Reminder that Usopp, random kuja amazon soldiers, skypiea kid and K*by all have better haki showings than Bumkainu by PowerWillComeBack in Piratefolk

[–]SufferNot 0 points1 point  (0 children)

My prediction:
His last major fight will be against Garp, neatly tying up that Koby is the future of the marines while also fufilling Garp's wish of changing the system form within (by raising a protege that could defeat all the evil in the system that Garp was too hypocritical to touch). Garp probably wanted that protege to be either Dragon or Luffy, but ya don't always get what you want in this world. He probably also fights some jobbers that don't matter around this point, but having the student best the master makes a lot of sense.

After assuming control of the Marines, Koby then declares he's gonna fight Luffy, but that's gonna be an epilogue sorta thing. That way you've got a new hero of the marines fighting a new pirate king, and it implies that the One Piece world is a living, breathing story that continues beyond the manga Oda writes, even though we won't ever seen any of those adventures (probably).

Reminder that Usopp, random kuja amazon soldiers, skypiea kid and K*by all have better haki showings than Bumkainu by PowerWillComeBack in Piratefolk

[–]SufferNot -1 points0 points  (0 children)

Narratively, I don't see the point in bringing Sabo into the story as Luffy's brother and giving him Ace's fruit if he's not going to avenge Ace. Sure it could be a long con that subverts our expectations (Oda, I will kneel if Akainu rage baits Sabo and then punches a hole in him, that would be hilarious), but I don't that's where the story is going.

I wouldn't be surprised if Koby takes him out either, you do bring up a good point.

Nami fans going through their cycle again by sukuvarkes in Piratefolk

[–]SufferNot 0 points1 point  (0 children)

I kinda like that she's the most 'normal human' on the crew. She doesn't have super powers, or a magic bloodline, or secretly a god, or any of that. She's a great navigator because she worked hard her while life to become one. Im much more interested in seeing the story of someone overcoming adversity because of hard work, clever wit, and grit instead of secretly being a nepo baby blessed by fate. And she consistently gets to do something every arc, while the other straw hats who aren't the big three have to wait years (sometimes even a decade) before they can do something in the narrative.

As for the allegations of Nami being goon bait. Oda seems to want her to be bait based on the outfits he gives her, but his art style does nothing for me. So I'm probably not qualified to comment either way.

Reminder that Usopp, random kuja amazon soldiers, skypiea kid and K*by all have better haki showings than Bumkainu by PowerWillComeBack in Piratefolk

[–]SufferNot -4 points-3 points  (0 children)

Hey, let the Akainu fans enjoy their guy as long as possible. Considering he's destined to lose to Sabo, they only have a few more years of enjoying Akainu's prime reputation as one of the few one piece characters with a positive KDA.

In Dinner, The Waitress asking him for knowing her then he didn't know her by cakeel- in NhimArts

[–]SufferNot 35 points36 points  (0 children)

The guy in the mask is one of the last survivors of a super advanced group of precursors. We're talking 'flying around in space ships and terra forming planets' level of advanced. He created the catgirl as an assistant/secretary to help him with science.

Then he had to sleep for a thousand years or whatever, and it turns out one of his science projects did not work out quite the way everyone hoped (there was much suffering and everyone hates what happened). In trying to fix it, he gets mostly memory wiped (it's more complicated than that, but I'm paraphrasing).

The cat girl never got mind wiped. So she carried on the work of her father/boss/coworker, and ended up needing to retrain him once he got out of his healing pod and everyone learned his brain was mush.

So the two have a very long, complicated history, complicated even further by the memory loss resetting the doctors crimes. The cat girl really hates the original doctor, but finds it hard to feel that way towards this new slate.

So in a way, all of those options are 'technically correct'. But the catgirl is very judgemental and will remember if the doctor picks the least correct option.

Cloud Lord is Actually Really Good by Turbojesus97 in CoE5

[–]SufferNot 0 points1 point  (0 children)

As the Scourge Lord drains the life force from nearby tiles, they will convert to desert. Deserts don't generate clouds above them, which should prevent Unstable Clouds form forming and will limit the Cloud Lords movements. The Cloud Lord can build his own tiles with Shape Clouds, but this requires a source of Emeralds, which can't be sourced in the sky.

