• Madness (Survival) -PART 2-
    4,144 replies, posted
[QUOTE=raptorcut;29784572]so what will be the explaination? "Hey, somebody loved us and teleported us outside of the base! we even got Sar- oh wait... we lost David/Sam/Steve/my spleen..."[/QUOTE] Rovar could just show us outside and have the text say, "You leave C&A"
Exactly. Or I could FORCE YOU OUT OF THE PLACE. I can make the pipes with Neurotoxins explode and kill all the Vitae projects destroying the whole supernatual aspect of the story. Then, we can start on square one.
[QUOTE=rovar;29784872]Exactly. Or I could FORCE YOU OUT OF THE PLACE. I can make the pipes with [b]Neurotoxins[/b] explode and kill all the Vitae projects destroying the whole supernatual aspect of the story. Then, we can start on square one.[/QUOTE] You're kidding me. Did you just stuff that Aperture Science Thing-We-Don't-Know-What-It-Does into an Aperture Science Emergency Intelligence Incinerator? That has got to be the dumbest thing that—whoah, whoah, whoah. ... Good news: I figured out what that thing you just incinerated did. It was a morality core they installed after I flooded the enrichment center with a [b]deadly neurotoxin[/b], to make me stop flooding the enrichment center with a [b]deadly neurotoxin[/b], so get comfortable while I warm up the [b]neurotoxin[/b] emitters. The first thing I thought when you said neurotoxin.
Umm... Yes...? A neurotoxin is a toxin that acts specifically on nerve cells (neurons), usually by interacting with membrane proteins such as ion channels. Some sources are more general, and define the effect of neurotoxins as occurring at nerve tissue. Bungarotoxin, which is considered a neurotoxin, has its effect at the motor end plate.
*Cough* Neurotoxin. So deadly. Just kidding.
[QUOTE=rovar;29785182]Umm... Yes...? A neurotoxin is a toxin that acts specifically on nerve cells (neurons), usually by interacting with membrane proteins such as ion channels. Some sources are more general, and define the effect of neurotoxins as occurring at nerve tissue. Bungarotoxin, which is considered a neurotoxin, has its effect at the motor end plate.[/QUOTE] Whenever someone says neurotoxin, it's only natural for portal fans to think... well with portals.
[QUOTE=Smooth Jazz;29785245]Whenever someone says neurotoxin, it's only natural for portal fans to think... well with portals.[/QUOTE] Hrm.. Could have guessed. :l
Hey Rovar, any chances of an update tonight?
@PeterPeterPet: Yes, there will be. (: I promised one, so yeah. Here's a gameplay update though. A damage table has been created (It's quite extensive...) for the new combat system. Here's what in-game combat will look like. [IMG]http://img580.imageshack.us/img580/5830/ex1v.png[/IMG]
rovar, remember how you said you cant combine the heavon and hell stuff? you could combine them, cause a paradox, and then kick heaven and hells asses, or you could just say the resistance had a bio bomb in their base, and now theyve lost they detonate, killing all the C&A and causes a shockwave that closes a rip in reality that connects our wolrd to heaven and hell
[QUOTE=Deddyloter;29784821]Rovar could just show us outside and have the text say, "You leave C&A"[/QUOTE] but where is the fun in that? :S
Don't make this like a turn based RPG though... i liked the action paced killing.
I think it would be cool to see what the world will be like after C&A has disbanded.
@Tomtyke: Hell and Heaven can't combine. Earth, Heaven, and Hell can't connect at all. They're in totally different places, not physical places either. The version of Heaven and Hell is different in this. @raptorcut: You can go kill zombies? :3 @thebigface: Who said anything about turn based. It just shows how much DMG you did to an enemy, everything is "real time". Complete ammo type, and weight sheet made in the interactive. [B]- .50 AE - 0.07wt - .454 (FMJ, HP, Incendendary) - 0.2wt - 9mm (+P, FMJ, HP) - 0.05wt - .45 S&W (FMJ) - 0.08wt - 12.7 BMG (FMJ, Incendendary, Armor-Peircing) - 5.56 (Armor-Peircing, FMJ) - 0.09wt - .45 ACP (+P, FMJ, Hand-loaded, HP, Subsonic) - 0.05wt - .380 (Armor-Peircing, FMJ) - 0.15wt - .308 (Armor-Peircing, FMJ, Hand-Load) 0.16wt - 7.62 (Armor-Peircing, FMJ) 0.09wt - 5.7 (Subsonic) - 0.04wt - .45-70 - 0.07wt - .44 Magnum (FMJ) 0.06wt - 4.6 0.04wt - .454 Casull 0.09wt - .357 (FMJ, Hand-Load, P+, HP) 0.07wt - .300 (Magnum, Subsonic, FMJ) 0.1wt - .338 (Magnum, FMJ, Subsonic) 0.15wt - .30 US 0.04wt - .22 (Rimfire, LR) 0.02wt - .223 (FMJ) 0.09wt - .38 (Special, FMJ) 0.06wt - .32 0.05wt - 10mm Auto (FMJ, Subsonic) 0.07wt - .12g (Slugs, buckshot) 0.35wt - .16g (Slugs, buckshot) 0.25wt - .20g. (Slugs, buckshot) 0.2wt - 12 Bore - 0.3wt - 16 Bore - 0.38wt - 20 Bore - 0.4wt - .25kg - 0.5wt - .30kg - 0.5wt - .45kg - 0.6wt - .75kg - 0.65wt - .90kg - 0.7wt - 0 Buck - 0.2wt - 00 Buck - 0.25wt - 000 Buck - 0.3wt - 25mm Grenades (Incendendary, HE) - 0.8wt - 40mm Grenades (Incendendary, HE) - 1wt - Rockets (HE) - 4wt - C&A Silent Frags (Smoke, Tear, Explosive, HE, Incendendary) - 0.6wt[/b]
[QUOTE=thebigface;29785561]Don't make this like a turn based RPG though... i liked the action paced killing.[/QUOTE] just saying, but a turn based system is exacly what this needs, im not saying jrpg syle, but you need a system to determine who attacks when, best way to do that is speed values, highest attacks first, if you have greater than double an opponent, you attack twice for evey 1 of their attacks if you want an example of this turn based system in action, just take a peek at my interactive (keep reading rovars) but skip to the fight scenes, they are actually turn based combat
[QUOTE=Tomtyke;29785758]just saying, but a turn based system is exacly what this needs, im not saying jrpg syle, but you need a system to determine who attacks when, best way to do that is speed values, highest attacks first, if you have greater than double an opponent, you attack twice for evey 1 of their attacks if you want an example of this turn based system in action, just take a peek at my interactive (keep reading rovars) but skip to the fight scenes, they are actually turn based combat[/QUOTE] All interactives are turn based. This one doesn't give a sense of "what to do" in a small time period it it's turn based. Meaning, it doesn't give the player a sense of quick thinking if it takes too long to do your thing. Real time action is what this needs now that the new combat system is implemented. There was little to no combat before because there was no way to determine DMG, ACC, etc.
