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Phalla Royale - Game End! Stalemate/Kitano Victory

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Posts

  • EgosEgos Registered User regular
    Egos wrote: »
    Granted one could just have more extensive character creation and allow multiple ways for people to win. Though i'd be wary of it ending up "Everyone wants to win with stever777" and the less known/popular players are screwed.

    ;-)

  • stever777stever777 AFK most Saturdays Registered User regular
    Aww.

    (Never happen...)

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • jdarksunjdarksun Struggler CORegistered User regular
    How many HP did you have at the end, stever? I was down to 1.

  • ArdorArdor Registered User regular
    I think Stever was also at 1. You used up your luck as well, so it was all about who did the most damage to the other guy I guess, since I figured you were both dead if one more day went through.

  • premiumpremium Registered User regular
    Thanks for running the game, Ardor

  • stever777stever777 AFK most Saturdays Registered User regular
    I was at 1 since Day 2, meanies!

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • EgosEgos Registered User regular
    Things would have been so much simpler if you had just died!

    And you know not have used up your deactivator. ;-)

  • BedlamBedlam Registered User regular
    Egos wrote: »
    Also apologies to @The Anonymous and @Bedlam for killing you.

    I assume you were lovers with Gizzy, Bedlam. And I thought you would have no qualms about killing me especially after I posted Haddaway.. which seemingly displeased you.

    The Anonymous- TRV wasn't that active (that day) and I couldn't get much info from him about you outside of "he is quiet" . Which I thought could have been because of your timezone or because you were a lonewolf (which I could have seen you taking).
    That's the stupidest shit Ive ever heard for a phalla kill, honestly.

    My goal was always to just get off the island. I put in orders to kill TRV because I knew one of you would betray me, don't know if I could have even blocked against it. Otherwise I would have left you all alone and maybe even worked with you if a tandem boat victory was possible.

  • EgosEgos Registered User regular
    edited April 2014
    To be fair this is a game where we are all essentially SKs...

    and one did gain bonuses ,eventually, for kills

    Egos on
  • BedlamBedlam Registered User regular
    Seemed like a neat game though! Always wanted to check out the source material.

  • Erin The RedErin The Red The Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMA Baton Rouge, LARegistered User regular
    Bedlam wrote: »
    Seemed like a neat game though! Always wanted to check out the source material.

    It's on netflix if you have it.
    Also, I lobbied against shooting you.

  • EgosEgos Registered User regular
    edited April 2014
    ...no you didn't. read our pm chain.

    I asked your opinion on how to handle things

    Egos on
  • ArdorArdor Registered User regular
    I enjoyed the first Battle Royale movie, after I got over how screwed up it was. It's like an R rated hunger games.

    I didn't enjoy the second one at all, too much political statements.

  • EgosEgos Registered User regular
    Ardor wrote: »

    I didn't enjoy the second one at all, too much political statements.

    It was basically..
    America deserves the terrorist attacks it gets, right?

    It sounded very distasteful

  • Erin The RedErin The Red The Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMA Baton Rouge, LARegistered User regular
    Egos wrote: »
    ...no you didn't. read our pm chain.

    I asked your opinion on how to handle things

    Ok I meant to!

  • EgosEgos Registered User regular
    edited April 2014
    :|

    well he was gonna kill you anyway so "oh wells"

    Egos on
  • DarkPrimusDarkPrimus Registered User regular
    I haven't watched the film but I have read the book several times.

    @Ardor can you confirm if I actually was the most dead out of everyone? I want to know that I at least accomplished something of note. :P

  • ArdorArdor Registered User regular
    Without a doubt.

    You took 15 damage the night you died I believe. The next closest was premium, who took 6, killed for his uzi.

  • DarkPrimusDarkPrimus Registered User regular
    Victory in death!

    *raises fists into the air as they are blown apart by a hail of bullets*

  • discriderdiscrider Registered User regular
    Thanks for running the game Ardor.

    It was pretty fun even though my devious plan to tank a C4 with my face backfired and gave Lucedes a health kit.

  • ArdorArdor Registered User regular
    discrider wrote: »
    Thanks for running the game Ardor.

    It was pretty fun even though my devious plan to tank a C4 with my face backfired and gave Lucedes a health kit.

    For what it's worth, you were quite effective with a baseball bat throughout the game. Obviously an uzi or shotgun make better weapons, but 3 hits at 80% each gets close to a kill!

  • discriderdiscrider Registered User regular
    I have to wonder how many people actually attacked during that game.
    Seems like everyone just formed up into their schools, barely hit anyone and then were staring down the barrel of the last two days with too much HP and not enough bullets.

  • Erin The RedErin The Red The Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMA Baton Rouge, LARegistered User regular
    Attacking anyone and everyone without regard to your survival or any alliances is the way to go.
    Baseball bat covered in c
    Yours is the bat that will pierce the heavens

  • ArdorArdor Registered User regular
    As in past games, a lot of folks focus on escape immediately. So anyone focused on it rarely attacked. Jdarksun, bliss 101, kime and lucedes ran to the lighthouse, hoping to gear up for days 6-7. It worked well, until they decided to analyze each other.

