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Oct 2013- Resident Evil 2 Pregame discussion
-Plot-
______________________________________
______________________________________
-Type of Game-
This will be another
Resident Evil-themed "Battle Royale"-style game in the same vein as my
Dark Falls game.
Which, admittedly, was a long time ago by now...
-Release Date-
Fall/Winter 2013
Approximately end of October
-Number of Players-
I would like to get 50 players. Please.
In order to ensure a minimum of drop-outs, replacements, and maximum participation,
I will be sending out
invites for this game and
reserving space for players who have
not dropped out of my games
Or otherwise
failed to participate in the past. As such, space will be limited, and
entry into the game not guaranteed.
After I have achieved the necessary numbers, players may serve as reservists.
That's right, this game is an INVITATIONAL game. Let me tell you why, and how it works.
I will not open "sign-ups" for this game until an announced date.
Sign-ups will remain open until they are full, first come, first served.
Put simply, I will invite people to the game and if they accept, they're on the
VIP list
The list of players will primarily be populated this way.
When I reach
50 players on the VIP list, I will send each VIP a message letting them know when the sign-up sheet will be open.
Then, on that date, I will open sign-ups, for a limited time.
Any VIP who agreed to reserve a space is guaranteed entry into the game.
However, if the VIP does not show up and claim their reserved spot before the deadline,
The slot will be granted to anyone who is enthusiastic about playing the game and chose to sign up.
That way, if you are interested but were not personally invited, you still have a chance to join.
You are also allowed to tell me that you wish to be invited. PM me.
This is necessary because last game, several spots went vacant.
I want experienced, loyal, dedicated players if I am going to put myself through the hell of hosting this game for you
I will therefore be inviting long-time players who have never let me down before, and do that first
This is your reward for being excellent players
If you are not formally invited to be a VIP do not take it personally
I need 50 players, not more than that
If you wish to be formally invited, send me a PM.
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Askthepizzaguy is the primary host and architect of the game.
Chaotix has agreed to co-host, but in case one of us is incapacitated...
GeneralHankerchief is the backup co-host.
That way this game will be completed even if Askthepizzaguy is mortal.
-Setting-
Southgate, Montana. A city which is located near
Dark Falls, Montana.
The events of this game take place months after the
events of Dark Falls.
-Factions-
Town
Umbrella
SynTech
Zombie Horde
Serial Killer
Unknown Faction 1
Unknown Faction 2
-Game Play-
Still putting the finishing touches on the design.
Put simply, there is a cycle of turns.
Movement round- you tell me how fast you wish to move, and where, and you tell me what to do when you get there
Interactive round- you've arrived at your location. Hide, search, attack, ambush, barricade yourself in a building, etc.
Then, the cycle starts over again.
Your mission as a Survivor is to complete mission objectives and then leave Southgate alive.
You will collect items, unlock buildings, encounter enemies, and solve the mystery of Southgate
You or your fellow survivors are very likely to die before you complete your mission
And if you die, you become part of the zombie horde...
Map is under construction. This is what I have so far.
http://farm8.staticflickr.com/7434/9...a6a86271_o.png
Cyberdrive Manufacturing Plant- Top Left corner, 5x6 tiles
Weapons testing range- Top east bank of the river, 1x7 tiles, behind the barrier
SynTech Systems Research Facility- Top Right corner, 6x3 tiles
Mercy Hospital- Blue cross building, west bank of river, 6 tiles irregular shape
Church of the Holy Savior- Center of map, east bank, 2x2 tiles
South Gate- Bottom of map, slightly on right, 2 tiles.
South River- snakes through entire map (impenetrable except by bridges)
Burning Train- Entire left hand side of map and partially on top (impassable)
United States Army Base- 6x3, south of SynTech Facility
Southgate Arena- Bottom right, 3x3 tiles, east bank
Mall of Montana- Right side middle, 10 tiles irregular shape
Southgate University- 3x3 tiles, Bottom right, west bank
Gated community- 5x4 tiles, Bottom left [INCOMPLETE]
Townhouse district- Bottom edge of map
Downtown office district- Center of Map [INCOMPLETE]
Downtown shopping plaza- North of University, East bank of the river (north side) [INCOMPLETE]
Commercial district- East of Church, Southwest of Church [INCOMPLETE]
Warehouse district- South of Manufacturing Plant, West bank of river, next to rail [INCOMPLETE]
Industrial Park- North side of map, east and west banks. [INCOMPLETE]
Residential apartment district- East bank of river, southwest side of map, near radio station [INCOMPLETE]
Parks and riverfront district- Along the banks of the river.
Graveyard- 2x2, Left side of map, east bank of river, Center
Southgate elementary- 2x4, Southwest portion of map, in red.
Sanitarium for the mentally ill- 2x3, north side of river across from school
Maximum security prison- Southwest of Hosptial, across the river.