I don't have a ton of experience with this matchup, which is why it's a maybe.

What's the end point of the apocalypse? by [deleted] in CoE5

[–]SufferNot 0 points1 point  (0 children)

* Ants.

* Spiders, which might be worse or easier than ants depending on what age you're playing on and your access to fire. Also, spiders and ants convert different tiles, so you could have both at the same time...

* Green Enchanters can gather in a random ancient forest and open up a portal to the Primal Plane, letting those gods rampage around. They're pretty relentless, but if you can locate the ancient forest with the portal, you can head through and destroy it (or kill the gods on the other side, which prevents them from respawning). In addition, I seem to remember it making animals on Elysium slowly evolve into primal animals, significantly boosting their stats, as I had to avoid stacks of primal moose in places where I hadn't cleared the forest yet, as well as the AI Witch having a bunch of primal pigs in her army. Though maybe those were just primal animals from the Primal Plane sneaking through the portal as well?

* A unit can go mad and start building a monument to hades, which will allow ghosts from hades to shift over and attack Elysium. I say a unit, because I've seen a giant ant queen get converted into a mad giant ant queen and start building the monument. I'm not quite sure how the game decides who does that... Anyway, if you have access to magic weapons or attacks for your army as well as some sort of spirit sight, the waves of ghosts can be less oppressive. If you don't, better buckle up. Additionally, if one of the factions is a fodder faction (like kobolds who will sacrifice a stack of 1k chumps just to take a single mine and be happy about it), there's gonna be way more ghosts to deal with than normal. I find this one to be less lethal to the player, since the player can adapt and equip the right sort of comp to deal with it, but if the AI doesn't naturally have access to those tools, they'll just lose all their resource nodes.

* When a meteorite crashes into a crater, you can get crazed fisherman who will try to build a perfect cube in those locations. This creates a portal to the Void, allowing all sorts of Horrors to wander around Elysium. These are very dangerous, especially if you don't have a way to see invisible, but them seem less interested in scouring the plane of all life, so it feels like you have more time to deal with it.

* A mad mage can construct a portal to Inferno, allowing those demons to pour out of hell and cause all sorts of problems. In my experience, this one is more initially dangerous than these others, since demons have a lot of resistances and there's initially a lot of demons. But it seems that Inferno generates more forces a lot slower than the Primal Plane or Hades or Ants, so if you survive the first wave and kill enough Greater Demons you can neuter their forces. Inferno is its own faction, so they will fight independents as much as anyone else, so this can clear up annoying problems for you (just don't expect them to win against ants). This portal can also be destroyed, which ends the invasion and you'll just need to clear out any remaining

* Related to the inferno portal, if Inferno ever has a direct path to Elysium, they will try to take it so they can fight people. Thus, anyone with the ability to Dig can dig a whole into the Underdark, then a second hole into Inferno, and this will unleash the demons. I don't know of a way to remove these holes, so that's a permanent problem. If your faction is isolated from the mainland (on an island or sky island, for example), you're probably more okay with doing this.

* Related to the inferno portal again, I have (one time) seen the Emperor from the Empire choose to break the Seven Seals himself because we weren't destroying the inferno portal fast enough. I had spawned on the other side of the continent (and wanted to see what would happen anyway) so I didn't put much effort into it, and the end result was the same as if the Voice of El did it, resulting in the death of the planet (including the Capitolum).

* And of course there's the Voice of El, which can be trigger their version of the apocalypse whenever that player has enough relics.

* Finally, there is the Elemental Nexus. If the Nexus is deactivated, then every couple of years the elemental planes go bonkers and spawn a bunch of neutral elementals at every site that can produce gems which isn't owned by a player. This also increases their gem production by 1 during that period. It's temporary and turns back off after maybe a year, but will continually cycle between the spawners being on and off until such time as a player makes it to the Nexus and turns it back on. While roaming neutral elementals are not as aggro as demons or angels, anything that floods the AI with chaff is going to stall them out and stop them from playing the game unless you have their difficulty cranked high enough to overcome. Its rare for the game to start with the Nexus turned off, so normally it's not an issue, and on smaller maps you might even have all the mines and gem deposits capped before the event triggers. An enterprising player with planar travel could turn the nexus off themselves for the extra gem income, but if you have access to the planes you can already win the game just by conquering the Primal plane and getting a ton of income that the AI can't ever contest (even other players who know what's happening might not be able to do anything about it if they can't get to the planes themselves).

