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Topics - Letus

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16
The Lounge / Meanwhile...In the Sandbox
« on: May 10, 2013, 04:20:42 pm »

17
The Lounge / Idea for new tournament / league
« on: May 09, 2013, 05:32:44 pm »
Putting this here now because
1.)  Wonder if anyone would be on board.
2.)  With my current job, no clue if I get the weekend off come June-August, and would rather help with the rules.

SO!

It started with me playing with my D&D Dice with my cat when it dawned on me to make a set of rules where pretty much every round is fated by the dice.  What ships to use, what guns can't be used, and what gun must be used offensively.

We got six ships, which if I know my maths, I think that fits almost perfectly on a six-sided die.  Light as well as heavy guns.  I'll try to make this simple.

Banned ship:  The ship rolled cannot be used in that game by either team.
Supported ship:  The ship rolled must be one of the ships used by either team.  So if we roll a squid, I expect to see a red and blue squid.
Banned light:  The weapon rolled cannot even be seen in the game.
Tactical  Light:  The weapon rolled MUST be used in combat and MUST be on the ship that is not the Supported Ship.  The supported ship can use any build, with the exception of what the banned guns are.  (explanation below)
Banned and Tactical Heavy:  Same as the light, but since there are less ships with these guns, can be used on either supported ship or the other ship.  This weapon is optional, unless the supported ship uses heavy weapons, then it must be applied to that ship.

Weapon rule:  So, as said.  The banned guns are banned.  So if you are too used to using...let's sayy all Mercuries and the Mercury is banned for your game.  Well then, you can't use that build.  Figure something else out.  The Banned guns are applied to all ships.
Tactical Light:  These have to be on the ship that is not the supported ship.  They also have to follow a certain rule: they MUST be used offensively and therefore MUST be part of your offensive build.  Certain ships get certain expectations:

Junker:  One deck must include the guns in both slots.  So if the Tactical light of that build is a carronade, then there must be a carronade on both sides of either the upper or lower deck.  Front gun can be whatever.

Goldfish:  Both light guns must be the tactical gun.

Galleon:  One gun must be the tactical gun.  Remember: it HAS to be used.
Tactical Heavy:  Same deal as the Tactical Light.
Galleon:  must have said weapon on both broadsides, or used on both weapons on one broadside.  Remember, this gun has to be used.

Banned Guns: Cannot be used on either ship.  Cannot even be seen.

Supported Ships:  This ship HAS to be used as one of  the two ships.  It can use any weapon, as long as that weapon is not the banned weapon.  So, if the Supported Ship is the Junker  and the banned weapon is the Flare, then that means that there can be no flares on that Junker.
If the Supported Ship is the Goldfish, the Goldfish does not have to use the Tactical Heavy; however, the wingship then must be either A Galleon or Spire and MUST use the tactical heavy.  Example would be if the Supported Ship is the Goldfish with the Tactical Heavy being a Lumberjack.  Then you can use a Lumberspire or Galleon.
HOWEVER  If the Goldfish uses the Lumberjack, that still means the Wingship MUST use the Lumberjack.

Wingships:  Can be the ship that is not the Supported Ship or Banned ship.  Has to use the Tactical Heavy/Light.


I may throw in something to ban any heavy weapons for that game, just so we don't see Long Range Sniping Lumberjacks.  That is part of why I put in that the Tactical Weapon must be on the wingship and must be used.  So you can use your lumberjacks, but if your weapon is the Flamethrower...well...then you have to use that, as well.

Shooting said weapon into space does not count.  I have to see hit indicators.


Penalties:
Going with the card system used in football here.  One infraction = yellow card.  Two yellow cards = red card.  Red Card = That crew cannot play the next time they are listed.

Sooo if you get a red card.  Then those people on that ship cannot play the next scheduled, and your next team has to fill in the spots.

Yellow Cards remain with you for the entire tournament.  If there is a suspicion that you got the second yellow card on purpose to clear the cards, then you're out for three games.

Big rule: Sportsmanship
Being a poor sport in the REGIONAL chat is an instant RED card for that squad.  No exceptions.  I'm not going to let "I pressed 'j' by accident" fly by.  You have a mic, and you have crew chat.  Use those instead.    Once you start being a poor sport, doesn't matter what side, you ruin it for everyone who is trying to have a good time, let alone put a bad reputation on your crew.

Doesn't mean you can't jest to your team or crew; just remember, if it goes into regional chat, all four people on that ship are out for the next game.

-------

Frankly: I'm trying to make something that forces people to go out of the norm here....and overall have fun.

18
The Pit / For Those Who Hate the New Steam Chat Font
« on: May 07, 2013, 05:27:36 pm »
I stole these instructions from one of my groups:

1.Go to this folder: "C:\Program Files (x86)\Steam\resource\styles" and find the file that says "steam.styles"
2. Open it with notepad or notepad++
3. Scroll down to the comment: "// styles for text used in RichText controls in various places"
4. Where it says "friends_chat_text" all the way to "friends_chat_securitylink", just replace all the instances of "font-size=16" with "font-size=14"
5. Save the file and close it, then restart steam.