KILM Radio Broadcast Station- Middle/left side of map, near Residential Apartment District
Police Station- (Not pictured yet) [INCOMPLETE]
City Hall- (Not pictured yet) [INCOMPLETE]
Water treatment facility- 2x1, top, center, east side of river
Subway stations (4) [SEE MAP LEGEND]
Elevated rail stations (3) [SEE MAP LEGEND]
Gas station (1) [SEE MAP LEGEND]
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Re: October 2013- Resident Evil Dark Falls RETURNS
- Makrell (from TWC)- APPROVED
- Zack (from CFC)- APPROVED
- BSmith (from CFC)- APPROVED
- Tiaexz (from the Org)- APPROVED
- Ironside (from the Org)- APPROVED
- Jarema (from CFC)- APPROVED
- Darth Feather (from the Org)- APPROVED
- Ferret (from the Org)- APPROVED
- Ishmael (from the Org)- APPROVED
- Choxorn (from CFC)- APPROVED
- Autolycus (from CFC)- APPROVED
- El Barto (Takhisis from CFC)- APPROVED
- Gaius Scribonius Curio (from the Org)- APPROVED
- issaikhaan (from the Org)- APPROVED
- White_Eyes:D (from the Org) - APPROVED
- TheLastDays (from the Org)- APPROVED
- Double A (from TWC)- APPROVED
- Montmorency (from the Org)- APPROVED
- johnhughthom (from the Org)- APPROVED
- Backwards Logic (from CFC)- APPROVED
- Jolt (from the Org)- APPROVED
- Seon (from CFC)- APPROVED
- UncleDynamite (from 2+2)- APPROVED
- Visorslash (from TWC)- APPROVED
- Frozen in ice (from CFC)- APPROVED
- Stuck in Pi (from CFC)- APPROVED
- Stildawn (from TWC)- APPROVED
- Andres (from the Org)- APPROVED
- Naut (Psychonaut from the Org)- APPROVED
- AntiDamascus (from the Org)- APPROVED
- Ibn-Khaldun (from the Org)- APPROVED
- gnarlycharlie (from Giraffe boards)- APPROVED
- Zain (from the Org)- APPROVED
- JRodd (Hustylez from 2+2)- APPROVED
- Major Robert Dump (from the Org)- APPROVED
- Beefy187 (from the Org)- APPROVED
- TheFlax (from the Org)- APPPROVED
- Gregoshi (from the Org)- APPROVED
- ihcjay (from 2+2)- APPROVED
- Nick Royale (from 2+2) APPROVED
- Diana Abnoba (from the Org) APPROVED
- Pokedel (from the Org) APPROVED
- TMLeafs1967 (from 2+2)- APPROVED
- The Moocher (from 2+2)- APPROVED
- crys (from Giraffe)- APPROVED
- CHarry (from 2+2)- APPROVED
- metsandfinsfan (from 2+2)- APPROVED
- Winston Hughes (from CFC)- APPROVED
- edse (from the Org)- APPROVED
- Lightfoot (From Giraffe)- PENDING
- Sprig (from CFC)- RESERVE PLAYER
- Rikand (Telcontar from 2+2)- RESERVE PLAYER
- Clockwork Jackal (from Giraffe)- RESERVE PLAYER
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Re: October 2013- Resident Evil Dark Falls RETURNS
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Re: October 2013- Resident Evil Dark Falls RETURNS
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Re: October 2013- Resident Evil Dark Falls RETURNS
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Re: October 2013- Resident Evil Dark Falls RETURNS
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Re: October 2013- Resident Evil Dark Falls RETURNS
I just type faster than I can write longhand, and the org has fancy editors which makes things easier to process visually. So what I'm going to do now is design the game from scratch. The stuff you are seeing now is "Pre-alpha" stage stuff, which you never see from me. You only get to see Beta and later, methinks. Here I go.
Player movement
Based on the premise of strengths/weaknesses, trade-offs, and RPS style playing concepts, players should be given options for how they wish to approach their situation. In a Resident Evil universe, there would be strengths and weaknesses to how you move around- quickly to escape danger, or slowly to avoid it to begin with, for example.
The core of the game begins here. Your options for direction of movement are limited by the map, but how fast you get there is up to you.
CORE CONCEPT: Making movement decisions.
CORE CONCEPT: A/B/C choices
CORE CONCEPT: Trade off
Positives: Sprinting.
When it comes to speed, Sprint is the strongest, and walk is the weakest. Obviously if you need to get somewhere fast, it makes sense to use the fastest movement speed. But what is the trade-off?
In my mind, Sprinting is what will make you winded. It is also the loudest, and prevents you from observing your surroundings closely. You are putting all of your bodies' energy into moving fast. You can't look around carefully, and you can't really defend yourself too well, aiming weapons is not even possible when sprinting at your fullest speed. As such, there are penalties associated with sprinting.
- Sprinting is probably the best way to flee from zombies, because they have a slower movement speed.
Trade-off: Sprinting
- You may not use "Hide/Stealth" mode. You will be out of breath when you arrive at your location. Which means you won't be able to hide properly, you'll be gasping for air.
- You may not use "Search" mode. You're running too fast to look for anything, and you'll be out of breath when you arrive at your location, you'll be forced to rest rather than search anything.
- You may not use "Attack" mode. You are too busy running, and then you'll be out of breath.
- You may not use "Defend" mode. You are too busy running, and then you'll be out of breath.
- You may not use "Ambush" or "Search and Destroy"
- But that is not all. If you are ambushed by a new attacker, your combat rating will be halved for the first round of combat. Your ability to defend yourself or observe your surroundings are both compromised while you are sprinting.
Positives: Running.
Running is faster than walking. And, while running at a comfortable pace, you are capable of handling weapons. You can shoot in front of and behind you, and charge to attack someone, and so forth. Much combat is done in real world situations while running or charging. You may not be running at the fullest possible speed, but you are moving quickly. When you arrive at your destination, you will not be so out of breath that you can't immediately do a quick look around. Which means you'll suffer no combat penalties, and you'll be able to explore one tile on the map grid. You will also be able to hide in your new location. However, while you're running, you'll be making enough noise that you'll be observable, which means you can be ambushed en route.
Trade-off: Running
- Any tiles you move across while running, you will not be in stealth mode. You'll only be able to hide once you arrive safely at your new location.
- You'll only be able to search the tile you arrive at, none of the in-between tiles.
- You won't be able to move as far as you would while sprinting.
- You may not use "Ambush". They'll see you coming, after all.
Positives: Walking.
Walking means you are taking maximum care to observe your surroundings, and be ready in case of danger, and avoid attracting attention. Walking is the mode of travel when you are concerned with being ambushed, or you want to be prepared in case searching yields unfortunate results. As a consequence, walking is the slowest mode of travel, but your stealth, search, attack, and defense abilities will all be enhanced.
- You automatically gain +1 to your Stealth rating.
- You automatically gain +1 to your Combat rating.
- If you choose Hide/Stealth Mode, you will be hidden even while moving from place to place, because you are taking the time to observe your surroundings, see danger, hide from that danger, and slip away.
- If you choose Search Mode, you will search all tiles that you cross, as you move.
- If you wish to perform an Ambush, this is the only method of doing so.
Trade-offs: Walking
- If you are being pursued by an enemy which has already spotted you, there's no chance you'll be able to hide from that enemy as it is chasing you; they will be able to catch up to you immediately and force a combat situation. You may be better equipped to fight during the encounter itself, but you won't be able to avoid the encounter.
- Obviously, this is the slowest method of getting anywhere, and the longer you stay in this city, the more dangerous it becomes.
Quote:
Player Movement Choice:
A) Walk
B) Run
C) Sprint
When a player moves, he also tells me what he does when he gets to where he is going.
Next up: Player Actions.
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Player Actions
Quote:
Player Action Choice:
1) Defend (+1 combat)
2) Hide (Stealth mode)
3) Search
- 1- Defend
- 2- Hide
- 3- Search
Positives: Defending.
When a player expects the situation to be extremely dangerous and no chance of escape or hiding, it's only prudent that the player spends less time worrying about searching, or hiding, and more time trying to defend themselves against their opponent.