    I think the bonus for killing others helped some. I am going to limit certain weapons next time to help increase attacking.

  • Erin The RedErin The Red The Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMA Baton Rouge, LARegistered User regular
    Grenade launcher that can fire into adjacent zones confirmed for next patch?

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Ardor wrote: »
    As in past games, a lot of folks focus on escape immediately. So anyone focused on it rarely attacked. Jdarksun, bliss 101, kime and lucedes ran to the lighthouse, hoping to gear up for days 6-7. It worked well, until they decided to analyze each other.

    I think the bonus for killing others helped some. I am going to limit certain weapons next time to help increase attacking.

    It's kind of miraculous that the two groups in the lead were sabotaged so conclusively by having a Lone Wolf in them. :/

    I attacked 3 days out of 7 despite wanting to escape, fwiw, and it'd have been more except I didn't want to develop a bloodthirsty reputation. Whoops! B)

  • jdarksunjdarksun Struggler CORegistered User regular
    How long has it been since we ran a school-less game? I'm interested in how the current player dynamics would treat that situation.

  • ArdorArdor Registered User regular
    I don't think I've ever run a non-school game. One of the reasons I didn't consider that route is lesser known, lesser active or newer folks would probably get screwed early on by not having early friends or easy allies.

    I'd briefly considered allowing players to form a gang during the game, which essentially broke their current school alliances into a new "school" of sorts, allowing a new team to win with, losing the old team and being unable to escape unless they all left together.

    I'd have a lot to think about with doing something like that, limitations on when you could do this and those left alive in your previous school assignments and how they could not be completely screwed by it, etc.

    Though, a school-less game might be interesting to try. I'd probably go for the last 3 alive, escape is possibly and figure in a number of lone wolves to see how it goes.

  • EgosEgos Registered User regular
    I think it might be interesting to just expand character creation and get rid of Lone Wolves as a role. That is to say just have them emerge via player action. Like if you expanded CC , so each has like 3 traits each. Someone could go full combat-o, whereas someone else may pick a utility skill or some such. It would help get rid of the whole "we must kill ______".

    If you have a number of skills (e.g. hacker, navigator,etc.) that could serve dual purposes (like hackers maybe can mess with collars a bit or something)- you could have emergent escape routes. So things aren't so.... "there is only one way off". Granted I would make it available only if certain conditions were met.

    It may also be worth considering , making weapons more deadly. Kitano often seems pissed there isn't enough killing. If a Handgun actually acts like a handgun, there might be enough paranoia where people just outright kill the person. This would obviously require modifying the system quite a bit.

  • discriderdiscrider Registered User regular
    Have you done supply drops before?
    Just if there were less items available through searching (or only less powerful items) and the better ones got dropped into areas by air drop with a notification to all players the day before as to where they were being dropped to, as well as needing to search to obtain those items, then you'd have players moving to those areas and fighting over the drop itself.

  • ArdorArdor Registered User regular
    In one or two other games, we had a green vote to award a player, and one game the award was for a zone. The item being rewarded was listed, so folks knew what they were voting to give a player or drop in a zone to be randomly found (without searching). In all previous games, there was a vote to determine the next zone to close, so starting with day 2, a zone closed each day.

    It was a lot of votes and the feedback was to reduce the votes a bit.

  • ArdorArdor Registered User regular
    Egos wrote: »
    I think it might be interesting to just expand character creation and get rid of Lone Wolves as a role. That is to say just have them emerge via player action. Like if you expanded CC , so each has like 3 traits each. Someone could go full combat-o, whereas someone else may pick a utility skill or some such. It would help get rid of the whole "we must kill ______".

    If you have a number of skills (e.g. hacker, navigator,etc.) that could serve dual purposes (like hackers maybe can mess with collars a bit or something)- you could have emergent escape routes. So things aren't so.... "there is only one way off". Granted I would make it available only if certain conditions were met.

    It may also be worth considering , making weapons more deadly. Kitano often seems pissed there isn't enough killing. If a Handgun actually acts like a handgun, there might be enough paranoia where people just outright kill the person. This would obviously require modifying the system quite a bit.

    One thing I've been considering, is limiting ranged items, making them more dangerous and going back to ammunition count. That way, when the uzi has say, 30 bullets and has a 50% chance to hit with each bullet and maybe only 1 exists in the game, it's something to really be wary of or worth fighting for. If I did this, I'd probably increase the damage on the revolver, shotgun and handgun or increase the number of shots per night on them.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Ardor wrote: »
    In one or two other games, we had a green vote to award a player, and one game the award was for a zone. The item being rewarded was listed, so folks knew what they were voting to give a player or drop in a zone to be randomly found (without searching). In all previous games, there was a vote to determine the next zone to close, so starting with day 2, a zone closed each day.

    It was a lot of votes and the feedback was to reduce the votes a bit.

    I'd be interested in some sort of summary of how different location / item schemes have worked out for something else I've got in development.