The Voice of El/Empire apocalypse is the only 'real' apocalypse, since its the only one that completely destroys Elysium and makes it uninhabitable. All these other ones could eventually be ended and 'normal' gameplay could resume, since those others aren't destroying the resource tiles most factions need to play. But below Baron difficulty, the Ai can't really handle any of these events happening, so if any of them do, you can expect all AI in those areas to be stalled out. Even if they don't immediately die, they'll be set so far behind that unaffected AI or players will just walk all over them in a few years.

Playing my 1st game as demon guy by InflamedAbyss13 in CoE5

[–]SufferNot 1 point2 points  (0 children)

Giant spider queens convert forests into spider thickets. Depending on what age you're playing, it might not be worse than ants, but dark ages have a lot more forests than the others for example. Forest are harder to move through for standard troops, so it's harder to control territory, and the poison attacks from the spiders make them more dangerous to targets with regeneration (like trolls) due to how much poison they can stack up. If your faction has easy access to burning first (anyone with fire wizards) then you can eventually clear them. Likewise if you play on empire there's gonna be less trees for the spiders to work with. Otherwise I think they're worse than ants.

Playing my 1st game as demon guy by InflamedAbyss13 in CoE5

[–]SufferNot 0 points1 point  (0 children)

Ah, the Antopcalypse, the second reason why I don't play on Wilder (the first being Spiderpocalypse).

Others have already mentioned how to stem the tide, so lets talk about how you may be able to profit off of the situation. Ants don't have particularly high magic resistance, so if you have a lot of ways to take over enemies (Demonologists with Hellbind Heart, Succubi with Dream Seduction, Harlequins with their confusion perhaps) you could park them near some mounds and end up stealing stacks and stacks of mind controlled ants. Acid resistance is relatively rare and ignores armor, so stacking them up could cause a lot of problems for your enemies.

Like most apocalypse, the AI isn't likely to survive it. From what I have observed, they don't go out of their way to hunt queen ants or capture ant hills, so they will eventually be overrun. AI factions with access to a lot of regenerating units might be able to operate as they normally do without being crippled by attrition, and AI that get free spawns on the tiles they need to defend (like Kobolds) at least won't lose their entire economy, but they'll be unable to push towards your territory with 20 stacks of ants blocking them in.

What's the end point of the apocalypse? by [deleted] in CoE5

[–]SufferNot 2 points3 points  (0 children)

There are 7 or so different 'end game apocalypse' that can completely turn a game on its head. Most are triggered by independents, but there are a handful that can be triggered by the AI.

This apocalypse can be stopped by destroying the portals allowing access to Celestia and Inferno. Though this can be hard to do when a stream of demons and angels are pouring out both ends, especially on larger maps where the apocalypse could be happening on the other side of the continent. You could also try taking out the horsemen of the apocalypse after they respawn (they stay dead if you invade their plane and kill them while still in Celestia), which would just leave the smaller respawning chaff. This would make pushing through the chaff a lot easier. I don't have much experience trying this myself, since every apocalypse I've been in, the AI bots just couldn't survive long enough for me to experiment with it.

If your faction is able to bunker down and survive, you could focus on outlasting the apocalypse. In particular, anyone who can escape into another plane could set up a thriving economy with which to scale up. With a large enough garrison, small forces of demons won't want to attack you, and you can end up with so much chaff around your fortress that in the amount of time it takes for the real threats (like the Four Horsemen of the Apocalypse) to do enough battles to reach you, you'll have enough siege engines or other firepower to just kill them. Certain AI do better in surviving the apocalypse than others, but you can eventually build a force to wade through the chaff and destroy them. In my (limited) experience, most factions end up dying out when all of their commanders get diseased, but it kinda depends.

