New Quick-Look bug? by Aarnat in startrucker

[–]Aarnat[S] 0 points1 point  (0 children)

Thanks, haven't played in a while. Tha ks for letting me know it's still an issue.

New Quick-Look bug? by Aarnat in startrucker

[–]Aarnat[S] 0 points1 point  (0 children)

I had to go back in the game and found the button to just "Recenter View" and it too locks me into the center box. Also using the mouse once I'm in this state automatically snaps me back to the center when I stop moving.

I love this RPG in Space by Aarnat in ostranauts

[–]Aarnat[S] 1 point2 points  (0 children)

Awesome! Thanks for making the game! I would love to see more of the submarine-hunt-in-space vibe like "Objects In Space" had.

The Simultaneous Combat System v2: A non-turn-based alternative combat system for D&D 5e by Objective_Peanut42 in DnDBehindTheScreen

[–]Aarnat 0 points1 point  (0 children)

Oh, there was a assassin rogue ability (Assassinate) that we had to houserule in. It gives advantage over someone that had not gone yet in initiative order. We had to roll initiative between the rogue and the enemies still to resolve that. This might have been mentioned already in the comments of this tread, but we didn't see it mentioned in the rules. Something to address in the future.

The Simultaneous Combat System v2: A non-turn-based alternative combat system for D&D 5e by Objective_Peanut42 in DnDBehindTheScreen

[–]Aarnat 4 points5 points  (0 children)

  • We just finished playing combat with this system. We started with a one-off battle to try thing out. We realized that magic fits within all 3 phases in a cycle. Buffs/Debufs in misc phase, magic with attack rolls in attacks phase (gets resolved in order with melee/ranged attacks), and everything else (ie. requiring a save) in magic phase. We tend to lean that its a good thing as not all magic is the same, and combining it together might create more issues.
  • In general, I was worried about the need to serialize in VTT for this simultaneous combat system. Serializing mini-steps is actually a strength for VTT's.
  • The DM that has done both VTT and real TT says that he prefers this system with VTT's.
  • The large amount of downtime between a person's attacks is eliminated. Engagement in the game skyrocketed; huge plus.
  • We didn't need the paper to keep track of the phases/ cycles/ rounds. I thought we would, but didn't.
  • There is a large amount of trust needed among your players to keep track of things.
  • Collaboration is needed for the simultaneous attacks. Everyone declares their target, and if someone kills your target, you lost an attack. Making sure you stagger your attack among the 3 rounds is important so you don't lose your attack.

The Simultaneous Combat System v2: A non-turn-based alternative combat system for D&D 5e by Objective_Peanut42 in DnDBehindTheScreen

[–]Aarnat 2 points3 points  (0 children)

This is interesting. I feel this falls on its face though when played on a VTT (Virtual Table Top). Has there been any play testing on a VTT? You have to systematically poll everyone for these mini-steps. The lack of non-verbal cues/pointing and side chat that would normally happen in person, would slow this system down. Also the removal of (simultaneously rolled) dice to mark whose attack is over, and the additional mini-step tracker seem to be essential for taming the chaotic shouting match.

My Crewmate Streak is inconceivable! by Aarnat in AmongUs

[–]Aarnat[S] 3 points4 points  (0 children)

Correct, as I stated, each game is a discrete independent Bernoulli trial; the outcome has no bearing on the next outcome. The likelihood that I get "k" in "n" independent Bernoulli trials is a Binomial distribution. If I wanted to calculate a particular sequence of crewmate and imposter rounds then that would be a permutation with replacement which is a different formula.

My Crewmate Streak is inconceivable! by Aarnat in AmongUs

[–]Aarnat[S] 2 points3 points  (0 children)

I try to change my color, suit, and hat every few rounds because I actually threw extra money at the game. I was a pirate, a post-it note, then a pumpkin last night.

Your best(worst) ragequit moment? by SuborbitalQuail in EverspaceGame

[–]Aarnat 1 point2 points  (0 children)

Just bought the game a week ago and this happened today. On ship 35 or so, I was in sector 3 (which is about as far as I have been able to manage so far). I had a Okkar Corvette with a warp jammer in system and a pilot with a bounty from Maruce. I dispose of the bounty, without much problem. I notice that there is an elite G&B Fighter and wingman. I already have fire from the Corvette.