- This mode grants a bonus +1 to combat, at the expense of being unable to hide or search at the end of the move.
Trade-off: Defending.
- This mode does not allow a search at the end of the move, so if there is a necessity to search the tile you arrive at, or the surrounding tiles, then it must be done on the following turn.
Positives: Hiding and Stealth.
Hiding at the end of your turn means that, rather than engage in combat with any hostile forces at your new location, you will attempt to find cover and hide. If your opponent hasn't already spotted you and is in pursuit (attack mode) then you have a decent chance of avoiding combat in your new location.
- If you are moving slowly enough to be in "stealth mode", then it's not even possible to ambush you at all, no matter your stealth rating.
- Hiding means you can Ambush someone next turn.
Trade-off: Hiding and Stealth
What you must watch out for is an opponent which is specifically searching to find someone who is hidden, and kill them. This is someone using Search+Destroy. They will then use their search capabilities and pit them against your ability to hide. If they find you, they will be able to attack first.
- You can't perform a Search while moving or when you arrive.
- You also can't use "Attack". You're trying to avoid combat altogether.
Positives: Searching.
- When you Search while walking, you'll be able to find things as you move.
- Search at the end of a run is a quick action, so you'll only search the tile you're in at the end of that run.
Sprinting doesn't allow searching as an action.
Trade-offs: Searching
- If you Search, there's a chance you'll unleash more monsters that were unable to find/reach you any other way.
- You cannot hide and search at the same time, and since you're not defending, you're more vulnerable.
Quote:
Player Movement Choice:
A) Walk
B) Run
C) Sprint
Player Action Choice:
1) Defend (+1 combat)
2) Hide (Stealth mode)
3) Search
But, in the event of combat, what does a player do? Next up: Combat choice.
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Player Combat
Quote:
Player Combat Choice:
X) Escape
Y) Non-Lethal
Z) Lethal
Escape: Means flee at the very first opportunity. Don't waste time engaging, just flee when possible.
- Note: It's still possible you'll die.
Non-Lethal: Means engage in the fight, but flee from battle if you become critically injured and could die on the next hit.
- Note: It's still possible you'll die.
Lethal: Fight to the death. You are trying to inflict maximum damage possible, and if you flee, you feel it would hurt your team's chances of victory. Every additional round of combat counts. You will not disengage from battle unless you die or all hostiles have been slain or have fled.
- Note: Someone will die if two players are engaged in Lethal combat with one another, without exception.
- It's also possible both will die.
Fairly self-explanatory.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Player Movement Choice:
Player Action Choice:
- 1) Defend (+1 combat)
- 2) Hide (Stealth mode)
- 3) Search
Player Combat Choice:
- X) Escape
- Y) Non-Lethal
- Z) Lethal
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Re: October 2013- Resident Evil Dark Falls RETURNS
Two different kinds of rounds
- Movement round
- Interactive round
Much like a Day and Night phase in a mafia game. The Movement round corresponds to the Night Phase in a mafia game.
The Interactive round is like a Day phase, in which there's like... discussion n' stuff.
You've moved.
You've searched.
You've hid.
You've combat-ed.
Now what? You've arrived somewhere, and there are people to see, and buildings to interact with.
As such, we'll spend a few minutes at our new location, talking with the people there (or not), ambushing them (or not), and interacting in general.
What can we do on an Interactive Round?
- You may speak to anyone in the same tile as you.
- You may speak to anyone in the tile adjacent to your own.
- You may Interact with your environment. See: Interactions.
- You may trade items between people in the same tile as you.
- You may trade items with anyone in a tile adjacent to you.
Those are things you can do simultaneously.
But there are other, elective things you may also do, which are mutually exclusive.
- You may now Prepare an Ambush for someone, if you're hidden. Tell me who to ambush- anyone you don't recognize, anything that doesn't look human, etc.
Or,
- You may now Search and Destroy. Find your prey, and kill it! Attack anyone who might be using Hide.
Or,
- You may now select a target and Pursue them next round, planning to attack them as they move away, and follow them to their new location.
Or,
- You may decide your new "friends" aren't so friendly as you thought, and Attack them right here, right now, which allows them to escape since you aren't using the Pursue option. Note, you're not using Search and Destroy, so anyone who is hidden will not be affected.
This section is not finished. More may be added here.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Fleeing from combat during a Movement Phase.
You've elected to Escape from a combat situation, which means that you've conceded the battle, and therefore, the battleground itself.
Since you've decided to flee, you're no longer able to do anything in this tile in the coming "Interactive Phase".
You can't interact with the tile since you're not in it. Your turn is, essentially, skipped.
You may, however, communicate with the people in the tile on your way out of the tile. So you're limited to speaking only.
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Re: October 2013- Resident Evil Dark Falls RETURNS
This game will be my most ambitious game to date, the only one that comes close was the previous Resident Evil Dark Falls game.
As such, I can use some help.
HOW YOU CAN HELP
1) Images
2) Music
3) I could use an artist who can draw and use MS paint or a similar program, and if you draw, have a way of uploading that image to the internets so I can use it.
4) Backup co-host.
1) Images.
I need images of dark (night time) dilapidated urban settings. Run down apartment buildings, partially destroyed buildings, interior shots of creepy places such as hospitals, laboratories, dungeons, military buildings, factories, and so forth- it has to look like a resident evil universe.
These images need to be collected, re-sized, and uploaded somewhere, where I can reach them simply by viewing, right-click, and saving them to my computer so I can re-host them. These images need to be photos, or photo-realistic.
I maintain discretion to use or not use what you send me.
Anything larger than 600*600 is too large. Please resize.
2) Music.
I need links to youtube videos or other links which auto-play the music in question without having to click a button. The type of music I'm looking for is dark, gloomy, music which fits in with a horror game. Such as, for example,
https://www.youtube.com/watch?v=wZ4JoovKWCU
The genre of music can vary a bit, it doesn't have to be alternative rock. But I don't want any Justin Bieber, thank you. You get the picture?
I have discretion to use or not use it.
3) Artist
I'm contemplating begging Crazed Rabbit for his help again, but if you think you have real artistic chops, then PM me an image of YOUR original artwork signed by your user name, so I know it's yours.
A test image, create for me a picture of the interior of a hospital with zombies in it, and also, an exterior shot of the same building, in a different image.
If your image meets my quality standards, I may hire you as my artist for this game. I'd be willing to PayPal you actual money (not much... 10 dollars, 20 dollars, depending on how much you do for me) if I like your material and I end up using a lot of it. I'll tell you beforehand how much I am willing to pay to commission additional artwork.