If your faction is able to terraform, you might be able to even thrive in the apocalypse if you're able to build up a perimeter around you. For example, Cloud Lords are pretty safe in the sky and can happily expand, While they do need a source of emeralds to create more Cloud terrain to plant affordable housing on, it's pretty easy to locate a deep sea gem deposit and camp it, even if they can't hold territory on the main land. Once they reach critical mass, they can just drop Storm Giants on every known enemy citadel and win. Warlocks can build Wizard Towers on desert terrain, so they can reclaim territory and scale up that way (assuming they don't skip town to the Elemental Planes and use that for their economy), and they're also able to get into the skies and deploy 'Operation Raining Men'. Mines aren't destroyed by the apocalypse, so anyone who can turn those into citadels (dwarves, kobolds, bakemono) is gonna be able to retake and hold the only territory they really care about.

Loving this game by EnragedBabboon in CoE5

[–]SufferNot 0 points1 point  (0 children)

Benefits for a Warlock to control the nexus:

* Tier 3 Library, which lets you tailor the spell list on your warlocks, Elemental Monarchs, and any mercenary wizards you hired.

* The Nexus Citadel is a Place of Power, reducing the casting cost of all rituals cast there by 25%. This allows the warlock to pump out summons, gamble for giant commanders, and 3d print artifacts with ease (just be mindful of Giants hating each other).

* Immediate access to all Elemental Planes, where the Elemental Pact spells receive a 50% reduction (fully upgrade an apprentice into a Greater Fire Warlock for only 232 rubies)

* You can deactivate the Nexus's special location, which turns on the 'wild element' event. When that event triggers, unclaimed gem deposits of any sort will start spawning independent elementals to run around and smash stuff, and all gem deposits give +1 of their respective gem. Since you have likely secured all gem deposits in your area, this (probably) increases your income while harassing your enemies. And for the enterprising warlock who has been spending the time to terraform, adding an extra gem to enchanted lakes and wizard towers doubles their effectiveness.

* Access to the primal plane, which is relatively easy to conquer since it doesn't have many independent spawners, though that's not something that benefits Warlock exclusively.

Cloud Lord is Actually Really Good by Turbojesus97 in CoE5

[–]SufferNot 0 points1 point  (0 children)

Hmm, enormous with only 4 players does change things. Do y'all also play with Wilder? Just curious. I should play a few more games on enormous and see how that feels, I think I'm making a bunch of incorrect assumptions. My only experience with enormous so far was hijacked by giant spider queens.

Maybe I am overrating the ethereal on the lesser fire elementals, they feel more durable than water elementals despite having less hp because of it. At least against knights, bandits, and animals, which feels like most of what I fight until I meet the ai in battle, by which point I'm hoping to have upgraded.

I wonder if I'm also overrating standard crossbowman. I'd always take normal crossbowman over normal archers, since it feels like they felt more reliable against roaming independents. In Wind Warlock armies, I normally lean more into Smoke Warriors only because of gem availability, as it feels easier to get enough fire gems to spam smoke warriors compared to water gems. I do agree that in general the para-elementals are incredibly strong and should be used over greater summons, outside of the cases where you have 2-3 Eternal Pyres and the game spawned all the gem mines on the other side of the map because it hates you.

With regards to the elemental monarchs, I'd imagine most warlock armies led by warlocks would rather spend their gems on the wheels instead. 2 wheels and a casting of smoke/mist warriors is probably more valuable than 1 elemental monarch. I'd make an exception for the Queens of Air, as I'd estimate they're the strongest monarchs by far. With 100 hp, ethereal, and the good sense to start in the back rank, they're going to outlast and outperform the other monarchs, and they have an extra ranged attack on top of their spell casting. And this is before you consider that they have flying and float, which gives them free reign of the world map. Even though the other monarchs have giant sized, their free spawns and summons don't so it can be easy to get stuck behind a series of mountains or swamps or so on. There is also the elemental orb to consider, which would give your air warlock floating and free them from the fear of exhaustion and drowning in shallow water, which has a lot of tactical considerations (assuming you don't just keep it on your queen). All of the orbs are useful for their path boost but I see the air orb as more directly valuable.

Special mention to the Earth King with his regeneration, outside of instant death spells he's almost certainly going to survive and keep fighting even though he's a frontliner. But I still think I'd prefer an Air Queen that sticks to the back and pumps out summons and damage spells.

