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Everything posted by huang3721
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According to you guys, is this: Equals to A): Or B): ? Choose one
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I want stuffed calamari for dinner.
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The number of ambivalent responses(12) outnumbers other groups(10 and 11), so one should not make a decision based on that number. Furthermore, the presence of a large number of neutral responses indicates that anti-magic/pro magic grouping is not sufficient to describe this thread. However, I agree with your later response: "Do step on someone's toe" / "Don't step on someone's toe" may be a better alternative to describe this thread.
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Another one from Kerry Callen's blog:
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How much of Paragon City can you get around?
huang3721 replied to Intermipants's topic in General Discussion
I assume we are walking or running around the neighborhood. In Primal Earth, I can only navigate Atlas Park and some parts of Kings Row. I gave up at Skyway City. However, I have much better luck at Praetoria. Those cities are well designed; Move around a bit, and I'll know my rough location. My problem is that there are not enough landmarks to navigate. They are too far apart, so I always pick up a random direction while hoping that I will stumble upon one of them. Imagine the feeling of running through a concrete jungle, trying to find a landmark. I could use a jetpack to spot it better, but that would defeat the purpose. By the way, I am now playing Redside and still familiarizing myself with Rogue Isles. So far, I think the Isles fall between Paragon and Praetoria. The low-level Isles are less cluttered, but it is still hard to memorize. Also, how do you guys do it? How do you familiarize yourself with the city? -
Writing Prompt #18: Have you ever gambled and lost?
huang3721 replied to Crystal Dragon's topic in Roleplaying
Lukas gambled that his mother was too old and too far away to care about his wrongdoing. Even if she did, she couldn't do anything about it. That's what he thought. Familiarity breeds contempt, which his mother would swiftly redress. Lukas' mother holds a very traditional view of marriage. For example, living with a woman out of wedlock is a big no-no. That was the rule she drilled into Lukas when he left for the US more than a decade ago. Did I mention that Lukas' mother is a powerful sorceress? Aside from magical powers, she commands a horde of mystical servants. When the Rikti came, she unleashed her minions on the invaders, kicked them out, and kept them out of her village until the war ended years later. Lukas is very aware of this: If his mother has enough to repel an invasion, she likely can spare a few to keep an eye on her son. Probably, that is the reason some cultists flee from him. Lukas' trouble started when his girlfriend called yesterday. She wanted to move into his apartment after a freak accident had destroyed her house/lab. A woman of science herself, she tried a scaled-up (it involved a 5,000-gallon container) baking soda experiment for fun. It went as well as you expected. As his girlfriend is sleeping on his bed, Lukas rationalizes his decision. At this point, his mother should have learned about his transgression. She said she would disown him if he broke her rule. Well, he makes a living here. What's the worst his mother would do? Fly to the US? Scold him for helping a woman in need of shelter? Not to mention said woman is his girlfriend. That night, Lukas realized that he had made a poor choice. He had no idea his old mother could teleport across the Pacific Ocean. Also, he should not worry about being disowned. The sorceress has already prepared something else for him. -
For sale: Candy Corn Warhead
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From spikedmath.com: spikedmath.com is defunct, but it is still accessible via Wayback Machine.
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The maximum number of ambushes in a mission is six, no matter how large your current map is. If you add more ambushes, the mission editor will complain. Maximum number is 6 The number is not accurate. A defendable object will silently add one ambush to your mission. So, six defendable objects will use up all available spots. You can add tie an ambush to any mission detail, except a Patrol, Ambush or Defeat All mission.
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I think the problem is nothing can stop people from roleplaying Satan (or any omnipresent character depending on the context). Some people love accomplishing their power fantasy at the expense of others. Even more, doing so is relatively easy. They don't need expensive build to dominate others (like in PvP), and I suppose writing an OP character is much easier than writing a balanced one. It's like that child who won't play with other kids unless they play the game according to his whim. These kids are not his friends, they are his toys.
