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Where in the world is Kazuma Kaneko
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File: e0a11d4efcbbd97⋯.png (213.18 KB, 1366x728, 683:364, ClipboardImage.png)

File: 23214f5713f57e7⋯.png (153.84 KB, 1353x730, 1353:730, ClipboardImage.png)

File: f78417becf0a555⋯.png (186.34 KB, 1366x768, 683:384, ClipboardImage.png)

14868e No.15093821

+++ INCOMING MESSAGE +++

Dear Mrs Beardsley

It is my painful duty to inform you that a report has been received from the Medical Office notifying the death of Master Sergeant Jake Beardsley which occurred at 22:34:55 on the 17th of January 2995. I express to you the fullest sympathy and regret of the Sky Hawks Mercenary Company at your loss.

The cause of death was recorded as Brain Hemorrhage. The private property left by Master Sergeant Beardsley will be sent directly to your address, though some time will probably elapse before their receipt.

More details will be available at our Outreach or Galatea office buildings, the contact details for which are enclosed. Further communication and counselling are yours if you wish to engage in those services.

Regretfully Yours:

Major General Mark Caine - Sky Hawks Mercenary Company.

All future communication fees will be paid for by the company, counselling may not be available on all planets, but will be paid for by the Sky Hawks Mercenary Company where possible.

++ MESSAGE ENDS ++

PERSISTENT DEATH

There's something to be said for losing a cherished unit, especially when that unit has a name and recorded history.

I know X-COM does this, and Nu-XCOM to some extent as well. Are there any other games that do this?

Do you prefer to have invincible units a la BATTLETECH, or do you disregard all deaths in favour of progressing through the game? Does losing a unit or person make you play more defensively?

In short, what does it mean to you, to lose a soldier, whether they be greener than grass or more weathered than Mount Everest.

db58e6 No.15093827

What game is in the screenshots?


aa18f7 No.15093834

>>15093827

Microsoft Excel


14868e No.15093841

>>15093827

MekHQ, the open source Campaign Manager for MegaMek, which is in itself the open source version of the Battletech system in its entirety, though still being worked on. It includes all current units, the ability to create almost any unit (they're still working on Jumpships and Protomechs), and allows customisation of just about every element, including whether to use nuclear weapons in violation of the Ares Convention.


1557a6 No.15094439

>>15093841

Looks alot better and more indepth then nubattletech.


14868e No.15097952

>>15094439

Can confirm this is the case. I've been playing this campaign long enough that Gauss Rifles have been invented, become Lostech and been rediscovered.

I'm another 28 years until the Clans start invading, but that gives me time to start upgrading to prepare for them.


84ba44 No.15097958

>>15097952

I never figured out how to actually play a match in that game, pretty complicated shit but maybe I'm just a brainlet.


14868e No.15097996

>>15097958

I could draw up a PDF and provide some quick starter guides if anyone is interested.

From what I remember, a while back I wrote a .txt file with about 70 steps guiding you through pretty much everything, but it could probably be trimmed down and streamlined.

MegaMek itself is astoundingly easy to set up, the campaign less so.


94824b No.15098006

File: eba737126da7c2b⋯.jpg (17.03 KB, 350x277, 350:277, 1334628464173.jpg)

If the game has RNG:

It's bullshit.

If the game can kill you off without warning:

It's bullshit.

If you can avoid death through careful planning and good plays:

It's not bullshit.


14868e No.15098030

>>15098006

Well you can choose where to position, you can use artillery to deny flanking, you can use cheap planes like the Boomerang for spotting and to keep an eye on your enemy, but there is always the chance that an enemy might get a lucky shot with an AC/20 and blow your head clean off.

In those cases, your pilot dies, but nine times out of ten, a Mech goes down from losing its engine or becomes immobile from losing a leg. If a Mech is immobile, the pilot can be recovered with only a few injuries like bruises and cuts, but hopefully nothing more serious.

I did have a pilot who fell over in his Mech and came back with his brain haemorrhaging.


8f1b5f No.15098065

>>15098006

>If the game has RNG:It's bullshit.

Nearly every game has RNG to some degree beyond damage ranges or crits. Which path does a NPC take, which move they use, who they target, their starting positions etc. YOU try making the Chess of the modern age and try to get it to stick. If your point is that most games are shit, I concur, but not because of RNG.

>If the game can kill you off without warning:It's bullshit.

If the game gives you space to prepare for an encounter which might kill you without warning, it's not bullshit imo. Compare Urkis in ToME (suicide unless you pack lighting resistance which you have plenty of time to source gear for) with bullshit like Grinder in DCSS (can roll to paralyze and DYWYPI on sight long before you get any resistance). You cover this later though.

>If you can avoid death through careful planning and good plays:It's not bullshit.


c83988 No.15098114

>>15098030

What was the one screen shot I saw where some light mech got a lucky shot on a dashi. It blew it srm rack or something hurting the pilot. Then as it tried to move through a building away the building can down on it, causing another internal to go critical killing the pilot.