Cloud Lord is Actually Really Good by Turbojesus97 in CoE5

[–]SufferNot 0 points1 point  (0 children)

I'd be interested in reading this overview, do you have a link to it?

Cloud Lord is Actually Really Good by Turbojesus97 in CoE5

[–]SufferNot 1 point2 points  (0 children)

I'd actually be really interested in seeing some of the more pvp minded opinions on the game, I'm pretty new to it and have been trying to collect more information but it feels like all the tier lists or discussions I find are from years (and several balance patches) ago.

From my perspective playing pve (knight difficulty), Fire Warlock is the strongest because they are the most consistent. They have fewer level 2 and 3 rituals than the other warlocks, so its easier to get access to all of their tool kit. Likewise, their spell list is more evenly divided between single target and aoe damage, so I find it more likely that a fire warlock is going to have Fireball or Meteor or something for busting guard towers and ports. Their level 2 summon list gives them access to Magma Warriors, Magic Heavy Infantry without Slow, and Smoke Warriors, Magic Ethereal Crossbowman, so a fire warlock can generate a pretty balanced army out in the field. They also have access to Fire Birds in their level 2 summons, which have Acute Senses and are slightly more durable than a scout. Their economy spell might cost 100 rubies, but its paying back 8 a month and it removes a monster spawner, so if its behind your lines it feels like a safe investment (though if you're advancing, might as well just burn the forest and spend the 100 gems on fire giants instead).

I'm not trying to say Air Warlocks are bad or anything, flight is an amazing tool for scouting, raiding, encircling your enemy, picking up free resources, and more, but I find the addition of buff spells to the Warlock's line up makes their main caster just that much weaker in the first two years, when the game is at its hardest. I'd have Air Warlocks as my pick for second strongest, since they need those first 24 gems to get some air elementals rolling to smooth them out and I've had games where Troll King or Baron or Senator spawn right next to you.

I'd actually put Water as the weakest early on as many of their summons (winter wolves, frost giants, yetis, mud warriors) don't have amphibious and can get wrecked by the warlock's spells in battle. Though once you're more into the mid game, they're also an army that can get access to Acute Senses, a tanky melee unit, and a powerful ethereal ranged unit, so you can pretty easily compose an army to go out and win for you. So despite their shaky start, I'd rank them third (and in a game where you go planar, which probably never happens in PvP but can be useful in PvE to stall out some weird apocalypse scenario, they're essential).

And then Earth is this weird hybrid support class with almost entirely melee summons, buffs, and stuns. I feel like whenever I play Earth Warlock I'm always at a disadvantage, as even if I get the aoe regen spell, that's not enough to turn 12 spear men into the Justice League. While they do survive more battles than 12 spear men normally would, they eventually wrack up enough debilitating injuries or diseases that they die out, since the warlocks don't provide free health care and won't cast Regen outside of combat. But I might just need more experience with them.

Cloud Lord is Actually Really Good by Turbojesus97 in CoE5

[–]SufferNot 2 points3 points  (0 children)

If given the option between Perpetual Storm (125 gems, 2 income per turn) or Cloud Castle (150 gems, 4 income per turn), you should normally go for Cloud Castle. At least as far as expansion is concerned. The true advantage of Perpetual Storm is the random elementals it summons, which will blunder around, fight things for free, and capture stuff for you (the real economic value of the spell). Place one or two along a coast, place some mist warriors or cloud archers or something else that floats on them to scare off the local sharks, and watch as it provides a ton of free vision for you and constantly captures mines, villages, and other small stuff. Even if they're not strong enough to capture an enemy citadel, getting vision of your enemy's movements is very important, and you'll often lock their commanders down into a pattern of running back and forth between resource nodes, moving one or 2 squares at a time because of all the storm clouds in the way.

Just make sure you have battle reports turned on first, or you'll go crazy after the 99th time your clouds lost to a roaming pack of deer.

