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1  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: Design Topic #2: RNG on: May 30, 2018, 02:10:26 am
Hard West has chance to hit, so how can it be deterministic? (Except for a some special abilities where THC is 100%. But that only works because you're usually heavily outnumbered, and tends to be a win button anyway).

Hard West's chance to hit depends on the enemy's luck stat. If your 'chance to hit' is 50%, your enemy needs 50 luck points to not get hit. If he doesn't have 50 luck points in the bank, he gets hit for the weapon's determined damage and his luck points are replenished. If he does have enough luck, he dodges the bullet and 50 luck points are substracted from his total. Exception: 100% always hits and sub-20% shots are not allowed.

It's fully deterministic, there is no RNG involved whatsoever.

But like I said, it's probably not very relevant to TNW.
2  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: Design Topic #2: RNG on: May 29, 2018, 02:36:06 pm
That's just the way RNG works. Fiddling with the knobs won't change the core problem: uncertainty. I think the only solution that caters to every player is to use a deterministic system. I used to be on the fence about deterministic systems until I played and enjoyed Hard West.

The downside of deterministic systems is that, when optimal paths emerge, those paths will always be optimal and so encounters can be 'solved'. This trivialises non-multiplayer gameplay in the long run.

The downside of RNG is that, no matter how well you play, sometimes you just lose. Risk the boardgame is probably most notorious for this out of all gaming systems because attacking players overestimate their advantage, where, in reality, they should expect six losses for every seven wins with a 3:2 die advantage. In RPGs, people usually overestimate their odds in the same way, except it's a bit more obfuscated there.

Anyway, I don't think a deterministic system is an option for TNW, so I'll refer you to a common option for reducing ragequit-inducing losses on good odds in Risk: If the attacking player has an overwhelming advantage, he or she gains an extra die for every standard deviation away from an even match. For your example, that would translate to  anything above a certain threshold (could very well be 70%) getting a free reroll on a consecutive fail. It's an easy and generally applicable enough rule that you could make it a menu option or something.

Edit: I forgot about the usual way this is dealt with in RPGs: The Dungeon Master decides to fumble some of his own rolls to compensate. You could emulate this by causing the AI some grief after the player suffers some RNG hardship.
3  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #18 - systems overview, second iteration on: August 23, 2017, 06:11:37 pm
Looking good!

I see a scroll bar in one of the inventory segments, but it's gone in the second screenshot with an inventory panel.

It's obviously a tile-based inventory, but is it like Arcanum or Realms of Arkania or BAK where you have limited carrying space or does that scrollbar mean your 'bag of holding' is infinite? Is that the party inventory or for the currently selected character only? Do companion NPC's give up their personal items so you can pawn them off or do they care what you do with their stuff? Do you even have access to their inventory?

Is ammo weightless? I read in your example dialogue from last update that the cells are also used for other things besides weapons. Does that also hold true for the player? Does it make sense to lump them in with ammo in that case?
4  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #17 - the art pipeline on: July 19, 2017, 05:46:49 pm
Looks great!

I like how a container city lends itself so well to snappable base assets.
5  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #13 - introducing the setting in-game on: April 08, 2017, 05:58:36 pm
Gotta admit, I really like that parson who "rules there". I can easily write a character around that quote.

PS. Here are the weapon models I posted in 3D:

He's got a lot more on his profile. Looks great, but I hope he ran that by you and that you're OK with it.

Love the update, the Pit's institutionalized trial by combat is intriguing and sounds like a hoot. The second portrait looks a little like Gaelius.
6  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #9 - locations overview on: November 22, 2016, 08:11:05 am
New art direction is really nice, much improved. Confined interior spaces in long distance traveling ships mostly comes down to fuel conservation. Depending on whatever sci-fi explanation you choose for the propulsion (which presumably isn't ramjets), said conservation might be irrelevant.

It's a generational ship. If it doesn't need to get anywhere in, say, 10,000 years, it won't need constant acceleration. With just a few months of acceleration the ship will have a reasonable constant speed for interstellar travel that will last the entire journey because there is no friction in space. It will also make slowing down at the end of the journey less tricky.
7  RPG / Dungeon Rats / Re: Intro on: September 17, 2016, 06:18:32 am
Why didn't you name the game 'Second Chance' after the prison? It's much less generic, it's your second game and doesn't sound as...I don't know how to put it. Dungeon Rats has a cheap ring to it.
Or 'Escape from Second Chance' or something along those lines. Anything but Dungeon Rats. Well, you probably did your research and the die has been well cast, I'm just curious about the reasoning.
8  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #7 - ITS design brand on: July 19, 2016, 06:06:09 pm

So what would be an appropriate alternative to Computers that wouldn't cheapen the skill and make investing into it pointless?