Initially- nothing. You're volunteering, remember? I may not use your work at all. But if I know I'm going to use a lot of your work.... If I like what I see, and you can produce it well and within a reasonable time frame, I'll say 10 bucks, I need another 10 images. You do this work for me, and I end up using it, I'll PayPal you the cash. I'll tell you how many and what kind of image I need. You make those images, you get the fundage. I'll add on more money if I need additional images, and I'll tell you what and how many, and tell you how much I can spend.
If you're going to be making a lot of high quality artwork for this game, then I am willing to compensate you for it, as much as I can afford and as much as I need for the game. But initially, you're just volunteering, and you've got to demonstrate your artistic chops to move on to the next level. Since I want all the drawn artwork to match in style, I'd prefer just one artist for the game.
I don't want you to waste a lot of time making stuff for my game if you won't be hired as the artist. So please, don't make anything I didn't ask you to make, unless it's for your own personal fun.
Again, I maintain full discretion whether I use your work or not. But if I say I'll pay you for X, I'll pay you for X. You have my word.
4) Backup co-host
In case Chaotix or myself are unable to continue.
You must have experience hosting a LARGE mafia game that is non-vanilla. This game is far more complicated and far more work than any mafia game ever will be. As such, as a bare minimum, you must be a candidate with experience and dedication to forum gaming. I will not consider you unless you've hosted a complex nonvanilla mafia game with more than 30 people. Otherwise, you have no idea what you're getting into and you will quit. Trust me.
You may join the game as a player, but if a host drops out, you step up and get all the host notes and take over. Volunteers can apply via PM. Show me your body of work and tell me why you want to be a backup cohost.
I maintain full discretion whether I turn this game over to you or not. It's my baby.
How to contribute:
Condense what you're sending me down to a url link. I don't need a whole lot of text to read.
Just links to music, or images, and I'll go through them when I have time. Indicate that this is music or images in the title of the PM
If you're sending me original artistic material and are applying to be the game artist, indicate that in the title of the PM.
If you want to be a backup host, indicate that in the title of the PM
If you don't reduce it down to the links, or use the indicators I've requested, it will make it harder for me, and it will make it less likely I'll use your material.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Please feel free to subscribe to this thread, Lookie-Lou's, because it will be updated frequently from now until the game begins.
Continuing with the game design phase.
Last game we had a couple too many categories for stats, in my opinion. Seven categories, each with a normal scale of 1-10, but could be increased beyond 10.
Sample stats:
(35/70 points)
Strength: 5
Combat: 5
Vitality: 5
Speed: 5
Stealth: 5
Awareness: 5
Luck: 5
Luck was related to saving throws and finding rare items. I may keep Luck as a category, but I want to decouple it from the new category of "Search" rating. Awareness was related to anti-stealth and finding items, but I want to just simplify this category to "Search", which will be used for both.
I will keep Strength, which will affect melee weapons as well as determine your ability to break down certain barriers. Consider strength to be your ability to move where you want to move even when there's a locked door in your way. Some doors cannot be broken down even with strength, but could conceivably be demolished by other means, or simply unlocked.
Combat will return. This is your ability to hit versus your opponent's ability to dodge.
Vitality is HP, same as before, no HP means you die.
I plan to eliminate Speed as a category for most players. Zombies will be slower, people will be faster, special monsters may be faster, but you cannot alter this category, like you did in the previous game.
Stealth will be a category once again. This affects how well you can hide, which can help you survive, or make surprise attacks and ambushes.
NEW SYSTEM:
Strength-
Combat-
Vitality-
Search-
Stealth-
Speed: 5 - every human will have the same speed. You can no longer alter this category.
Luck: 5 - I will determine your luck rating based on your total available stat points. Fewer points means higher Luck. More points means lower Luck. You can no longer alter this category.
Sample- Basic Townie.
20 distributable points.
Strength- 4
Combat- 4
Vitality- 4
Search- 4
Stealth- 4
--------------
Speed: 5
Luck: 7
You my distribute these how you wish, as long as each category has at least 1. Sample-
Strength- 1
Combat- 4
Vitality- 7
Search- 7
Stealth- 1
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Speed: 5
Luck: 7
This build means that you'll be able to find things more easily, and survive damage, but won't be very strong or stealthy. You have sub-par combat, but you aren't useless in a fight.
Since you're a basic townie, your luck is higher than average. Which means your odds of surviving otherwise fatal damage are higher than the norm.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Game design so far.....
MOVEMENT ROUND
Player Movement Choice: [defined above]
A) Walk
B) Run
C) Sprint
Player Action Choice: [defined above]
1) Defend (+1 combat)
2) Hide (Stealth mode)
3) Search
Player Combat Choice: [defined above]
X) Escape
Y) Non-Lethal
Z) Lethal
INTERACTIVE ROUND
=Elective actions- you may do all of these at once, if you wish, plus one of the below options=
- You may speak to anyone in the same tile as you.
- You may speak to anyone in the tile adjacent to your own.
- You may Interact with your environment. See: Interactions.
- You may trade items between people in the same tile as you.
- You may trade items with anyone in a tile adjacent to you.
=OPTIONS- choose only one=
- Prepare an Ambush {If you're hiding}
- Search and Destroy
- Pursue Target
- Attack
- Hide
- Do nothing
===========================
Strength- 4 [Break down obstacles, melee combat modifier]
Combat- 4 [basic combat modifier, to-hit, and to-dodge]
Vitality- 4 [HP]
Search- 4 [increases odds of finding items]
Stealth- 4 [increases odds of staying hidden while adversaries search for you]
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Speed: 5 [movement rate, which may not at all indicate the number of tiles you can move.... lol I have to see how big the grid is first...]
Luck: 7 [your saving throw. You lose all HP, you get once final throw before you die. If you beat the roll, you are alive with 1HP]
Awareness- no longer exists. Everyone has the same range of sight.
=========================
Items- Many of the same from the previous game, such as healing items.
I will reduce the sheer number of items, however. There was no need for all that diversity.
Weapons- many from the previous game, a bit less diversity. What I'll do is have a general category of weapons with the same stats, so you might have a different looking but identical weapon, but with still enough different weapon stats to make the game interesting. Like the previous game, different weapons may have the same damage rate.
I'll design these last, what's more important are the game mechanics, the setting, the map, the teams, and objectives.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Interact with Environment
Rough draft
[Buildings]
Attempt to break into the building using Strength, and search the building or barricade.
