I like the idea of having teams to start with, and the different bonus for either sticking with the group, or going solo sound good to me, so we don't need to all clump together to try and live.
Taser....the fact that the attacker can defend and get the dodge bonus without any real penalty makes it slightly less powerful, but it's still pretty damn strong, with a decent chance to hit and auto-priority in any situation. Maybe just make it prevent action without being fatal, or have consecutive nights restricitons. At the very least, there should be some weapon or terrain where it loses its priority.
The "Stungun" wasn't fatal, all it did was prevent attacks(you could still move even).
Taser....the fact that the attacker can defend and get the dodge bonus without any real penalty makes it slightly less powerful, but it's still pretty damn strong, with a decent chance to hit and auto-priority in any situation. Maybe just make it prevent action without being fatal, or have consecutive nights restricitons. At the very least, there should be some weapon or terrain where it loses its priority.
The "Stungun" wasn't fatal, all it did was prevent attacks(you could still move even).
Okay, I wasn't sure, and didn't go over the narration to see if that's what Funky died from or someone else attacked him. No real problems with it, then.
I wonder what would've happened if two or more survived.
And I fully expected one of them to *RUN* and get Last Son chasing him to their deaths, with the other winning by default.
Good game everyone! I've got a few thoughts, but I'm at work right now so I'll save those for later.
Run where? All the other zones were shut down already. Plus the person running would have to hope they were my priority target, else I would stick around and blow their partner away.
I wonder what would've happened if two or more survived.
And I fully expected one of them to *RUN* and get Last Son chasing him to their deaths, with the other winning by default.
Good game everyone! I've got a few thoughts, but I'm at work right now so I'll save those for later.
Run where? All the other zones were shut down already. Plus the person running would have to hope they were my priority target, else I would stick around and blow their partner away.
The way I figure it, it's crazy but it's a good option to play the odds, especially since all the zones are closed.
If Buzz ran (since he was going to die by detonation anyways), he could have hoped you were attacking full out, meaning you'll chase the target. He can then pray that you follow and the RNG kills you and not him.
If Grimmy ran, he could hope to come back after everyone died.
But knowing now how Last Wolf works, that would have been a very, very bad idea.
I'd like to thank my team too. Tux, Elendil, Telcus, you guys put your trust, and your lives, into my plan, and I wouldn't have let any that be in vain. WE DID IT.
Despite my offer to help run the final implementation of the game, I haven't really been paying attention to the test game.
If things are too deadly out there, reduce the general hit chances overall. Then, give each team a specialist character that has a bonus to a subset of the items out there. For example, you may have a martial artist who has a bonus to unarmed combat to hit and increase dodge vs. melee. Or a star athlete who can target his run location. Someone who is organized and can carry four items at a time. Lots of possibilities out there.
Someone who is organized and can carry four items at a time.
No. No no no no. No no NO.
The other ideas seem kinda keen though. ;-)
You think having one more item would be so bad for the other players? Or was that in a joking sense?
Alternatively, you could go with the idea of giving each player HP as Squashua suggested in post 60: most students will have 2 HP while the Lone Wolf will have 3 HP and a healing ability. Being wounded (1 HP) might limit hit/dodge/other abilities. And with hits, each hit is an independent roll for one or more HP (depending on weapon). Provide open probability tables for people to look up chances of hitting multiple times with multiple shots. This change could keep people in the game for longer and reduce the number of daily deaths. Simulations might be in order to test this out. Maybe I should run a mini-Phalla like Phallanoia, but with clones, to try to get an insight into how having multiple hitpoints might affect a game.
I also second the idea of putting a min/max cap on accuracy at 5%/95%.
Just got back from my workout and I thought through a few ideas I'd like to share with you guys to see if they seem alright.
First off, defensive items like the tazer and stungun. They should work as ranged and melee type weapons respectively, but perhaps they only work if the attacker is going after you?
Second, teams. I was thinking perhaps for team bonuses, being with your team increases your chance to hit and being away from your team increases dodge chance? I like Frosteey's idea of moving to adjacent zones.
Third, base bonuses. Perhaps one can be a bit more careful with what they carry. I could offer bonus dodge to people who carry less than maximum items. Maybe 5% for each item less or 10% even.
Four, this one I'm a bit excited about, no teams at all other than the hacker team and lovers/brothers. That way, you have to decide who you work with and who you backstab etc. After all, multiple attackes on the same guy mean you all have a better chance to hit still, plus there won't be any real reason to keep staying together like everyone did here.
Thanks for your input guys, I appreciate it. Any thoughts on the above at all?