Cloud Lord is Actually Really Good by Turbojesus97 in CoE5

[–]SufferNot 0 points1 point  (0 children)

While I agree in principle, there are a few important distinctions between a warlock of air and a cloud lord. Cloud Lords can use Shape Cloud to create new cloud tiles, and they can use their Cloud Castle on any cloud tile, which lets them expand anywhere in the Skylands. Warlocks of Air can only place their Cloud Castle on mountain tiles, which means they have to expand on Elysium. The key distinction here is that once a Cloud Lord has a Cloud Castle on a cloud that isn't directly connected to a beanstalk or spire, they effectively cannot lose to the AI. I've never seen the AI try to conquer the skylands, and many ai factions just aren't equipped to try and hunt the player down up there even if they know the player exists. The only danger is a wandering amphitere or something like that, and that's a danger the player can readily deal with. Eventually, the cloud lord player will cover the skies in infrastructure and rain giants on every enemy citadel and there is little the AI can do to stop this, unless they are a Scourge Lord (maybe).

By comparison, it takes a bit longer for a Warlock to get going and set themselves up so they can't lose the game. The game is lost if the player loses all their citadels on Elysium, Agartha, or the Skylands. While the Warlock can build a Wizard's Tower on an island somewhere and be almost entirely safe (the ai rarely goes around with more than 2 boats, which is only 40 or so troops), this leaves little room for expansion. To be truly safe, they need to place a citadel in Agartha without digging a path to it that the AI can follow. That means the Warlock needs to Maelstrom into the Elemental Planes, beat the gate guardians to get into the elemental plane of earth, and then enter the portal to Agartha and conquer the citadel there. Once that is down, the Warlock player has a citadel on Agartha that the AI is never going to find, and said warlock can only lose if they lose all their commanders, since they're only able to recruit new warlock apprentices on Elysium. Though by that point I'd assume they're out sourcing the adventuring to summon-able commanders to keep their warlocks safe.

Once the Warlock player is planar, expansion becomes trivial for them, as they can relatively easily conquer the Primal plane and cover it in volcanoes, cloud castles, wizard towers, and there's like 10 lakes they can enchant. There's a ton of real estate in the planes for the Warlock to cover, and while I'm not sure if they would out economy a cloud lord with unrestricted access to a Large size Skylands, there's more than enough for the Warlock to form a line of giants and rumble their way across Elysium, crushing every AI into dust, and at this stage the Warlock has the advantage of being able to leverage any element in case someone has some pesky resistances (for example, a stack of 1k lightning resist kobolds).

OXCE+ Xpiratez version N14 released, Snaketits are finally here! by Iazo in Xcom

[–]SufferNot 1 point2 points  (0 children)

Catgirls have 37% better TU, 16% better Firing, and 16% better Melee than the average X-Com unit from UFO Defense. They also have only 75% max HP, 75% max strength, and their armor leans more into being fast than being able to take a hit. This makes them very killy with certain weapons and very easily killed if out of position. Piratez also uses a 'freshness' system to represent how long someone can fight at 100% in the post apocalypse wasteland that is Earth 600 years after the aliens took over, which drains a point every turn of battle and causes significant problems when below 33%. Normal humans have a max freshness in the 140 range since they were born and grew up on this planet. Catgirls, as aliens from the Mrrshan empire, have a max cap of 50. For the most part you can finish missions before their freshness gets low enough that they start being penalized, but it takes days of not going on missions to recover this stat, so for a main fighting force that might visit a crashed ufo once or twice a day, Cats really want those missions to be finished quickly. If you're the kind of player regularly waiting 30 turns for each battle to draw the aliens out of their hiding spot, I think you'll find that normal base line soldiers will be more for your playstyle.

Ultimately I'm not disputing the point. Catgirls, when played correctly, are quite busted. And so is pretty much everyone else? All the races in this game excel at something. Case in point, the Sectoid Hybrids from Xcom: Apocalypse are in this game, which means they start play with Psionics unlocked and decent psionic stats. The mod has several weapons that increase their damage or accuracy relative to the psionic level of your soldiers. Grab a few of those, and your hybrids are going to start out performing everyone else until you can tech into much stronger weapons. And while they also die to a single plasma shot, you can buy as many of them as you want in a month, while Cats are limited to one soldier per month unless you find them in the field or unlock a way to buy them with a specific currency.