Attempt to break into the building using an item, and search the building or barricade.
Use the key which opens this building, and search the building or barricade.
[If building has a fire escape] Climb to the top of the building and barricade yourself against the zombie horde. -Makes escape impossible during combat, may improve your combat against certain enemies like El Gigante-
[If building is open] Barricade yourself inside the building.-Makes escape impossible during combat, may improve your combat against certain enemies like zombies-
And so forth. Exact options determined by location.
Quote:
Certain buildings will have different barricade ratings for Interior, and Roof.
Some buildings are perfect for repelling a zombie attack. Others, well, not so great.
Some buildings are perfect for repelling a different kind of attacker. Others will crumble to dust with you on top, which is bad news for you.
These ratings will be hidden, but simply inspecting the building will tell you what kind of building it is, and what sort of architecture it has. Then you can make an educated guess. But if the building is more dilapidated than it appears, you could be in for a rough ride.
[Non-buildings]
Sample
Subway- Use the subway car to get to the next subway station. Uses your entire next Movement Round's movement.
Ferry- Use the Ferry to escape Dark Falls. (If not properly prepared, you will die) :evil: Bwahahahahahahaha
Vehicle- Try to enter and start the vehicle.
Crates, containers, etc- Try to break open.
And so forth. Exact options determined by location.
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Re: October 2013- Resident Evil Dark Falls RETURNS
SCORING/OBJECTIVES
Early draft
Scoring should be based on:
TEAM PERFORMANCE (40%)
INDIVIDUAL PERFORMANCE (40%)
ACTIVITY (20%)
If your team does well, then you will do better, even if you died early. So it is possible to play selflessly, and try to do anything that helps your team, even at great personal risk. Though living is a good idea.
Your individual performance will be based on what you managed to accomplish during the game, just like last game. Perhaps I will reveal the exact breakdown of your scoring potential before the game begins, so you understand how to maximize your score. Fair warning, some accomplishments are riskier than others, and you could die if you fail...
Your activity guarantees points. If you send in orders every phase, you earn points, period. If you die, you can continue play as a zombie, and continue earning points. And, the zombies will be given opportunities to score just as well as a living human, so it's not the end of the world, but the zombie team has to do well for you to become a top scorer here.
TEAM OBJECTIVES
Townsfolk should have an objective similar to the last game. During the course of the game, townies will die. If they don't die, more and more monsters will enter the playing field until they start dying.
So death is guaranteed to happen. :evil:
The townsfolk, as a group, will get bonus points for the group's overall performance.
- 1) Number of townies who escape from Dark Falls
- 2) Number of zombies slain by townies.
- 3) Mission objectives completed by townies.
The better the team scores, the better each individual townie scores. So, if you slay a ton of zombies and then die, you can help boost the town's overall score.
This is one way you can be selfless in this game and still can has fun.
If you take risks and complete mission objectives, town scores better overall.
INDIVIDUAL OBJECTIVES- "Good" townies.
1) Personally find a method of escape from Dark Falls. (even if you fail, you get points for finding a way out)
2) Escape from Dark Falls.
3) Survive.
4) Slay non-humans.
5) Personally complete a mission objective.
6) Personally obtain a mission-critical item.
7) Unlock a mission-critical building
And so forth.
There will be anti-town teams, with competing objectives, too.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Backup co-host? Yes. I've hosted a few nightmare games already, never more than 40 players. Once I was very mean and cruuel and made almost all my players be survivors. And it was a zombie game.
Uploader of pictures? I can lend you my Picasa which is very handy for resizings.
Zombies in hospitals? I happen to have a copy of the game Blood. In it there are zombies. And a couple hospital levels. And decapitated bodies. And entrails. And a doomsday cult focused on taking over the world and worshipping a god of darkness. And more entrails. And more blood.
It really lises up to its name. I could get some screenshots.
Also, phirst.
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Re: October 2013- Resident Evil Dark Falls RETURNS
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Re: October 2013- Resident Evil Dark Falls RETURNS
Is this also where I say I just want to play... All I've hosted is Small Gamesand only 2, I suck at drawing and am rather incompetent when it comes to anything else that you're looking for but I'll make good cannon fodder for the game :yes:
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Re: October 2013- Resident Evil Dark Falls RETURNS
Town
Umbrella
SynTech
Zombie Horde
Serial Killer
Unknown Faction 1
Unknown Faction 2
These are the Factions for Resident Evil 2
Town- The survivors of the outbreak in Southgate, Montana. Although they were not transformed into zombies, something terrible did happen to them, and in order to escape from Southgate, they must complete certain mission objectives, and then, locate and gain access to the exits. They will be attacked by zombies and other hostile forces in the meanwhile. They have individual scores and a team score.
Individual score: Were you active, did you send in orders, did you continue playing as a zombie if you died, did you defeat other players or NPCs, did you find items, unlock doors, or complete mission objectives, did you free yourself, did you escape.
Team score: Mission objectives completed, number of survivors at end of game.
Umbrella- Operatives which have infiltrated SynTech systems in order to counter-strike them after the events of Dark Falls. Their primary objective is to obtain certain items, defeat SynTech operatives, and escape with their prize.
Individual score: Were you active, did you send in orders, did you continue playing as a zombie if you died, did you defeat other players or NPCs, did you find items, unlock doors, or complete mission objectives, did you escape.
Team score: Mission objectives completed, number of survivors at end of game, number of deceased SynTech operatives.
SynTech- Mystery surrounds their activities here in Southgate. What is known is that they are behind the development of a terrifying new breed of bio-weaponry, and are rivals of Umbrella Corp.
Individual score: Were you active, did you send in orders, did you continue playing as a zombie if you died, did you defeat other players or NPCs, did you find items, unlock doors, or complete mission objectives, did you escape.
Team score: Mission objectives completed, number of survivors at end of game, number of deceased Umbrella operatives.
Zombie Horde- Their objective is to cause the fewest number of total survivors and escapees possible.
Zombies will be scored individually, adding to their score from when they were alive. There will be a bonus given depending on the success of the zombie horde in completing its objective.
Serial Killer: There is only one mission: Kill anyone and everyone.
There is no team score. Each SK is scored individually.
Unknown Factions: These are meant to be surprises.
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Re: October 2013- Resident Evil Dark Falls RETURNS
but all factions are secret, unless youre dead and a zombie yes? Or are there different teams rummaging around, with umbrella and syntech and so forth?