I want to be in the hacker group! And I like all of those ideas, I think it will be really fun.
I'm thinking I'll have no real limit on how many lover pairs there are, but I have to set a limit on hackers, and they will be a stonecutter type group with different win conditions other than simply kill everyone else, which they can have that too I suppose.
I'm still interesting in trying to keep this so people have a choice, they can choose to be on the RNG list for the lone wolf and choose to get a hacker spot, but then as a student, they get choices on if they want to step it up a bit with a different role. I'm tempted to add a lone wolf lite role that people can choose with slightly different win conditions.
One thing I forgot though, can anyone think of an interesting way to make the game thread a bit more active? Provided people felt it was a bad thing that only voting and threats went into the main thread, making side boards the main attraction. I was debating about making the lone wolf killable only once his collar was detonated or something, that might help a bit.
Yea the vote right now doesn't really serve a purpose right now other than increase the kill count, which isn't really needed. Every day its basically the same.
1) Someone throws out a name.
2) Person says "No, don't kill me."
3) The majority of the people are just glad the person dying isn't on their team.
4) Bandwagons ahoy!
There really isn't much discussion on who to kill since you know exactly who is with you and who is against you.
I was thinking maybe people could vote for which area would close the next night. Then people would argue about why someone is voting for that stop and such. It should help.
I was thinking maybe people could vote for which area would close the next night. Then people would argue about why someone is voting for that stop and such. It should help.
This is a rather good idea.
Perhaps it would also be an interesting idea to include a third vote, to see who gets an item each night. Perhaps each day I offer an item that goes to the highest vote getter of the third vote? I'll have to think about that one some.
Ardor, I like the idea of working in teams from the start. A nice change from the first run through. But why did you let us choose where to go on the first night? I understand it gives us something to do without massacring each other, but there would have to be some pretty hefty penalties for me to not be with the rest of my teammates. And you're very likely to end up with a situation like what happened in Zone 4, where Team Awesome and Team Angry Cougar had no choice but to square off against each other. I think by starting off in random zones, there's more of an opening for strategizing and negotiating as the teams try to get back together (or not).
I think you need to set some more clear guidelines on conditional actions. For example, on that second night could I have said, "I swing my sword at Zerinan and Last Son, unless one of them has the camouflage, in which case I take my extra swing at Shamus instead"?
And I like the ideas of voting for a weapon more and voting for which zone shuts down.
Ardor, I like the idea of working in teams from the start. A nice change from the first run through. But why did you let us choose where to go on the first night? I understand it gives us something to do without massacring each other, but there would have to be some pretty hefty penalties for me to not be with the rest of my teammates. And you're very likely to end up with a situation like what happened in Zone 4, where Team Awesome and Team Angry Cougar had no choice but to square off against each other. I think by starting off in random zones, there's more of an opening for strategizing and negotiating as the teams try to get back together (or not).
I think you need to set some more clear guidelines on conditional actions. For example, on that second night could I have said, "I swing my sword at Zerinan and Last Son, unless one of them has the camouflage, in which case I take my extra swing at Shamus instead"?
And I like the ideas of voting for a weapon more and voting for which zone shuts down.
I suppose I've wanted to let you guys control not only the ame as a whole, but your own game. I did find it funny that on the firts night, every team moved together and faced off against one other team. Only 3 ones were in use the first night heh.
The voting options are great to keep people active in the thread, I may have group placement set up with the RNG if I keep teams. Truth be told, I like keeping teams because it is something different, even if you might be working with a lone wolf. However, not having teams allows people to form their own teams or press gangs as well as having lots of negotiations to stay alive and try to outlast everyone else. Both seem very appealing to me.
I'm glad you enjoyed the team aspect though, I've got a lot of choices to make.
Posts
The "Stungun" wasn't fatal, all it did was prevent attacks(you could still move even).
Okay, I wasn't sure, and didn't go over the narration to see if that's what Funky died from or someone else attacked him. No real problems with it, then.
E-I-E-I JUST WHOOPED YOUR ASS!!!
I wonder what would've happened if two or more survived.
And I fully expected one of them to *RUN* and get Last Son chasing him to their deaths, with the other winning by default.
Good game everyone! I've got a few thoughts, but I'm at work right now so I'll save those for later.
Run where? All the other zones were shut down already. Plus the person running would have to hope they were my priority target, else I would stick around and blow their partner away.
If Buzz ran (since he was going to die by detonation anyways), he could have hoped you were attacking full out, meaning you'll chase the target. He can then pray that you follow and the RNG kills you and not him.