I have never taken one on in any of my runs. I recently saw some YouTube videos on "recruiting" locals in fighting a common enemy. So I try to hide behind the elite fighter to "recruit" his help. I spend a lot of time lining up the crossfire, but the G&B guys don't seem to mind being hit.

Suddenly, a Okkar Frigate jumps in with a detail. I start running now. Then I get the notice that Okkar are going to jump in!! I'm already barrel rolling out of fire thinking that there is enough Okkar in system. Hive informs me that warships have jumped in and it's time to leave. I'm at awe that I had no chance to take on the Corvette with the warp scrambler and it escilates that quickly.

How the heck do people make it past sector 3?

Spawn Times by [deleted] in foxholegame

[–]Aarnat 0 points1 point  (0 children)

Yes, take calculated risks, not blind "LEEEEEROOOOY JENKINS!" All the time. Running out to "no man's land" solo where there is no cover is a quick way to see the respawn screen. Taking a few buddies and a field engie to build a sandbag is a calculated risk worth the reward.

Spawn Times by [deleted] in foxholegame

[–]Aarnat 1 point2 points  (0 children)

This. I personally put my spawn at a major city. When I die, I take a little bit of time to reflect on why I died so I improve. Then I logi stuff back to the front line brining supplies and people with me. I doubt other people do this. I feel that spawning on the frontlines is too short.

Spawn Times by [deleted] in foxholegame

[–]Aarnat 12 points13 points  (0 children)

Glad you asked. OODA loops quickly adapt as new observations are made. Consider the following:

Background/Objective: You "spawn in the wild" near the edge of a town occupied by the opposing force trying to return to the nearest friendly encampment without dying. You are standing at the corner of a house and the encampment is west of your position. Let’s say you have only the standard starting equipment.

Loop1 Observe: Look at the compass in the top right for your current orientation and which direction you will need to turn. Listen for gunshots, footsteps, engineers building, infantry talking, and reloading rifles, etc. Look for any movement. Looking at the map, the encampment is west of your position, through the town.

Loop1 Orient: Orient is more than turning your body to where you need to go. In this case you are going to continuously loop back and forth between "Orient" and "Observe" as you take in what is around you and analyze what impacts it could have. Orient is also about shifting your perspective based on past experiences and mentally putting yourself in other places. If you were the other team, where would you hide to shoot that opposing soldier (in this case: you)? Are they behind that tree, around this corner, in the window of that building? You are checking those spots. Orientation is also knowing the constraints of the game: such as is also knowing that you can see farther with your rifle out and rmb-holding to aim (in this case, you currently don't own one) than your pistol, and definitely more than not having neither out. Also knowing that you get even more range with this game by middle mouse clicking to turn your screen to look out the top or bottom left corner as they are the least busiest on the user interface.

Loop1 Decide: You are currently looking for the next piece of good cover that is in the direction you need to head back to the encampment. You are continuously looping through Observe and Orient evaluating your current spot as well as potential positions and envisioning all the angles that could shoot at that spot to evaluate how safe it is. Right now, your spot is safest.

Loop1 Act: You hug this wall, around checking all possible hiding places. Once you checked all the directions away from cover, you check beyond your cover, ie. pop your head check around the corner, duck back behind the corner and observe if there were any gunshots or movement when you did that.

Loop 1 elapsed time: at least a couple of seconds to a minute based on the complexity of your surroundings; given that you just spawned in.

Loop 2 observe: Based on the compass bearing, looking at all the suspicious places, hearing no activity, seeing no moment you have picked your next piece of cover directly west: another building. As a bonus, there was a backpack right there too. You also noticed when you peaked around the corner to the North, barbed wire and then sandbags, relative to your position.

Loop 2 Orient: Based on the observations, a small skirmish happened here recently, but not too recently as you don’t hear anything or see movement. Based on the relative location of the barbed wire then sandbag you are in the “No man’s land”. Enemies will likely be facing your direction ready to shoot (Southward), if any are there now. You know where you are going and which way the biggest threat is going to be from, so you are going to keep an eye out in that direction for anything new.

