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  1. #1
    winston 4 champs Member Zack's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    18. Can you combine two similar pistols and treat them as a pair?

    No. Pistols will be relatively common and there will be little point in having automatic weapons in the game when you could effectively turn common pistols into an automatic weapon simply by holding one in each hand. I know this breaks the realism a bit, but it's for the purposes of simplicity (I have made only rare sacrifices in realism for the sake of simplicity) and game balance. If I allowed that, I'd have to make automatic weapons even more powerful than they already are, and then anyone with automatic weapons will destroy anyone with any other kind of weapon, and that's a game balance issue. They are already powerful enough and I do not believe two handguns are more powerful than a single sub-machine gun, and that's the only reason I won't allow combining two weapons.
    (bold mine) Not really. Firing two pistols at once effectively only happens in video games. It's impossible to fire both accurately when you hold them like that, and the recoil would be much worse when you're holding each gun with one hand. It's difficult enough for the average person to be accurate and competent holding just one pistol.

  2. #2
    syö minun šortsini Member Space Invaders Champion, Metal Slug Champion, Bubble Trouble Champion, Curveball Champion, Moon Patrol Champion, Zelda Champion, Minigolf Champion El Barto's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    But we're supposed to be highly competent folks who suddenly take a level in badas..
    good lord| if you're telling the truth you're setting new records for scumminess as a townie -Renata on IM, 16/09/2011
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  3. #3
    winston 4 champs Member Zack's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    Quote Originally Posted by El Barto View Post
    But we're supposed to be highly competent folks who suddenly take a level in badas..
    I assumed we were just random normal people, but I might be wrong.

    Firing a gun is not as easy as it looks. Movies/TV/games also don't really portray the recoil that weapons have - for example, shooting a shotgun can be painful, especially if you're not properly instructed on how to hold it, or if you fire a lot of shots in a short amount of time.
    Last edited by Zack; 11-13-2013 at 20:10.

  4. #4
    Vindicative son of a gun Member Jolt's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    Quote Originally Posted by El Barto View Post
    But we're supposed to be highly competent folks who suddenly take a level in badas..
    I'm supposed to be the highly competent person who allows you to kill and be eaten by zombies while I making my escape.
    BLARGH!

  5. #5
    Master of useless knowledge Senior Member Kitten Shooting Champion, Eskiv Champion Ironside's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    Quote Originally Posted by El Barto View Post
    You know, I have one simple request. And that is to have sharks with frickin' laser beams attached to their heads! Now evidently, my farinaceous host informs me that that can't be done. Can you remind me what I sign up for? Honestly, throw me a bone here. What do we have?
    What do you think those zombie piranhas uses to be extra deadly?

    Quote Originally Posted by Zack View Post
    (bold mine) Not really. Firing two pistols at once effectively only happens in video games. It's impossible to fire both accurately when you hold them like that, and the recoil would be much worse when you're holding each gun with one hand. It's difficult enough for the average person to be accurate and competent holding just one pistol.
    Technically, it would be simple enough by adding an aiming penalty. I can understand why ATPG avoids it though, too much potential damage and the strongest guns were pretty nasty already.
    We are all aware that the senses can be deceived, the eyes fooled. But how can we be sure our senses are not being deceived at any particular time, or even all the time? Might I just be a brain in a tank somewhere, tricked all my life into believing in the events of this world by some insane computer? And does my life gain or lose meaning based on my reaction to such solipsism?

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  6. #6
    winston 4 champs Member Zack's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    Quote Originally Posted by Ironside View Post
    Technically, it would be simple enough by adding an aiming penalty. I can understand why ATPG avoids it though, too much potential damage and the strongest guns were pretty nasty already.
    My point being that it would actually be less effective to dual-wield handguns, rather than just using one.

  7. #7
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    Quote Originally Posted by Zack View Post
    My point being that it would actually be less effective to dual-wield handguns, rather than just using one.
    Personally, I like to dual wield gatling guns, one in each hand. I mean, you could wimp out like Arnold Schwarzenegger and only gun people down with one.
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  8. #8
    winston 4 champs Member Zack's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    Quote Originally Posted by Askthepizzaguy View Post
    Personally, I like to dual wield gatling guns, one in each hand. I mean, you could wimp out like Arnold Schwarzenegger and only gun people down with one.
    I simply replaced my arms with bazookas. Although now previously perfunctory tasks (picking my nose, wiping, spanking, etc.) carry the risk of fiery explosion.

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  9. #9

    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    So - no room left for the gumball-machine arm? Bummer. I guess I'll find someone else who wants their arms replaced...