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PPD Enforcer: We've got a member of Powers Division under fire, sending in backup. Red Bomb: Got some of your BOYS to back you up huh!? I'll just have to FIGHT A LITTLE HARDER! Spoiler: Backup didn't show up on time. When they finally showed up (approx. an hour later): "I hate you guys"
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I want to know whatever variables to predict mob size and composition. Does anyone know the source code or the docs from previous devs? If different maps impose different rules, does anyone knows the rules? OP and I can leverage this info to fine-tune the mob. Changing the difficulty level does not alter mob size. -1, 0, +1, +2, +3, and +4 mobs have identical line-up. The custom enemy test may be irrelevant to this thread, but my SOP is to only test a mission on +0/x1 and -1/x1. If people want to suffer an elevated difficulty level, I'll let them suffer.
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Is there a way to predict the mob's size? Do the number of minion/lieutenants/bosses type in the group affect its composition? I ran a few tests. My custom enemy group consists of four bosses, four lieutenants, and four minions. I ran my mission several times, and the mob's size and line-up seemed consistent for each test. Team size: Solo Mob 1 (size 3) Mi=3 Mob 2 (size 2) Mi=1,Lt=1 Mob 3 (size 1) Lt=1 Team size: x2 Mob1 (size 5) Mi=4,Lt=1 Mob2 (size 3) Mi=1,Lt=2 Mob3 (size 2) Mi=1,Bo=1 Team size: x3 Mob1 (size 8 ) Mi=7,Lt=1 Mob2 (size 7) Mi=5,Lt=2 Mob3 (size 5) Mi=3,Lt=2 Mob4 (size 5) Mi=4,Bo=1 Team size: x4 Mob1 (size 11)Mi=10,Lt=1 Mob2 (size 9) Mi=6,Lt=3 Mob3 (size 8 ) Mi=7,Bo=1 Mob4 (size 7) Mi=5,Lt=2 Team size: x5 Mob1 (size 15) Mi=14, Lt=1 Mob2 (size 11) Mi=7,Lt=4 Mob3 (size 10) Mi=6, Lt=4 Mob4 (size 10) Mi=8, Lt=1, Bo=1 Mob5 (size 9) Mi=6,Lt=3 Team size x6 Mob1 (size18) Mi=17, Lt=1 Mob2 (size 12) Mi=9,Lt=2,Bo=1 Mob3 (size 13) Mi=8, Lt=5 Mob4 (size 11) Mi=8, Lt=3 Team size x7 Mob1 (size 20) Mi=18, Lt=2 Mob2 (size 12) Mi=7, Lt=4,Bo=1 Mob3 (size 12) Mi=8, Lt=3,Bo=1 Mob4 (size 11) Mi=5, Lt=5,Bo=1 Mob5 (size 10) Mi=6, Lt=2,Bo=2 Team size x8 Mob1 (size 20) Mi=16,Lt=4 Mob1 (size 13) Mi=6,Lt=6,Bo=1 Mob1 (size 12) Mi=7,Lt=3,Bo=2 Mob2 (size 11) Mi=6,Lt=3,Bo=2 18 critters and it was still x6. Probably, x7 and x8 would be messier.
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Something in the water, I presume.
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If you lived in City of Heroes/Villains
huang3721 replied to FenrisWolf44's topic in General Discussion
Although the OP doesn't list Praetorian cities, I'd love to live there. They are clean and well-designed. Although crimes still exist, they are less prevalent than crimes in Paragon City. Also, I read Cole's administration provided a basic income for all citizens, allowing them to pursue whatever career they wanted. -
I have done something EVIL and GENIUS:
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I love to see a failure condition repurposed into a branching storyline. I played it twice to read the story for each branch.
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As a cop, Mara's job is dull: patrolling, waiting for a call, filing paperwork. The best portion of her job - fighting rogue Powers Division - rarely happens. Because of it, she prefers more exciting after-work routines. Working out at a nearby gym is one of them. It is beneficial for her, cheap, and doesn't take too much time. Aside from exercising, she also squeezes a cooking class and book club meeting into her schedule. Both are infrequent, but they satisfy the urge to hang out with friends. Mara loves meeting people, after all. Still, her limited time keeps her network circle small. Occasionally, she drinks with fellow officers at Auntie Matter's Reactor, a bar across the road from Precinct 4. Mara isn't a lightweight, so she needs a copious amount of alcohol to wash away all the terrible acts she did in the precinct.