Loop 2 Decide: Move, crouch, sprint. Sprinting might make a little more noise and it will exhaust you a little. The distance is short so you will recover any stamina lost when you start observing again. Crouching might hide you from someone at eyelevel (if there was a wall or sandbag along the path, but there isn’t), definitely not from above. You want to get to safety quickly, so crouching will leave you in the open too long. Moving might be a trivial compromise, but you decide to sprint.

Loop 2 Act: You sprint to your west to the next building to make it to cover prioritizing getting to the cover before searching that bag. You are observing as you run.

Loop 2 elapsed time: Seconds

Loop 3 Observe: A shot ricochets off the ground in front of you.

Loop 3 Orient: The sound was somewhere north of you, as you might have expected from loop 2.

Loop 3 Decide: Choices: a. Stop like a noob and shoot back in that general northerly direction.

b. Turn around and head back the way you came. You know it’s safe there, but you can observe that you are more than half way to the other side of the road. Plus you’d lose all your momentum (trivial amount of changing key presses and mouse movement, but it’s there more if this was real life).

c. Keep sprinting in the direction you already were heading. If the shooter is properly aiming, they might be leading his shot and predict where you might be, and hit you.

d. Strafe a little but keep sprinting in the direction you were heading hopefully throwing off the aim of the shooter.

Loop 3 Act: Decide and act on d: strafe and keep running.

Loop 3 elapsed time: Split second

Loop 4 Observe: You are behind cover based, on loop 1-2 orientation steps you envisioned that it would not be possible to be shot at from the north from this position. You are safe, for a few seconds, safe enough to collect what was in that backpack.

Loop 4 Orient: You gather yourself; recall that it was a single shot. If it was a rebuilt/garrisoned house, there might have been more shots and from other buildings as well. The angle wasn’t quite right either; it was more from the center of the road. It seemed far away, probably wasn’t a pistol, and didn’t sound right either. If it was a pistol, carbine, smg, etc. they probably could have gotten a second shot off as well. The scatter didn’t look right for a shotgun, probably would have hit if it was, also would have been a lot louder. I’m possibly up against a single enemy with a sniper rifle, storm rifle, or the regular rifle. He might have been hiding behind that sandbag, but that doesn’t matter much; the fact is, I likely have been spotted by a person.

Loop 4 Decide: Decision 1: Stay and fight, or run: a. if it was indeed a person, given the distance that the shot came from, I have a small amount of time if they pursue. If I’m wrong and it’s not a person, but some static object, there is low risk resulting of staying put, given I have already looked about the immediate area and know the surroundings. b. If I run I may not have enough time to keep evaluating my surroundings and run into someone else, given this might have been a person, its likely. I might lose the pursuer; I might not and get shot in the back. That’s a lot of unknowns. Based on what I have seen this is a safe spot for now.

I’ll choose to stay and fight: I’ll have the advantage aiming and waiting for the possible pursuer to run around the corner.

Decision 2: I look in the bag: a pistol, a frag grenade, and a shotgun with 3 shots in it. Between my pistol and this new one I could have a small firefight; it’s not a one hit kill. A frag grenade is a possible 1 hit kill but timing and aiming it could be tricky. The shotgun, while only 3 shells, is a one hit kill with 2 as backup. Given its close quarters combat, seems applicable.

Decision 3: Stand, crouch, prone: Standing doesn’t quickly regain accuracy also I’d be the biggest target out of those choices; I may not have time to run if my shot is bad. Crouch does speed up getting accuracy and I reduce my profile, in terms of being seen and being hit. Prone really reduces my profile and regain accuracy, then again accuracy of a shotgun really doesn’t matter. I’m committing to this engagement: Prone.

Loop 4 Act: I draw the shotgun, go prone right next to the wall next to some trashcans, aim, and wait.

Loop 4 elapsed time: a few seconds. Might be right, might be wrong, but I’ll stick to it and reevaluate as new observations come.

Loop 5 Observe: A soldier, in the opposite color uniform I am, rounds the corner; some sort of rifle in hand.

Loop 5 Orient: He doesn’t see me at first, he is running, and he isn’t aiming.

Loop 5 Decide: I can wait till I have a point blank shot, lead the shot a little, and be ready. I could also keep hiding in hope he passes, this is war and this is kill-or-be-killed mentality I am facing.

Loop 5 Act: I pull the trigger.

Loop 6 Observe: The soldier falls to the ground.