    ::kicks small rock on dejected way back down the street::

  10. #10
    Master of useless knowledge Senior Member Kitten Shooting Champion, Eskiv Champion Ironside's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    Quote Originally Posted by Zack View Post
    My point being that it would actually be less effective to dual-wield handguns, rather than just using one.
    Unless both hit and you got a massive spike damage instead. It's the good old 0,0, kaboom damage system, that are soo popular. Like when those 99% certainty shots/victories fails.
    We are all aware that the senses can be deceived, the eyes fooled. But how can we be sure our senses are not being deceived at any particular time, or even all the time? Might I just be a brain in a tank somewhere, tricked all my life into believing in the events of this world by some insane computer? And does my life gain or lose meaning based on my reaction to such solipsism?

    Project PYRRHO, Specimen 46, Vat 7
    Activity Recorded M.Y. 2302.22467
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  11. #11
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    Don't worry, these mechanics will be reposted in a better location when the game begins.


    Game Mechanics




    Movement Round

    Free actions:

    1) Communicate with people in same or adjacent tiles

    Elective options:

    Player Movement Choice:

    • A) Walk (4) Max 2 diagonal, 1 straight ; Max 4 straight
    • B) Run (6) Max 4 diagonal ; Max 6 straight
    • C) Sprint (8) Max 5 diagonal, 1 straight ; Max 8 straight
    • D) Ambush (0) - Only applies to those who have already prepared an Ambush. Successful Ambush allows FIRST STRIKE

    Walk = +1 combat due to extra caution
    Diagonal = 1.4 movement points
    Straight = 1 movement point

    Player Action Choice:

    • 1) Defend (+1 combat)
    • 2) Hide (Stealth mode) = Allows you to Ambush those who have failed to spot you in the next Interactive Phase.
    • 3) Search


    Player Combat Choice:

    • X) Escape (Flee Combat Immediately)
    • Y) Non-Lethal (Fight until sustain X amount of damage, then Flee)
    • Z) Lethal


    Player Target Choice:

    • 1) Attack All
    • 2) Attack Strangers
    • 3) Attack Non-Humans only
    • 4) Attack Zombies only
    • 5) Self-defense only
    • 6) Attack X (specific known target)



    Interactive Round

    Free actions:

    1) Communicate with people in same or adjacent tiles
    2) Trade items with people in same or adjacent tiles
    3) Interact with the game environment (see: interactions)


    • Break into building using Strength, then Search or Barricade (If you did not just Sprint)
    • Break into building using an Item (such as a key) then Search or Barricade (If you did not just Sprint)
    • Climb on top of the building using the Fire Escape, then Barricade
    • Barricade oneself (open buildings only)
    • Use the Subway
    • Use the Elevated Train
    • Obtain Gasoline
    • Attempt to commandeer vehicle
    • Attempt to use Ferry
    • Sabotage equipment
    • Other options, location specific


    Barricade inside / Top of building = Negates the ability to escape during combat.

    Rule/Mechanics addendum: Climbing on top of a building automatically gives you +1 sight range, +2 with a sniper weapon.

    Elective options:


    • Ambush target (Only if you're already hiding) Successful Ambush allows FIRST STRIKE
    • Hide/Prepare an Ambush (Allows you to attack targets crossing your zone of control in the next Movement Phase instead of moving)
    • Search and Destroy (look for items and attack hidden targets)
    • Normal Search (look for items)
    • Pursue (follow a specific player in your zone of control = guarantees ending up in same tile, follow a specific player in visual range = no guarantee)
    • Attack Target (Choose which specific targets to attack before they move)
    • Do nothing (reduces risk of being attacked by hidden monsters)
    • Defend (Same as Do nothing, but with +1 combat)


    Sprinting removes Ambush, Hide/Prepare, Search, Search and Destroy, and Defend as viable options.



    Combat Mechanics:


    Zone of Control: the 8 tiles surrounding your location, plus the tile you are standing on.
    Ambush: Allows you to attack targets of your choosing (who pass into or through your Zone of Control) instead of moving.

    Types of weapons:

    Melee Weapons: No penalty to same-tile targets.
    • Adjacent-tile targets get First Strike when attacking or defending (with a ranged weapon only).
    • The Melee weapon holder must close the distance to attack, after all.
    • The Melee weapon holder has the advantage against a Sniper Weapon even in an adjacent tile, because Sniper weapons are difficult to use against close targets on the move.

    Melee weapons are typically very dangerous, especially in the hands of someone with high Strength in addition to Combat.

    Ranged Weapons: No penalty to adjacent-tile targets.
    • Same-tile targets get First Strike when attacking (with a melee weapon only).
    • The Melee weapon holder has already closed distance and has an advantage in close-quarters.

    Ranged weapons are typically dangerous in the hands of someone with high Combat, especially when they have the First Strike.

