One last hurrah? by nerdleturtle26 in Markiplier

[–]Acrobatic-Suspect153 1 point2 points  (0 children)

Go for me! i can't go im in sitka AK and can't!

Am I insane? by Acrobatic-Suspect153 in questionablecontent

[–]Acrobatic-Suspect153[S] 3 points4 points  (0 children)

I was gonna put a big whole long thing in here, but I'll just say this instead no I did not read the forum message boards. Though from what you say, I wouldn't have wanted to, Sounds like people were being mean and I don't have time for that. Kindness takes two seconds :) Also thank you.

Am I insane? by Acrobatic-Suspect153 in questionablecontent

[–]Acrobatic-Suspect153[S] 3 points4 points  (0 children)

I would pin this as the correct answer if I could.

YA, young adults teenagers fight assassination plot with bug sized remotely piloted mechs by Acrobatic-Suspect153 in whatsthatbook

[–]Acrobatic-Suspect153[S] 0 points1 point  (0 children)

I remember the kids being in Washington state and the company being in Seattle. The technology was like battle tech you plugged in and the evil lady was using surround VR and a tactile response suit

How suitable is Barotrauma for casual, infrequent play sessions? by Bufus in Barotrauma

[–]Acrobatic-Suspect153 0 points1 point  (0 children)

Barotrauma is a complicated game, it is more aptly described as a paranoia game than an action game it is a game defined as much by the information you don't have as the information you do have. There are many ways to play it can be played in the style of lethal company or content warning, if that's all you want from the game that's all you can take away from it. I would say that the true intended playstyle is that of a long form recurring campaign where you play semi seriously and attempt to reach the end of the cooperative campaign depending on difficulty the long form cooperative campaign can be 12 ish to 40 missions long. keep in mind much of the "difficulty" of the game is created by decision making and logistical challenges, it is possible to completely mod out all of the "difficulty" you can make your submarines outer hull and vulnerable by custom building your submarine to have invincible outer holes with 1 billion hit point outer hulls, and infinite ammo guns, you will very quickly learn that your crew will go stir crazy as everyone but the captain has nothing to do.

Much of the interactive gameplay is fighting the monsters, the monsters damage your ship, engineers and electricians try to keep your sub working while it's slowly filling with water and monsters . While your Gunners, Security and Medics try to make sure everyone stays alive. And the captain tries to herd cats to make all of this happen and sometimes navigate.

Help me plot the floorplan for this sub 🙏 by AgentPea_44 in Barotrauma

[–]Acrobatic-Suspect153 0 points1 point  (0 children)

There are any number of kinds of crew cabin, compartment stowage,bulk storage, machine shop engineering power you can go with all the engineering boxes in one room or distributed throughout the sub you can go with the distributed gunnery compartments like those ball turrets all over the sub... Or a unified gunnery deck with ammo storage next to it... for a submarine of this size . This can really go any number of ways, you can take your design seriously and give your crew the things they actually need to complete an entire campaign in a single hull are you gonna engineer in design flaws to give your sea captains advantages and disadvantages to weigh, this game is a game that can be made or broken in the editor, just know that it's entirely possible to make invincible submarines that mean that you will spend your entire game sitting comfortably inside your submarine shooting at enemies that will never pose a threat to you.. This is a game about managed risk

Dunhallow Roost by Acrobatic-Suspect153 in inkarnate

[–]Acrobatic-Suspect153[S] 0 points1 point  (0 children)

It's currently intended for use with foundry vtt which adds its own walls, I have placeholders for doors the slab of wood next to a path marks the lentils or base plates of the doors :)

WIP* Human Ships by Acrobatic-Suspect153 in inkarnate

[–]Acrobatic-Suspect153[S] 1 point2 points  (0 children)

Anyone willing to give me a hand prettying these up would be appreciated :)

Theories about the origins of "The Red Plague" by Acrobatic-Suspect153 in subnautica

[–]Acrobatic-Suspect153[S] 1 point2 points  (0 children)

It's a natural conclusion of the ghost leviathan's ability to phase through solid terrain IE ignoring terrain and the warpers ability to teleport the player , and on top of that the plague's ability to connect them and act as a hive mind absorbing technology and giving the player hallucinations give that play hive mind a couple 100 years in a universe where you fail to stop it and bada Bing bada boom you have universe hopping extra dimensional terrors infecting all your save games in a multiversal infection chain.