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Re: October 2013- Resident Evil Dark Falls RETURNS
Quote:
Originally Posted by
Makrell
but all factions are secret, unless youre dead and a zombie yes? Or are there different teams rummaging around, with umbrella and syntech and so forth?
If you are a survivor (Town) then the identity of everyone else is a mystery to you. You also don't ordinarily know where they are.
If you are a Serial Killer, you can identify other serial killers on sight, but otherwise don't know who or where they are.
If you are Umbrella, you know who all your partners are, and where they are, at all times. You can also ID SynTech operatives on sight. You just don't know who or where they are.
If you are SynTech, you know who all your partners are, and where they are, at all times. You can also ID Umbrella operatives on sight. You just don't know who or where they are.
If you are a zombie, you know where all the zombies are at all times, and who is within visual range of the zombie horde.
If you are a member of one of the hidden factions, you know who your partner(s) are, and where they are, at all times.
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Re: October 2013- Resident Evil Dark Falls RETURNS
This looks fun but I have no idea if I can wrap my head around this. I'm going to read these threads while at work. Is something that someone with essentially no experience in a game like this can be a part of?
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Re: October 2013- Resident Evil Dark Falls RETURNS
Quote:
Originally Posted by
AntiDamascus
This looks fun but I have no idea if I can wrap my head around this. I'm going to read these threads while at work. Is something that someone with essentially no experience in a game like this can be a part of?
Short answer: Yes.
Long Answer: Also yes.
You know as much as the rest of us.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Quote:
Originally Posted by
AntiDamascus
This looks fun but I have no idea if I can wrap my head around this. I'm going to read these threads while at work. Is something that someone with essentially no experience in a game like this can be a part of?
Yes, because almost every player in the previous game which had 62 players had no experience with a battle-royale style game, and I had absolutely zero experience hosting one.
More about the map and the game mechanics will be posted soon, and I will be available to answer questions.
TIME REQUIREMENTS: Every 3 days or so, you'll need to send me a private message indicating which action to take.
This PM can be as small as a couple sentences.
You may also wish to interact with players who are within communications range (1 tile, or an active com link with the player in question, host-approved only).
It should only take a few minutes to read what happened in the public writeup, open your results PM, and discuss things with available parties. Then, you have a couple days to decide what to do next.
This is less difficult for players than a traditional mafia game would be, because there's no public discussion. Therefore the player's time requirements are small. The host, on the other hand, is utterly insane for doing this a second time.
===================
General playing tips:
1) You need to do everything you plan on doing within 20-25 moves, because after that, the zombie horde will be too massive and they will be everywhere, and much more vicious as time progresses.
2) The longer the game progresses, the more survivors die and become zombies. Less allies, more enemies.
3) It is impossible to survive forever in Southgate. Eventually, a nuclear weapon will level the city, but the zombies will destroy everything alive long before then.
4) No matter how powerful you or your group of survivors becomes, the zombie horde will become that much more difficult to compensate.
5) You cannot explore every section of the map before time expires. Some things you have to leave for your teammates and you mustn't dawdle too much in going to your next objective.
6) Searching can yield better weapons, healing items, and very important, critical mission related items. Neglecting search is not advisable.
7) Searching can also reveal additional zombies, with a small percentage chance of that. Accordingly, if you are near death, searching can be a death sentence.
8) Accumulating health items can be a great idea, you can trade them to others, along with any items or weapons you don't need. This helps the players around you and makes it more likely someone survives the game. Other players might be more willing to give you weapons and items you need if it's not a one-way deal.
9) As soon as you complete your most critical objectives (freeing oneself, more on that later) (find an escape route) then you should attempt to leave southgate post-haste. Lingering in the city increases your risk of death, and escape + survival is much better score-wise than not escaping and not surviving.
=================
Sign-ups should open at end of october. Keep an eye on the thread.
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Re: October 2013- Resident Evil Dark Falls RETURNS
vote: Zack
Actually, I bet Zack will win this, just to spite everyone who has ever killed or voted for him for no reason.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Quote:
Originally Posted by
Double A
vote: Zack
Actually, I bet Zack will win this, just to spite everyone who has ever killed or voted for him for no reason.
As if I can just press a button and win?
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Re: October 2013- Resident Evil Dark Falls RETURNS
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Re: October 2013- Resident Evil Dark Falls RETURNS
Quote:
Originally Posted by
Zack
As if I can just press a button and win?
No, 100 buttons, give or take about 20.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Quote:
Originally Posted by
Askthepizzaguy
General playing tips:
1) You need to do everything you plan on doing within 20-25 moves, because after that, the zombie horde will be too massive and they will be everywhere, and much more vicious as time progresses.
2) The longer the game progresses, the more survivors die and become zombies. Less allies, more enemies.
3) It is impossible to survive forever in Southgate. Eventually, a nuclear weapon will level the city, but the zombies will destroy everything alive long before then.
4) No matter how powerful you or your group of survivors becomes, the zombie horde will become that much more difficult to compensate.
5) You cannot explore every section of the map before time expires. Some things you have to leave for your teammates and you mustn't dawdle too much in going to your next objective.
6) Searching can yield better weapons, healing items, and very important, critical mission related items. Neglecting search is not advisable.
7) Searching can also reveal additional zombies, with a small percentage chance of that. Accordingly, if you are near death, searching can be a death sentence.
8) Accumulating health items can be a great idea, you can trade them to others, along with any items or weapons you don't need. This helps the players around you and makes it more likely someone survives the game. Other players might be more willing to give you weapons and items you need if it's not a one-way deal.
9) As soon as you complete your most critical objectives (freeing oneself, more on that later) (find an escape route) then you should attempt to leave southgate post-haste. Lingering in the city increases your risk of death, and escape + survival is much better score-wise than not escaping and not surviving.
As one of the few experts in surviving the game:
Read 9), forget about everything else.
Search for stuff until you or your group that you can (Hopefully) trust have enough documents that explain how to escape the city (Where to get a certain item that you need to escape through a section of the city). Once you know that, grab your group and do that, and forget about everything else. Don't help other parties unless they want to stick around you to make your group stronger, don't waste valuable turns in military bases searching for weapons, don't dilly dally, nothing. Look at the first game, 13 people out of 60 escaped.
1) Find escape route
2) Move to where needed items for escape route are
3) Get needed items
4) Move to escape route
5) Escape
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Re: October 2013- Resident Evil Dark Falls RETURNS
This game will not allow you to escape through any escape route whatsoever until you accomplish the primary objective:
"Free yourself"
You cannot move outside of the boundaries of the map unless you have first done something which accomplishes this intentionally-vague (but will be revealed through the course of the narrative) primary objective.