That's something that bugged me in AOD.

There are loremaster NPC's in the game. I know Feng is a quack and the other guy is a bit of a weirdo, but they are loremasters and I'm sure they could solve more of the character's lore-related problems than they do now. A fighter would be able to intimidate them, a commercium player would be able to buy their service and a very persuasive character might convince them to help somehow.

I know this would make the player's lore skill less meaningful, but it would solve the hard gating for OCD players and make the world feel a little bit more alive. Int he CSG game, I'm sure the party-based mechanic will make up for some of this.

I'm not saying this would have been the way to go in AOD, but it did feel weird that I couldn't enlist help, no matter how rich or persuasive I was.
9  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #6 - factions overview on: June 17, 2016, 07:10:17 am
Sounds great! Like I said in my last post on this board, I love Scott's suspenseful writing and I'd like to see more of it.
10  RPG / The Age of Decadence / Re: I finished the game - my impressions, critique and other stuff on: October 21, 2015, 04:17:37 pm

We're working on the arena update now, which will be released at the end of the month. We'll dedicate the next month to the ending. Scott gave me a good idea (something I didn't consider before but it seems obvious now), so we'll try it and see how it goes.

Scott is the guy who was working on the Cthulu game and wrote all those amazing Lovecraftian snippets here, right? I like your writing a lot, Vince, I really do, but that guy is a master at suspenseful stuff. I remember some short story by him about a guy emerging from an alien cocoon that really got to me. Maybe get him to write some dark and foreboding flavor text for the temple? I do agree with everyone that the end-game needs some padding, even if it's only minor fluff. A story needs to ramp up to its climax and this one just sorta fizzles out. Still a great story, don't get me wrong, but it could be a lot more satisfying.

On the other hand, the 'Is that it? I need more.' feeling I got at the end made me replay the game almost immediately, which might not be a bad thing. Have you considered that?
11  RPG / The Age of Decadence / Re: I finished the game - my impressions, critique and other stuff on: October 19, 2015, 08:31:44 am
I think tying up a few more loose ends and providing a few more personal histories goes a long way toward addressing these points of criticism.

Another way to help with the impact of the end slides is a little more artwork and maybe a voice-over. I know the game is entirely devoid of VO and I actually think that's very good and refreshing, but narration for just the ending slides and the world building introductions would be great. Just the Ron Perlman parts of Fallout, so to speak. It doesn't have to be prohibitively  expensive, I usually charge about €250 for small projects depending on the script and I'm sure plenty of competent people work for even less.
12  RPG / The Age of Decadence / Re: Guys, let's put more game reviews on Steam on: October 08, 2015, 06:58:47 am
I added a glowing review on Steam yesterday. I also recommended it to my fiddler's Victorian re-enactment group (they were all very much into Arcanum) and two of them are already hooked.

Thanks for seeing your dream through, Vince. It's been almost fifteen years since I've enjoyed a game this much.
13  RPG / Public Beta Discussions / Re: Misc. bugs and improvements: the interface, game freezing and so on. on: October 07, 2015, 09:19:47 am

Sometimes when a Combat autosave is loaded any NPC's fighting on your side will be completely inactive. In the Monastery fight siding with the raiders it always happens. Loading a save right before that and the guys fight as usual.
14  RPG / The Age of Decadence / Re: Ordu Music on: October 07, 2015, 09:19:32 am
Alright! Just checked, it didn't work with an old save but it works with a new game. It's not a location specific track but at least it's not silent.
15  RPG / The Age of Decadence / Re: Ordu Music on: October 03, 2015, 08:44:45 am
The Ordu are a pretty mysterious lot in the game. In my playthrough as an Imperial Guard trying to keep them away I felt like my character was completely out of his element there. An army at rest and waiting to march is more ominous than it would be bustling with activity. Calm before the storm.

Interesting piece. I think to fit into the game it'd require at least some background "noise" like Osiginon's work has - something to create an atmospheric feel of space to accompany the minimalistic instrumentalization.

Good point. Like I said, it's just a piece I'd written a while ago that I thought might fit the Ordu, as they're clearly inspired by the Mongols. I took out some of the instrumentation to fit the game more. I might add some ambient camp noises if I have some spare time, that's not much work at all. I was also thinking of horses, but maybe the apocalypse took 'em all out?

Then again, there's probably something in the works already Smile . Vince, Oscar, is Osignon already on this? I do think it needs music either way because the silent camp was a little jarring when I played the game. My first reaction was thinking my sound driver had crashed.
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