  • EgosEgos Registered User regular
    Ardor wrote: »
    Egos wrote: »
    I think it might be interesting to just expand character creation and get rid of Lone Wolves as a role. That is to say just have them emerge via player action. Like if you expanded CC , so each has like 3 traits each. Someone could go full combat-o, whereas someone else may pick a utility skill or some such. It would help get rid of the whole "we must kill ______".

    If you have a number of skills (e.g. hacker, navigator,etc.) that could serve dual purposes (like hackers maybe can mess with collars a bit or something)- you could have emergent escape routes. So things aren't so.... "there is only one way off". Granted I would make it available only if certain conditions were met.

    It may also be worth considering , making weapons more deadly. Kitano often seems pissed there isn't enough killing. If a Handgun actually acts like a handgun, there might be enough paranoia where people just outright kill the person. This would obviously require modifying the system quite a bit.

    One thing I've been considering, is limiting ranged items, making them more dangerous and going back to ammunition count. That way, when the uzi has say, 30 bullets and has a 50% chance to hit with each bullet and maybe only 1 exists in the game, it's something to really be wary of or worth fighting for. If I did this, I'd probably increase the damage on the revolver, shotgun and handgun or increase the number of shots per night on them.

    It might be worth considering/experimenting with a RPS combat system. Though I think this is sorta dependent on one vs one combat. Thinking maybe a trait gives an advantage, but there is a way (perhaps based on your own traits) you can counter it or doom yourself.

    Similarly with the closing of the zones, might want to have like crossroads that people can't stay in overnight (like the forest in the movie) . Perhaps justifying that they are left too vulnerable or some such. And do it like the movie where IIRC it was different areas being danger zones each day. Vs shut down permanently. Though i may be remembering incorrectly.

    I assume making bulletproof vests invisible would be OP?

  • SmasherSmasher Starting to get dizzy Registered User regular
    Egos wrote: »
    I assume making bulletproof vests invisible would be OP?
    Massively. The only two people to survive the last night (before Kitano) were the only ones who had bulletproof vests, despite me plotting as hard as I could to take them out.

  • EgosEgos Registered User regular
    in the current system it definitely would be. curious in an altered system ,though. e.g. one with aimed shots (as in - aim for the head, torso,etc.) or some such.

    essentially a completely overhauled system

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Egos wrote: »
    Ardor wrote: »
    Egos wrote: »
    I think it might be interesting to just expand character creation and get rid of Lone Wolves as a role. That is to say just have them emerge via player action. Like if you expanded CC , so each has like 3 traits each. Someone could go full combat-o, whereas someone else may pick a utility skill or some such. It would help get rid of the whole "we must kill ______".

    If you have a number of skills (e.g. hacker, navigator,etc.) that could serve dual purposes (like hackers maybe can mess with collars a bit or something)- you could have emergent escape routes. So things aren't so.... "there is only one way off". Granted I would make it available only if certain conditions were met.

    It may also be worth considering , making weapons more deadly. Kitano often seems pissed there isn't enough killing. If a Handgun actually acts like a handgun, there might be enough paranoia where people just outright kill the person. This would obviously require modifying the system quite a bit.

    One thing I've been considering, is limiting ranged items, making them more dangerous and going back to ammunition count. That way, when the uzi has say, 30 bullets and has a 50% chance to hit with each bullet and maybe only 1 exists in the game, it's something to really be wary of or worth fighting for. If I did this, I'd probably increase the damage on the revolver, shotgun and handgun or increase the number of shots per night on them.

    It might be worth considering/experimenting with a RPS combat system. Though I think this is sorta dependent on one vs one combat. Thinking maybe a trait gives an advantage, but there is a way (perhaps based on your own traits) you can counter it or doom yourself.

    Similarly with the closing of the zones, might want to have like crossroads that people can't stay in overnight (like the forest in the movie) . Perhaps justifying that they are left too vulnerable or some such. And do it like the movie where IIRC it was different areas being danger zones each day. Vs shut down permanently. Though i may be remembering incorrectly.

    I assume making bulletproof vests invisible would be OP?

    I'm pretty sure limited ammo is the only thing that could make ranged weapons not better without a rules overhaul, yes.

  • discriderdiscrider Registered User regular
    I didn't find ranged weapons to be significantly more deadly than melee weapons. Aside the Uzis of course, which were meant to be extremely deadly.
    I thought the accuracy/attack tradeoff between melee/ranged was pretty balanced, and the all-out attack action made them pretty much the same weapons,so the only thing that made ranged weapons strictly better was the priority of the ranged combat.
    Looking back at the numbers (Revolver) it doesn't seem to be as balanced as I thought, but it was still pretty close.
    I suppose you could create a minor action to prepare a melee attack for the next round so you fight with priority and make melee and ranged perfectly equal, but really I'd decrease the accuracy of the ranged weapons further to make up for their priority.

  • ArdorArdor Registered User regular
    I used to have ammo counts, but it was a pain in the butt to keep track of and the only guns that ever ran out of ammo were shotguns. Though, it did keep people thinking about whom they would shoot, without just shooting everyone every night.

  • discriderdiscrider Registered User regular
    Heh.
    Make all weapons equal and deadly, but make weapons that have killed people deadlier.

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