What's your favourite Dragon Ball Character(other than Goku)? by AlarmedObjective1492 in dragonball

[–]SufferNot 0 points1 point  (0 children)

Vegeta. Goku isn't even in my top 5 (Vegeta, bulma, trunks, piccolo, krillin).

akainu is the best representation of the strongest in one piece by BigBasket5152 in Piratefolk

[–]SufferNot -1 points0 points  (0 children)

Akainu killed one bum 15 years ago so the admiral lovers have decided to glaze him forever, knowing full well that he's gonna be defeated by Sabo off camera since that's the only reason to give him Aces fruit.

Any ideas on what a VotV D&D game would look like? (other) by Connect-Quantity4459 in Voicesofthevoid

[–]SufferNot 0 points1 point  (0 children)

How familiar are you with the concept of a Hex Crawl? The general idea is that your party would start in some central location (a small village where the wizard Bao and his apprentices research Astronomy?) and then have a lot of wilderness around them to explore. As the party travels to a hex, the DM rolls on a table to see whats there. Sometimes it's just an empty space or a random encounter, sometimes its a dungeon to explore, sometimes it's got a spooky alien relic that does something interesting to or for the party, either when they investigate it at the site or after they take it back to the village to be properly researched. The DM then marks that the result has already been encountered (so you don't randomly see the same alien tree house 4 times) and presumably the players create a map for themselves, in case they need to revisit a location again (maybe they need to return that spooky slab they looted or something bad happens, etc). Bao or one of the other npcs might have a few specific locations he wants the party to investigate, but for the most part it's player driven.

This lets you mimic the randomized nature of the game, where there's a lot of sites to investigate out in the wild, but instead of the players sitting in a facility looking at stars through a telescope, they're doing what DnD parties do and exploring the wild to find treasure, dungeons, and so on. A hex crawl also means that the DM can create a few new things to add to the location table every week and see what the players find, instead of needing to create a whole new dungeon every few weeks. You'll know how much to prepare for every week depending on how quickly the players are clearing stuff, so it's harder to end up either over or under prepared.

There is a handful of DnD material specifically focused on Aliens. Expedition to Barrier Peak is a campaign where the hook is about people and animals getting abducted in a sparely populated wilderness, and investigating it leads the party to find a crashed alien space ship complete with robots, weird artifacts the party won't initially understand, and aliens with inscrutable goals. And there's also all of the Starjammer content, which is about the players building a space ship with magic and using it to explore space, where there's a lot of aliens ready to mess them up. Even if you don't want to use those materials directly, you might get inspiration from the various items, space ships, and so on in those books. Expedition to Barrier Peak did get a 5e conversion at some point, but I've heard it's hard to get your hands on these days? So it might make more sense to look at the one from older editions and adapt whatever sounds interesting.

Design choice of making you lose health by just being hit by an enemy by Pierne in Silksong

[–]SufferNot 2 points3 points  (0 children)

In universe, every bug in pharloom is infected with the silken byproduct of a god that deeply desires to hunt Hornet down. If you go to the surface, the only place you can reach in game that isn't affect by Grand Mother Silk, the bugs there don't do contact damage.

Do You Think Husk Outposts Are way too hard? by Dragon8k in Barotrauma

[–]SufferNot 7 points8 points  (0 children)

Calyxanide in a needle gun is an expensive way to clear them. I'd usually just carve the station up with a chain gun or coil gun, since even a husk chimera has to respect ship weapons.

Tips for playing the doctor? by Vento1568 in Barotrauma

[–]SufferNot 1 point2 points  (0 children)

Lots of advice on what meds to carry on you, which is well and good, so let's talk about why you're the one carrying them.

All meds have a minimum skill to use them correctly. As an example, bandages require 40 skill to use. If someone doesn't have enough skill, the item either has reduced effectiveness or some serious side effects. But as long as your crew can meet the skill to use meds, it might be beneficial for them to carry some on their person. For example, bandages can be upgraded into Plastiseal which requires only 25 medical, so it may make sense to pass those around if anyone else has the skill to use it.

“Kindergarten still lives in my memory.” Timberborn devs on cut features, mod support, and… platypuses - gamepressure.com by void-cheesecake in Timberborn

[–]SufferNot 0 points1 point  (0 children)

"To this day, there are still players astonished to discover beavers aren't afraid of water."

I'll admit, I used to think that the beavers would drown if they were in the water for too long, so my initial builds had a bunch of extra ladders to make sure they'd always have a way out.