with). They have relatively low accuracy but most firearms tend to be multi-shot weapons (either more barrels or revolving cylinders or burst). They are made by various smiths for the militia and 'adventurers', so they vary in form and style. - Pistols use powerful 0.45 ammo but most are single-shot guns. More advanced models add more barrels or revolving action. - SMG use cheap 9mm and have burst mode. - Shotguns use cartridges and have the widest spread. We can consider ammo variations within each class but it’s not necessary as 3 different types are more than enough. Energy weapons are Earth-made. Since they have no recoil, large stock isn’t necessary, so whereas the firearms and crude and angular, the energy weapons are elegant and curved (think flintlocks). They are single shot weapons that are extremely accurate but slow to fire. They use energy cells (one ammo type for all weapons) that are very rare. Some places sell re-charged cells but they are less effective. - Pistols - Rifles have the longest range and best accuracy; the sniper’s weapon - Cannons (weapons that were mounted on mechs); consume an entire cell when fired.
  16. new article by RPS https://www.rockpapershotgun.com/2016/01/25/torment-tides-of-numenera-beta/ this is shaping awesomely
  17. i just did occulus quest. it really feel unfinished somehow :s
  18. to the moon sequel, finding paradise officially announced: https://www.rockpapershotgun.com/2016/01/12/to-the-moon-sequel-finding-paradise/ https://youtu.be/gF5kvAdlgJU
  19. here is my review of the game if anyone is interested: http://steamcommunity.com/id/hoboForEternity/recommended/250520/ be sure to spread this game around! the world deserve more games like this to be made
  20. woo 2016's first hangover! may there will be many more in the future
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