    Sniper Weapons: Same-tile targets get First Strike when attacking or defending.
    • Allows you to target anyone within 3 tiles with one shot, anyone outside your zone of control cannot return fire unless they have a Sniper weapon. Otherwise there is only one round of combat, as the target will take cover if they cannot return fire.
    • If the target can return fire, normal combat rules apply.
    • If the Sniper is attacked, the Sniper can only squeeze off one shot before being forced into melee or normal ranged combat.
    • If the Sniper hits the target, the target becomes aware of the Sniper's location.
    • Sniper weapons are treated as Ranged weapons in other situations, except against a Melee weapon, which gets first strike if the Melee weapon user is attacking the Sniper.

    Sniper weapons are typically the least dangerous in prolonged combat, but useful to gain attacks on targets which cannot return fire.

    Combat Rounds:

    Order of operations:

    First Strike Rounds

    1) Ambush-related First Strikes (simultaneous with one another), then
    2) Saving Throws (if necessary)
    3) All other First Strikes (simultaneous with one another), then
    4) Saving Throws (if necessary)

    Normal First Combat Round

    5) Attackers strike all their targets. (simultaneous) Then,
    6) Targets now flee if they elected to Flee Combat Immediately. Then,
    7) Whether the target(s) is(are) slain or not, the target(s) has(have) the opportunity to return fire. (simultaneous) Then,
    8) All Targets and Attackers now flee if they elected to engage in Non-Lethal combat and have sustained the appropriate minimum level of damage. Then,
    9) Saving Throws (if necessary)
    10) Next Normal Combat Round begins. However, everyone is now considered an "Attacker".

    Normal Second (etc) Combat Round

    11) Attackers strike all their targets. (simultaneous) Then,
    12) Targets now flee if they elected to engage in Non-Lethal combat and have sustained the appropriate minimum level of damage. Then,
    13) Saving Throws (if necessary)
    14) Next Normal Combat Round begins. Repeat this round until all attackers and targets have either fled the battle, or been slain, or are victorious.
    Last edited by Askthepizzaguy; 11-15-2013 at 11:30.
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  12. #12
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    UPDATE ON PROGRESS:


    • Waiting on responses to pre-game PMs I sent out.
    • Generating Role PMs in the meanwhile.
    • Final touches on the Map and distributing the locations of everything in the game.

    There will also be a Prologue Phase, which will occur after everyone has obtained their Role PM and Confirmation PM.

    During the Prologue phase I will answer all your questions until there are no more questions, and I await public or private confirmation that everyone has done the following:

    1) Read the rules of the game (Will be linked to in the confirmation PM)
    2) Read the Mechanics of the game (Will be linked to in the confirmation PM)
    3) Understands where to find the Game Discussion Thread (Will be linked to in the confirmation PM)
    4) Understands where to find the Story Thread (Will be linked to in the confirmation PM)
    5) Has read their Role PM and understands their objectives.

    Those who have a host-sanctioned quicktopic will be able to discuss game-related things during the Prologue Phase, and thereafter.
    Last edited by Askthepizzaguy; 11-14-2013 at 11:15.
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  13. #13
    Master of useless knowledge Senior Member Kitten Shooting Champion, Eskiv Champion Ironside's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    So massive buff for zombies in particular I see?

    I mean, how do you kill a 10+ zombie horde? Good position+ranged weapon?

    "Las plagas" are getting the same buff, but that's less obscene for them.
    We are all aware that the senses can be deceived, the eyes fooled. But how can we be sure our senses are not being deceived at any particular time, or even all the time? Might I just be a brain in a tank somewhere, tricked all my life into believing in the events of this world by some insane computer? And does my life gain or lose meaning based on my reaction to such solipsism?

    Project PYRRHO, Specimen 46, Vat 7
    Activity Recorded M.Y. 2302.22467
    TERMINATION OF SPECIMEN ADVISED

  14. #14
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Oct 2013- Resident Evil 2 Pregame discussion

    Quote Originally Posted by Ironside View Post
    So massive buff for zombies in particular I see?

    I mean, how do you kill a 10+ zombie horde? Good position+ranged weapon?

    "Las plagas" are getting the same buff, but that's less obscene for them.
    Note that almost all zombies will effectively be melee-only, therefore they will typically have to close the distance to attack you unless you're right on top of them.

    This is not a buff, but really, a weakness of the zombies against ranged weapons, which are standard, numerous, and fairly easy to find.

    How to kill a horde that is too tough to kill?

    Maybe do what the survivors of zombie apocalypse stories do, make like King Arthur and RUN AWAY!!!!

    Just a thought...
    #Winstontoostrong
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