Just putting these here just in case.

19
The Pit / Let's make a Rave
« on: May 02, 2013, 02:34:58 am »
So here's what we do!

1.)Get all flare junkers, squids, pyramids.
2.)Get in a dark map--such as Einfield, or Raiders
3.)Have all the ships meet somewhere
4.)Shoot off the flares in random directions with various distance shots (Lesmok long, incendiary shortest)
5.)Have the spectators record the insanity.
6.)Upload with fitting music.

20
The Pit / Shakspeare
« on: April 26, 2013, 12:02:08 am »
What if we took our ships, named them characters of, say Hamlet, MacBeth, Romeo and Juliet, or Merchant of Venice....and used them to shoot the other characters in according to the playwright?

Methinks we can pull it off...

Tybalt kills Mercucio
Romeo kills Tybalt...

21
The Pit / New Lumberjack Rule
« on: April 23, 2013, 10:20:23 pm »
Whenever you fire the Lumberjack, you HAVE to make an Angry Birds sound.

22
The Pit / Well it's not everyday this happens...
« on: April 02, 2013, 10:28:07 pm »
Spend a weekend in Seattle for Sakuracon
...
Wind up finding out you're in the Team Fortress 2 blog...
fun fact: friend posted it in steam chat saying VIRGIN ALERT...that's how I found out ._.



I won't point myself out but here's a big hint:
...
They pretty much titled the blog after me...



In a side note:  I'm currently working on another costume sets: steampunk sniper and a steampunk engineer.
got the wrench for engineer, got the goggles and a gun stock for the sniper...

It'll be done when it's done.

23
Feedback and Suggestions / Hotchkiss Revolving Cannon
« on: March 17, 2013, 09:52:59 pm »
Mostly want this idea out of my head.



Basically...thinking of a heavy chaingun....and well, the Hotchkiss fits the role if you were to ask me.  These were 42mm guns (though there were some that went to 76mm, but I think those were more of a field cannon), long range (Up to 1,800m),  five barrels, and fired at roughly 47 rounds per minute.

What I am thinking is something to support the Typhoon, a lot like how the chaingun supports the Flak.  As for balance issues, I do have a few ideas.  These are just balance issue Ideas that can be used, not all the cons of what I have in mind...basically I have in mind a pairing of the two following:

Spread:  Frankly, I don't think it should spread much, but if needed, at least 60% of rounds fired should hit at max range.

Fire rate:  Rather slow...maybe a tad faster than the typhoon...or even the original 47 rounds per minute.

Falloff Damage:  Basically, a reverse arming rate.  In other words, the farther it goes, the weaker it is.  Enough to kinda have the typhoons deal damage, but not enough so you can just sit on the Hotchkiss with heavy clips and cripple them quickly.  This is also a pro as the closer they are, the Hotchkiss helps the now weakened Typhoon / Lumberjack.  This way, on a Typhoon + Hotchkiss + Mercury broadside of the Galleon...it would still be hard pressed to snipe and destroy...but not impossible.

Reload time:  I would like to see something like this fully support the Typhoon...as in the reload time should be a bit faster than how long it takes to fire off and reload the Typhoon....but slow enough that if on a Galleon, the two gunners should be in communication to support each other when to fire the Typhoon or Hotchkiss.


As for the pros, it's basically a stronger, more accurate chaingun.  The range I see is as far as the Typhoon.
 Damage is not something I can calculate...I play Engineer most of the time and when I'm a gunner...I basically shoot until they explode...so what I have in mind are the following (but not all, again)

Range:  Shoots just as far as the Typhoon.

Rotation:  Since it's a support-type (or at least in my mind,) it should have some decent rotation for when ships get too close.

Damage:  Probably a tad stronger than the chaingun.  Enough to help the weaked Typhoon / Lumberjack for close range combat, but not enough for it to make these combos over powered.  What I have in mind is that if they get too close for the Typhoon, the full Hotchkiss clip + Typhoon should be enough to take out the armour, and deal roughly 10% to the hull...maybe more, but not enough to replace the close range heavy guns.



Frankly, my ideas aren't set in stone, and I know anyone who has read this probably knows more than me in design, balance, engineering (Iunno,) and so on...and we could come up with something....

24
The Pit / Thoughts of Flying
« on: March 09, 2013, 02:17:39 am »
After much spectating, and a long break (sorry if you know me, I'm having a bridezilla sister at the moment....)

I have found out a common game mechanic that is sure to lead to victory:  Flying.

If you notice, it seems to be the side of the ships that fly around that will win...while the ships that explode the most won't.  Maybe I'm just senile, maybe I'm just crazy...

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