Until you figure out how to do this, you are doomed to be trapped in Southgate until you die, and you will die. Mark my words.
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Re: October 2013- Resident Evil Dark Falls RETURNS
And in any case you can just vote:Askthepizzaguy. He is always the mafia.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Holy :daisy:, we have to apprehend the Logos to escape? At that point, it's not like anything could stop us anyway...
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Re: October 2013- Resident Evil Dark Falls RETURNS
In the last game, a few survivors escaped by way of Tank.
So yeah, you could apprehend something. Good luck finding the keys.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
https://forums.totalwar.org/vb/showt...post2053550981
LOL check out the thing I did with the plot synopsis. I put it directly underneath the theme song and now it scrolls upwards in theatrical fashion.
This game is gonna be so awesome.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
http://farm8.staticflickr.com/7434/9...a6a86271_o.png
Cyberdrive Manufacturing Plant- Top Left corner, 5x6 tiles
Weapons testing range- Top east bank of the river, 1x7 tiles, behind the barrier
SynTech Systems Research Facility- Top Right corner, 6x3 tiles
Mercy Hospital- Blue cross building, west bank of river, 6 tiles irregular shape
Church of the Holy Savior- Center of map, east bank, 2x2 tiles
South Gate- Bottom of map, slightly on right, 2 tiles.
South River- snakes through entire map (impenetrable except by bridges)
Burning Train- Entire left hand side of map and partially on top (impassable)
United States Army Base- 6x3, south of SynTech Facility
Southgate Arena- Bottom right, 3x3 tiles, east bank
Mall of Montana- Right side middle, 10 tiles irregular shape
Southgate University- 3x3 tiles, Bottom right, west bank
Gated community- 5x4 tiles, Bottom left [INCOMPLETE]
Townhouse district- Bottom edge of map
Downtown office district- Center of Map [INCOMPLETE]
Downtown shopping plaza- North of University, East bank of the river (north side) [INCOMPLETE]
Commercial district- East of Church, Southwest of Church [INCOMPLETE]
Warehouse district- South of Manufacturing Plant, West bank of river, next to rail [INCOMPLETE]
Industrial Park- North side of map, east and west banks. [INCOMPLETE]
Residential apartment district- East bank of river, southwest side of map, near radio station [INCOMPLETE]
Parks and riverfront district- Along the banks of the river.
Graveyard- 2x2, Left side of map, east bank of river, Center
Southgate elementary- 2x4, Southwest portion of map, in red.
Sanitarium for the mentally ill- 2x3, north side of river across from school
Maximum security prison- Southwest of Hosptial, across the river.
KILM Radio Broadcast Station- Middle/left side of map, near Residential Apartment District
Police Station- (Not pictured yet) [INCOMPLETE]
City Hall- (Not pictured yet) [INCOMPLETE]
Water treatment facility- 2x1, top, center, east side of river
Subway stations (4) [SEE MAP LEGEND]
Elevated rail stations (3) [SEE MAP LEGEND]
Gas station (1) [SEE MAP LEGEND]
http://farm6.staticflickr.com/5465/9...fbc15b7e_o.png
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Re: Oct 2013- Resident Evil 2 Pregame discussion
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Re: Oct 2013- Resident Evil 2 Pregame discussion
I've been waiting for this for a long time. Missed the RE1 game but really would like to play this one.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
I get the feeling I'll just be watching this one.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
AntiDamascus
I get the feeling I'll just be watching this one.
Quote:
Originally Posted by
AntiDamascus
This looks fun but I have no idea if I can wrap my head around this. I'm going to read these threads while at work. Is something that someone with essentially no experience in a game like this can be a part of?
Have you decided that you wanted to be part of the game yet?
Because of the commitment to play requirement, I would definitely ask you to be sure you want to play if you request an invite.
There's still space available and it looks more and more like it may not fill completely, so if you want in, and are sure you want in, request an invite. :D
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Reading the other threads and the rules I dunno. It looks fun though. If you're ok with me being a complete idiot while playing this game I'm down. This means I either die first or I'm the first one out alive or something.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
AntiDamascus
If you're ok with me being a complete idiot while playing this game....
No, that's my spot!
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Calm down, children. *Looks at Jarrema* I hope you brought enough idiocy for everyone, young man.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
here, old one. Please, take some
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Re: Oct 2013- Resident Evil 2 Pregame discussion
By the way I stopped playing NotW and mafia and whatnot very seriously because I ran out of people to talk to ourside of the thread. Where do you people go to talk to behind other people's backs these days?
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
Seon
Where do you people go to talk to behind other people's backs these days?
ur mom
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Flip sake, why did no one tell me? I've still been visiting Double A's mom, I wondered where everyone had gone.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
johnhughthom
Flip sake, why did no one tell me? I've still been visiting Double A's mom, I wondered where everyone had gone.
Oh, AA's mom isn't for talking...
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Re: Oct 2013- Resident Evil 2 Pregame discussion
VIP LIST
- Makrell- APPROVED
- Zack- APPROVED
- BSMith- APPROVED
- Tiaexz- APPROVED
- Ironside- APPROVED
- Jarema- APPROVED
- Darth Feather- APPROVED
- Ferret- APPROVED
- Ishmael- APPROVED
- Choxorn- APPROVED
- Autolycus- APPROVED
- EL BARTO- APPROVED
- Gaius Scribonius Curio- APPROVED
- issaikhaan- APPROVED
- White_Eyes:D - APPROVED
- TheLastDays- APPROVED
- Double A- APPROVED
- Montmorency- APPROVED
- johnhughthom- APPROVED
- Backwards Logic- APPROVED
- Jolt- APPROVED
- Seon- APPROVED
- UncleDynamite- APPROVED
- Visorslash- APPROVED
- Frozen in ice- APPROVED
- Stuck in Pi- APPROVED
- Stildawn- APPROVED
- Andres- APPROVED
- Naut (formerly Psychonaut)- APPROVED
- AntiDamascus- APPROVED
Anyone else reading this thread want a formal invite? PM me.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
I see a number of lookie-lous viewing this thread.
Come on, surely you want in?
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Did you get my PM PizzaGuy?
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
Stildawn
Did you get my PM PizzaGuy?
Yes, just been very sick. Everyone needs to give me some time to respond to anything complicated.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
You stopped wearing your orthopenic shoes, didn't you?
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
johnhughthom
You stopped wearing your orthopenic shoes, didn't you?
Nearly flew straight to the moon this time. Still holding on for dear life.