If Grimmy ran, he could hope to come back after everyone died.
But knowing now how Last Wolf works, that would have been a very, very bad idea.
I'd like to thank my team too. Tux, Elendil, Telcus, you guys put your trust, and your lives, into my plan, and I wouldn't have let any that be in vain. WE DID IT.
I know thats probably a typo, but I found it hilarious.
I'm ever so comforted.
Games: Ad Astra Per Phalla | Choose Your Own Phalla
If things are too deadly out there, reduce the general hit chances overall. Then, give each team a specialist character that has a bonus to a subset of the items out there. For example, you may have a martial artist who has a bonus to unarmed combat to hit and increase dodge vs. melee. Or a star athlete who can target his run location. Someone who is organized and can carry four items at a time. Lots of possibilities out there.
No. No no no no. No no NO.
The other ideas seem kinda keen though. ;-)
You think having one more item would be so bad for the other players? Or was that in a joking sense?
Alternatively, you could go with the idea of giving each player HP as Squashua suggested in post 60: most students will have 2 HP while the Lone Wolf will have 3 HP and a healing ability. Being wounded (1 HP) might limit hit/dodge/other abilities. And with hits, each hit is an independent roll for one or more HP (depending on weapon). Provide open probability tables for people to look up chances of hitting multiple times with multiple shots. This change could keep people in the game for longer and reduce the number of daily deaths. Simulations might be in order to test this out. Maybe I should run a mini-Phalla like Phallanoia, but with clones, to try to get an insight into how having multiple hitpoints might affect a game.
I also second the idea of putting a min/max cap on accuracy at 5%/95%.
First off, defensive items like the tazer and stungun. They should work as ranged and melee type weapons respectively, but perhaps they only work if the attacker is going after you?
Second, teams. I was thinking perhaps for team bonuses, being with your team increases your chance to hit and being away from your team increases dodge chance? I like Frosteey's idea of moving to adjacent zones.
Third, base bonuses. Perhaps one can be a bit more careful with what they carry. I could offer bonus dodge to people who carry less than maximum items. Maybe 5% for each item less or 10% even.
Four, this one I'm a bit excited about, no teams at all other than the hacker team and lovers/brothers. That way, you have to decide who you work with and who you backstab etc. After all, multiple attackes on the same guy mean you all have a better chance to hit still, plus there won't be any real reason to keep staying together like everyone did here.
Thanks for your input guys, I appreciate it. Any thoughts on the above at all?
I'm thinking I'll have no real limit on how many lover pairs there are, but I have to set a limit on hackers, and they will be a stonecutter type group with different win conditions other than simply kill everyone else, which they can have that too I suppose.
I'm still interesting in trying to keep this so people have a choice, they can choose to be on the RNG list for the lone wolf and choose to get a hacker spot, but then as a student, they get choices on if they want to step it up a bit with a different role. I'm tempted to add a lone wolf lite role that people can choose with slightly different win conditions.
One thing I forgot though, can anyone think of an interesting way to make the game thread a bit more active? Provided people felt it was a bad thing that only voting and threats went into the main thread, making side boards the main attraction. I was debating about making the lone wolf killable only once his collar was detonated or something, that might help a bit.
1) Someone throws out a name.
2) Person says "No, don't kill me."
3) The majority of the people are just glad the person dying isn't on their team.
4) Bandwagons ahoy!
There really isn't much discussion on who to kill since you know exactly who is with you and who is against you.
This is a rather good idea.
Perhaps it would also be an interesting idea to include a third vote, to see who gets an item each night. Perhaps each day I offer an item that goes to the highest vote getter of the third vote? I'll have to think about that one some.
I think you need to set some more clear guidelines on conditional actions. For example, on that second night could I have said, "I swing my sword at Zerinan and Last Son, unless one of them has the camouflage, in which case I take my extra swing at Shamus instead"?
And I like the ideas of voting for a weapon more and voting for which zone shuts down.
I suppose I've wanted to let you guys control not only the ame as a whole, but your own game. I did find it funny that on the firts night, every team moved together and faced off against one other team. Only 3 ones were in use the first night heh.
The voting options are great to keep people active in the thread, I may have group placement set up with the RNG if I keep teams. Truth be told, I like keeping teams because it is something different, even if you might be working with a lone wolf. However, not having teams allows people to form their own teams or press gangs as well as having lots of negotiations to stay alive and try to outlast everyone else. Both seem very appealing to me.
I'm glad you enjoyed the team aspect though, I've got a lot of choices to make.