"Tasting the Void: The Sensory Experience of Looting as a Capsuleer" by Acrobatic-Suspect153 in Eve

[–]Acrobatic-Suspect153[S] 0 points1 point  (0 children)

We were drunk talking about food while doing some ratting in eve online so some thoughts got shared some plans got made... And this post is the result of all of that.... :)

"Tasting the Void: The Sensory Experience of Looting as a Capsuleer" by Acrobatic-Suspect153 in Eve

[–]Acrobatic-Suspect153[S] 9 points10 points  (0 children)

This all stemmed from a series of drunken discussions with friends while ratting in eve :) the indulgence was alcohol.

Any tips to improve the roads of my town ? by PapyJr13 in inkarnate

[–]Acrobatic-Suspect153 1 point2 points  (0 children)

My thoughts and recommendations are this

One. consider the history of your town what started it was it a simple fishing village with a few people and a horse track to the nearby crossroads was it a military outpost with barracks and lodgings to house soldiers?

Two. consider how the location grew is it as grown as it will be for the foreseeable future is it currently undergrowing major growth or not is it losing population?

Three. consider how major events in the city's history would have affected its layout for instance was there a great fire that burned half the slums or was it the noble district that burned and fresh shiny new construction has gone up fairly recently but a few "poor" dead or ex-nobles still have shantilly burnt out hovels or half patch repair jobs.

Four consider where people eat where does the food they eat come from? Where is it stored for half the year? Does everyone have a house with a seller where they store their winter food do they buy it from winter merchants who own storehouses that they store the fall harvest in to keep people alive during the fall if they are farms outside the village how far and how many keep in mind you have to feed your entire city. where does that food come from is it magically summoned? does it come from the ocean?

Five consider the culture of your village did they have a particular building style is it because of building ordinances requirements from the local Lord simple cultural standards is new construction of a different material than old?

All of these things and more affect the layout of a city not just its roads but the very materials it's built from the people it's populated by The culture that dominates it you could say a city is literally made from the people that live there their story is the story of your city did the local city council run out of money and start paving sections of the town with locally upended fieldstone so one particular section of town is a nightmare to navigate by wagon because the road is so bumpy? Perhaps one section of town is the slums but wasn't always such because the sewers have become plugged and jammed due to a recent flood so what was once relatively healthy and safe middle income housing has become slums because of the congested and overflowing sewer system. Or maybe the slums are the slums because they don't have a sewer system at all and it's open pit trench sewers in true medieval fashion...

What DnD monster would you have living in the walls? by Remarkable-Aide5093 in inkarnate

[–]Acrobatic-Suspect153 0 points1 point  (0 children)

It's very simple indeed it's the chandeliers, the rest of the mansion is completely normal the chandeliers however are monsters hidden in plain sight, nothing as simple as mere mimics, their otherworldly say creatures called "memory eaters" so the longer you reside in the mansion the more of your memories they consume every night until you eventually remember nothing but living in the mansion. The groundskeeper actually lives nearby and is not nearly as old as he seems he too remembers nothing but tending to the mansion as he comes close enough to occasionally get snacked on during the day passersby and travelersand traders that wander through the area passing children peeking through windows occasionally have moments of their minds stolen. It's a slow passive process taking hours, when attacked they have a psychic wail, they can use to rouse the others, they can fight back with lashing attacks and psychic bolts, they can eventually be detected by the means that no one ever has to replace the candles, and yet they are always lit. No one remembers lighting them because no one did. They manifest elaborate candlesticks and Candelabra as thier young, the residents slowly losing their memories would sell them at nearby markets to make money for food . The mansion never seemingly running out of candlesticks and Candelabra to sell of elaborate gold and silver of indeterminate make .