A turn based or rather a damage system would be fine as long as the action still takes place in it's original location, because when jrpg's teleport you somewhere else for you to fight you can't really take cover or do any of that stuff. It would also make the combat a lot less gritty.
[QUOTE=rovar;29785618]Complete ammo type, and weight sheet made in the interactive. [B]^Long list^[/b][/QUOTE] HOLY BEJEEZ. Wow, that's... informative. At least one of us is going to use all that info for a down-to-the-tenth-of-a-pound list. Like me. :| Anyway, nice, that looks pretty cool (and looks like the guy up there's getting Critted. Ouch.) So, game-wise, how much health do we have? Like, how many Crits can we take, on the level of the guy up there, until we ourselves are dead? Also, this is a bit late... but I was thinking that Vitae on the lower scale, like Level one, should do a fairly slow regen., so it's less useful in combat, but Vitae on a higher scale heals almost instantaneously, with the disadvantage of being rarer, heavier, having side effects, etc. [editline]12th May 2011[/editline] And as type-happy as I am, completely missed the above two comments. I agree with all of them. :)
Silent frag grenades? Well I'll be damned
can you keep the damage calculation on top of an enemy or ally when its damaged
[QUOTE=PILLS HERE!;29785892]Silent frag grenades? Well I'll be damned[/QUOTE] they could work on gas propulsion/expansion as opposed to combustion
I'm really looking forward to how other vitae project looks like...I wonder,if we sided with The Order,we could choose some vitae project as followers(waow,much more powerful than David or Steve)...Like Dyunis and Tiodos...BADASS teams...Anyways,we'r with Steve,Sam and David...we have to do with them...
what you need rovar, is a preset ammount of hp for a base charachter, then have that modified by traits, or equiptment (e.g, power armour would raise your hp and dmg resistance) and for a mook (grunt, cannon fodder whatever) you would say halve their max hp to make it possible to get through them without making combat tedious and as to how dmg resistance could work, you could do the easy thing, and have it just remove a certain ammount of sustained damage,
This is how armor works. You don't need to know this really, just the armor stats you need to know. I'll do the calculations. [B]This is just an example.[/B] [IMG]http://img689.imageshack.us/img689/6181/ex2q.png[/IMG]
Why is Sam shooting you
so you've added an intergrity value to the armour! i tip my hat to you sir, i thought i was the only one doing that, though due to my interactive using small numbers, most armour only offers 1 protection, so it only breaks when integrity gets low, and for future reference, that guard would have just lost an eye from kickback and that scope... jkes, madness people dont get recoil XD
[QUOTE=PILLS HERE!;29786143]Why is Sam shooting you[/QUOTE] @PILLS HERE!: ... To test the armor. :3 @Tomtyke: This was actually the formula for an old game I was working on a couple years ago. I had been using this formula for the whole interactive. All theses stats you see (Except for the combat system) have been used. You guys just didn't see it. (: [B]Creator's Note: 70,000 views! :D That would make... 240,000 views in total for both parts. :3[/B]
nice system ya got here
[QUOTE=rovar;29786187]@PILLS HERE!: ... To test the armor. :3 @Tomtyke: This was actually the formula for an old game I was working on a couple years ago. I had been using this formula for the whole interactive. All theses stats you see (Except for the combat system) have been used. You guys just didn't see it.[/QUOTE] your mechanics continue to amaze me, but do you have any systems for weapon attachments? eg. supressor = lower muzzle velocity therefore less damage hollow points = greater stoping power therefore more damage also, combat from cover what is your system with that? because i have a few tips if you dont have one yet
Ha ha, normally I'm a stat nut, but that gets ridiculous (at least, for today... stupid test. :P) So, I wonder what the energy shielding does with that? Does it have, like, kinetic feedback (i.e. Physical Damage) reduction, or is it more energy-energy (i.e. Concussion and/or fire) reduction? And, in those terms, how was our EVA armour on the damage red. scale? 50%, 30%, etc.? A round number would be nice. Pretty please tell us the relative reduction our EVA armour is, and compare that to the relatively okay armour of a C&A soldier. Or PM me, in case you don't want anyone else to know. Please?
Sorry, you need to Log In to post a reply to this thread.