I guess its like the animation, its awesome for the same reason it sucks.


14868e No.15098167

>>15098114

Things like that happen. You should never try to move through a sky scraper as a 100 ton Mech anyway, but yeah, unless the Mech has CASE (which most Clan Mechs do), detonating ammo can take the whole side of the torso off. At the point you're losing a Daishi though, you're probably losing one of your best pilots as well.


14868e No.15100213

bumping for stories about how you managed to get your precious troops killed in the most unfortunate and pointless ways.

I positioned an LRM carrier on top of a hill for line of sight. On the first turn, it sucked up 8 PPC shots, 2 AC/10 shots and 3 LRM10 salvos.

All crew were lost, and the jump troopers positioned around it all went up in flames in the same turn due to the ammo explosions.


14868e No.15100288

>>15100271

Find me a game that doesn't rely on RNG


bb41f4 No.15102688

>>15093821

Sengoku rance has permadeath for units that get annihilated, though not always, and the odds are affected by stuff like how it died.


50f6fd No.15102755

>>15097996

Is it multiplayer or singleplayer? Don't know shit about megamek.


9177f9 No.15102939

>>15098006

>>15093821

Its not an issue with the dice of the game, but a problem with either how the game or you value a character.

XCOM 2, as an example, took some soul from the fluff creation of table top. You can customize characters for hours, picking the best cosmetics, send them in as a unique squad. The best comparision is W40k Kill Team, where it is focused on a small squad to platoon sized unit. That's where the line gets drawn, and the differences start to manifest.

For a new game of Kill Team, you just have to retable your firgures that you spent time painting and kitbashing. Gameplay on the table doesn't have to affect their fluff, nor does the 10 quid figurine have to go in the trash. XCOM 2, however, will make characters dead, and it will have ramifications on both the fluff and the crunch. The death of anything sargaent or above usually can bring games to a screeching halt, because now, the star character squad is crippled.

XCOM 2 really is the worst in an "in your face" departement when it comes to unit deaths. There is a heavy grind to get characters leveled up, and no way that low level characters can be usable, or level fast enough to make an impact on the game. The game has placed a huge value on keeping elites inexpendable, and making rookies unfieldable except when the game forces the player's hand. It also doesn't help when the players spend some time downloading mods, putting in some personalization, and see all of that work go up in smoke with a kill cam shot. No one can effectively slot a rookie without a huge impact on combat effectiness, garenteeing that someone important will get shot at.

This oversight in the gameplay flies in the face of UFO Defence, where rookies are encouraged to be taken (they get a morale buff with higher ranks arround, and can take the bullet instead), and the death of an elite or two in the span of 3 months doesn't put the game in jeporady (but a large handful of them can). The only personalization that can take place in UFO Defence is just the name - that name belongs just to a face in a sea of faces with some stats who are prepared for death. Their monetary value is $80,000 and 2 days, slightly less then the sale price of a plasma pistol.

Presistent death is fine, as long as the player or the game does not place significant value on the characters. There is a noticable difference to how XCOM2 and X-COM: UFO defence are played because of how important characters are maded.


331158 No.15103107

>>15098006

This is part of the issue with text based games I've found, without visuals it's harder to tell when something is trapped unless you check every single stone you step on, every box, every door, every bag, every everything all the time constantly

with visuals you can see something's up sometimes at a glance, in text based games you have to stop everything and waste time staring hard at whatever it is for a while


14868e No.15103245

>>15102755

Both, MegaMek itself is a client which can connect to others or a server. MegaMek is the skirmish and battlefield, MekHQ is the Campaign Map as it were.

>>15102939

>All this

I agree, having a valuable trooper be irreplaceable and having rookies being totally useless flies in the face of any gameplay logic.

In a hard game, people are going to die.

In a tight spot, people are going to die.

In an unlucky situation, people are going to die.

If the game is going to encourage that you get attached to characters, they have to have some element of customisation and control, hopefully as well as a recorded history of some sort to show their progress.

If a valuable trooper dies, it can mean something, but if they're a lynchpin of the game, it can bring things to a screeching halt and make the game less enjoyable. If one can continue to train and progress further without losing much momentum, the game can be more enjoyable for it, as long as the game continues in a slow difficulty progression rather than spiking from mission to mission in a punishing way.

Bonus points if a character can develop fluff quirks based around personality which doesn't necessarily translate into crunch.

That being said, I was never very good at the Xcom or X-COM games, as I never gave them much time. I did complete Xenonauts though, for whatever that's worth.


14d050 No.15104454

File: 1ee200e2ba13592⋯.png (15.98 KB, 240x160, 3:2, Fire Emblem 8 - Sacred Sto….png)

>>15093821

Fire Emblem has character permadeath, although you can always go back to the start of a battle to save them if you want to. You have a limited number of replacements, but enough that you can lose someone in every battle and still field a full squad at the end of the game.

>>15098006

Enemy reinforcements that can arrive and attack on the same turn are the worst kind of bullshit.




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