(Note to all: inside joke)
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Re: Oct 2013- Resident Evil 2 Pregame discussion
I wish you'll get well soon.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
Askthepizzaguy
Nearly flew straight to the moon this time. Still holding on for dear life.
(Note to all: inside joke)
Did you hear the one about the nature reserve?
Sorry, outside joke.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
Askthepizzaguy
Yes, just been very sick. Everyone needs to give me some time to respond to anything complicated.
Haha all good hope your feeling better
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Just a heads-up to people, I'm probably going to run another Rock/Paper/Scissors tournament for the folks who die early here, so don't disappear right away! :yes:
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Re: Oct 2013- Resident Evil 2 Pregame discussion
I believe I came second in one of those once lol.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
GeneralHankerchief
Just a heads-up to people, I'm probably going to run another Rock/Paper/Scissors tournament for the folks who die early here, so don't disappear right away! :yes:
What does that mean? Can I be Spock?
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Don't let askthepizzadude incorporate it into the game.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
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Re: Oct 2013- Resident Evil 2 Pregame discussion
And what will be the title of your defence?
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Re: Oct 2013- Resident Evil 2 Pregame discussion
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Re: Oct 2013- Resident Evil 2 Pregame discussion
"I know the Justin Bieber posters should have given it away"
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Re: Oct 2013- Resident Evil 2 Pregame discussion
WHAT is a Justinbieber?
It sounds like some kind of fancy toilet.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
It is one of those things.
Hint: It's not the first one.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
VIP LIST
- Makrell- APPROVED
- Zack- APPROVED
- BSMith- APPROVED
- Tiaexz- APPROVED
- Ironside- APPROVED
- Jarema- APPROVED
- Darth Feather- APPROVED
- Ferret- APPROVED
- Ishmael- APPROVED
- Choxorn- APPROVED
- Autolycus- APPROVED
- EL BARTO- APPROVED
- Gaius Scribonius Curio- APPROVED
- issaikhaan- APPROVED
- White_Eyes:D - APPROVED
- TheLastDays- APPROVED
- Double A- APPROVED
- Montmorency- APPROVED
- johnhughthom- APPROVED
- Backwards Logic- APPROVED
- Jolt- APPROVED
- Seon- APPROVED
- UncleDynamite- APPROVED
- Visorslash- APPROVED
- Frozen in ice- APPROVED
- Stuck in Pi- APPROVED
- Stildawn- APPROVED
- Andres- APPROVED
- Naut (formerly Psychonaut)- APPROVED
- AntiDamascus- APPROVED
- Winston Highes- APPROVED
- Ibn-Khaldun- APPROVED
- gnarlycharlie- APPROVED
- Jrodd- GOAT
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Re: Oct 2013- Resident Evil 2 Pregame discussion
17 spots remain, and I believe I have a few nibbles. We're probably going to be at 37 very shortly.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Hey, taking one of those spots. My high post count on here means i'm the GOAT obv :P
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
Jrodd
Hey, taking one of those spots. My high post count on here means i'm the GOAT obv :P
GOAT because you took my advice and switched to The Guild forum skin, not the default/Shogun skin.
SHOGUN SKIN SUCKS! The Guild has always been the superior skin!
Gosh that sounds like hidden racism, but it's not! These are the facts: The Guild >>>>> TWS2
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Re: Oct 2013- Resident Evil 2 Pregame discussion
I agree.. The Guild is better than any other skin!
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Indeed, The Guild is an excellent series to watch. And a forum skin as well.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Morbid is the best. The Guild looks like poop, figuratively and literally.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
Jrodd
Hey, taking one of those spots. My high post count on here means i'm the GOAT obv :P
You're from 2p2?
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Re: Oct 2013- Resident Evil 2 Pregame discussion
He is from 2+2. Personally invited by me, so you know he's gotta be decent.
UncleDynamite is also from 2+2 with a personal invite. Candidates from 2+2 were vetted thoroughly before being invited to play.
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Re: Oct 2013- Resident Evil 2 Pregame discussion
Quote:
Originally Posted by
Askthepizzaguy
He is from 2+2. Personally invited by me, so you know he's gotta be decent.
UncleDynamite is also from 2+2 with a personal invite. Candidates from 2+2 were vetted thoroughly before being invited to play.
Just curious as to who he is. I don't remember a jrodd, hence the question.
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Re: October 2013- Resident Evil Dark Falls RETURNS
I realize that I should have asked these earlier...but I have two questions about the game balance.:book2:
One is, if there well be scanners like in the first game. If so, that is kinda hacks because I recall joining a group that had one last game and if I had not turned near the end, all of us in that group would have escaped without incident.(No epic Wishazu ownage at the end if there wasn't though...)~:handball:
The second is, if anything like one player being unfortunately picked out like GH was for a rather unwelcome fate.:sweatdrop:
Edit: For point one what I mean is that it was easy to gain trust with it...you could tell if someone was turning or had evil intentions.
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Re: October 2013- Resident Evil Dark Falls RETURNS
Quote:
Originally Posted by
White_eyes:D
I realize that I should have asked these earlier...but I have two questions about the game balance.:book2:
One is, if there well be scanners like in the first game. If so, that is kinda hacks because I recall joining a group that had one last game and if I had not turned near the end, all of us in that group would have escaped without incident.(No epic Wishazu ownage at the end if there wasn't though...)~:handball:
The second is, if anything like one player being unfortunately picked out like GH was for a rather unwelcome fate.:sweatdrop:
Edit: For point one what I mean is that it was easy to gain trust with it...you could tell if someone was turning or had evil intentions.
If you had met us at the endgame alone you'd be suspicious anyway. Three heavily armoured "police officers" just strolling around. Meeting us midgame with a detective would be a death penalty (we had faked cover roles that the detective would eventually see through and we knew this). It works more as a conflict sparker than anything else. Sometimes it helps, sometimes it triggers an unwanted battle. We could identify Leon and Umbrella people on spot, Umbrella was objective, while Leon was a threat.
I don't think anyone could always detect turning though, only if the person refused to turn at first. I do know that the surviving townie, that we had space to carry on the helicopter turned and ran away. Or was informed about being able to turn, ran away and turned.
The second is probably a secret, but something monstrous is returning. The plagas faction did well in the last game iirc, I think they came third, mostly after getting mauled by us. The queen in human form was quite weak iirc.
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Re: October 2013- Resident Evil Dark Falls RETURNS
I loved plagas idea when I was reading about last game. I want something similar here :)