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In the spirit of Kobayashi Maru, you can set the time limit much less than the time needed to complete all necessary objectives. For starters, you build a mission with eight required details. If each part needs at least two minutes to complete, you set 10 minutes time limit (8 x 2 minutes > 10 minutes time limit). Make sure the time available is never enough to finish the mission. Therefore, the best a player can do is to cut losses since failure is inevitable. For example: would the hero/villain let the Arachnos/Longbow kill all hostages while disarming the bomb? Hmm, maybe I should make one myself.
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Update: I accidentally swapped a few text details, causing weird story pacing. It is fixed now. Removed mission exit pop-up messages. Eliminated unclear sentence in the story. Not sure what were I thinking back then.
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Another game I am playing right now is an old-timey delivery service game. The basic premise is managing personnel, hardware, and money to airdrop goods across Europe. It's not as easy as it sounds since my customers often hate me. As it happens, they are usually Nazi Germany, and I work for Royal Air Force. Also, the plane can catch fire mid-flight for no reason. By the way, the game is Bomber Crew.
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My character may or may not consider it her favorite first, although she did kill a bunch of ghouls with one hand for the first time. Once again, Mara wakes up on a couch in her old living room. Funny that she had left it almost a decade ago, yet this place doesn't look abandoned at all. It takes a few seconds before she sits bolt upright, suddenly recalling a few things. First, her old place is a mere simulacrum made by Cole Memorial Hospital AI. Also, she is not here in her living room. She is floating inside one of those tubes in the ICU. Last but not least, her medical insurance may not cover the upcoming medical procedures. There's a first time for everything: The first day as a PPD specialist, the first mission, and, of course, the first screwup. Her last escort mission didn't go well due to Mara and her team's failure to spot a pack of ghouls hanging on the ceiling in time. One of them landed on her before it tore off her armor and a few bits of her with it. In the end, she killed her attackers, but it cost her an arm and a leg. The former was missing, and the latter broke. If there's a silver lining to her ordeal, it's that her head was relatively unscathed. Aside from her face (No need for facial reconstruction! Praise the Emperor!), her gateway implant, one of her prized possessions, also survived after being jostled around by a rabid ghoul. Thanks to it, she can stay awake in a virtual waiting room while the nanobots are busy fixing her mangled torso. In the meantime, she decides to entertain herself. After all, her bum is not going anywhere for days. On second thought, maybe she should review her payment plan. Mara slumped down onto her couch. The doctors couldn't re-attach her right arm because those cursed ghouls had mangled it beyond repair. She has to replace it. A prosthetic limb, although cheaper, is out of the question. Mara needs a flesh and blood hand to use her power. Also, she is not keen on turning into a cyborg. Men won't date a clockwork freak. Men. The word incites another emotion. Slowly, Mara realizes the gravity of her situation. She is almost 30, a Christmas Cake, and utterly broke. Her odds of finding a husband are steadily diminishing with each passing year, and her high-risk job isn't helping either. Mara sinks deeper onto her couch. Suddenly, a loud beep startles her. Someone has scheduled a hospital visitation.
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Recently, I played F-19 Stealth Fighter. It is a cold war (DOS!) flight sim with unique gameplay not found in any other game. This game focuses more on stealth than destroying things, i.e plan your flight path to avoid radar stations and return to base in one piece. Still, blowing things up while flying to the main objective is possible, but doing so will attract a bunch of angry MiGs. In my opinion, it is more fun, but your career most likely won't last long. As people always say: there are old pilots, and there are bold pilots, but there are no old, bold pilots. The controls are simple (for a combat flight sim) and easy to learn. There are also several difficulty options from Green (complete beginners) to Elite (expert players). The only thing that miffs me is the missions are randomized. Sometimes you get this: Other times you get THIS: Pictured: Having your heart in your mouth for the rest of your flight. Not pictured: 40 minutes time limit to destroy the enemy camp.
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Praetorian architects love stairs with handrails. Those things are almost everywhere. Really. Office (dry & flooded), power/bio/tech lab and underground maps of all sizes have them. If you run a Praetorian mission, you will most likely meet them. Sorry, but I see no solution for your problem aside from getting used to it. Also, modifications take time to implement. Updating the game takes much, much longer than playing Death From Below. So, based on your patience, I don't think any update will help you either.