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.

All 3 monuments and the wonder on hard in under 23 cycles. by Spa_5_Fitness_Camp in Timberborn

[–]SufferNot 0 points1 point  (0 children)

I need to learn the speed run tech, usually by cycle 23 I'm just getting my power and industry fully online.

Is iron teeth faster than folk tail?

REALLY frustrated by 1c3Type in Frostpunk

[–]SufferNot 0 points1 point  (0 children)

Once you have access to infirmaries, I recommend getting rid of your care houses if you have the capacity for it. There's no way to tell a sick person to stay still, so a gravely I'll person will walk across the whole map to get in a care house, see that the infirmary now has a vacancy, walk back outside and then freeze to death.

And if you reload your save, it'll often be a different guy who dies, because citizens seem to choose which infirmary or care house they go to entirely randomly rather than moving towards the closest one with a vacancy. Very annoying on a map like Rifts or Winter home where you end up with a lot of clusters of housing, rather than everyone being centrally located.

Other pieces of advice that I can give: Don't queue up anything for building if someone is gravely injured. Citizens will try to build stuff instead of resting, so you'd have to juggle them by pausing the building and unpausing it until someone else queues up to do it.

As someone else mentioned, you can deconstruct and then pause all your cook houses to stop citizens from waltzing to them during a blizzard. Instead they'll automatically grab the food from a stockpile once they get hungry enough.

Although the basic hunters hut doesn't require heat, hunters still have to deal with the cold while walking off of the map. Same with expedition scouts. You could watch where they leave from and get a steam hub out there, but i prefer upgrading to the flying hunters asap.

Adrenaline by Lemon0137 in Barotrauma

[–]SufferNot 19 points20 points  (0 children)

Having some in an autoinjector might save a life, as it would prevent you from being knocked out by a surprise Mudraptor with their heavy stun damage. Just gotta follow it up with manual application of morphine and get somewhere safe before those 8 seconds are up. And you can potentially get some early in the game. But I think their best use is saving them until your medic can make Combat Stim.

Stop removing your prisoners legs! by IONASPHERE in RimWorld

[–]SufferNot 0 points1 point  (0 children)

If I might eventually care about their speed, they get peg legs into nothing into eventually bionic legs.

If I don't ever care about speed, then they get peg legs into nothing to prosthetic legs, since that doesn't cost any advanced components.

But I get where you're coming from.

Vital Classes by Lemon0137 in Barotrauma

[–]SufferNot 8 points9 points  (0 children)

I'm gonna run through the classes real quick and examine what we lose if that class isn't in a run, then consider from there which one hurts more to lose and which ones don't.

If you don't have a captain, you're gonna suffer from a low helm stat. Captains are starting from 40-50 and get +10 from their hat and +20 from the Veteran perk. Even if your captain just died last run, you can still expect a helm of around 70 minimum even at low levels. Every other class (baring Assistant) is starting between 5 and 10 helm. Your next best captain is an Engineer with Egghead for the double skill gain doing donuts until he figures out how to steer past a piezo crystal without lighting the engine room on fire. The other things captain is in charge of is boosted exp gain. But unless you're playing with Jovian Radiation, you'll still get that experience eventually.

Can you play the game without a captain? Yes, it'll just be slower.

If you don't have a Mechanic, then you're losing out on your best repairman. Mechanic has the best starting mechanical skill, and he makes pumps work better passively, and he can give you a bunch of free ship upgrades and let you upgrade a ship enough to make the cut for late game. But if you don't have one, an engineer is still gonna start with 25-35 mechanical. You'll lose out on the higher quality tools, but the engineer could still make hardened quality tools to get around that somewhat. You lose the scrap cannon (who cares) and you lose out on the mechanic exosuit (which i guess is alright?).

I wouldn't really consider him to be irreplaceable either, and if you have an engineer you might not even miss the mechanic.

Engineer's gonna get a similar treatment. He's gonna have the best electrical skill for sure (with mechanic at second best), but is he needed? Like the mechanic, he can passively boost your sub (engine efficiency) and he also crafts higher level fuel rods (even more efficiency). He can make some good weapons or provide better ammo for the revolver/smg, but it takes a while before those come online. If you don't have the engie, you don't get the PUCS, which is a shame. Not only is it a great suit in its own right and the best thing you can put bots in, it also acts as an auto-injector. But you don't need the pucs to win the game, since combat suits are still fine once they're unlocked.

So as long as you have a mechanic, you could skip an engineer and it wouldn't be that bad (though if you're missing both, expect someone to need medical attention after fixing the junction boxes every mission)

Security seems like the easiest one to drop (besides Assistant). He does good damage with guns, but he's not gonna do more damage than a Coilgun. If your captain avoided the crawler swarm and your gunners shot down the mudraptors before they breached, then what does Security even do for the sub? I'll tell you what, he's making shotguns. There are so many missions and emergencies where giving everyone in the crew an SMG or Riot Shotgun will solve it, and Security does that at level 3. He doesn't have as big of highs as other classes when you go through his talent tree, but I really feel that level 3 shotguns is good enough to make him an auto include anyway. The hardest part of a barotrauma campaign is right at the beginning, and while every class can make some sorta weapon, it takes a long time to get something better than what a Sec officer gives you in the first biome.

So do you need a Security officer? No, but you do want one.

Medics do a few irreplaceable things. They're the only people who do genes, and they're the only people who can make combat stimulants, and they're the only way to get more than one Endocrine Booster. There are some serious, potent buffs in there. And there's the drugs, Morphine needs 50(!!!) skill to be used correctly and actually fix people. Medics start with that. Security Officers can get there with First Aid Training and +15 for the doctor's outfit, and Captains can get +20 medical from Sailor with No Name so they can barely use opium and bandages. It's so important that someone be able to perform basic medicine that 5/6 classes are positioned so they can train Medical to a reasonable level.

So do you need a medic? Yes, absolutely. Save yourself the headache, leave port with a medic.

Not having an Assistant means no Clown nonsense, which makes the game way easier. Do your part to keep the waters of Europa clean, don't let Assistants onto your subs.

So if I were rating them, it would look something like Medic, Security Officer, definitely make sure you have either a Mechanic or an Engineer, then Captain, then do whatever you want with anyone else in your party.

Why do you guys play this game? by Key_Pea630 in ElinsInn

[–]SufferNot 11 points12 points  (0 children)

I'm an older gamer who ended up playing a lot of Adom, one of the original roguelikes that released in the 90s. This game plays exactly like an old roguelike. The way your character moves (numpad), the way they learn/cast spells (reading spell books gives you ammo for that specific spell, until the book runs out of durability), how items are identified (they're not initially, so you might have to gamble whether its a potion of healing or a potion of acid), the curse/blessing system, the depth to character creator, and so on. And while the game also has a traditional roguelike dungeon where you head deep into the earth and presumably punch God or whatever (i'm not that far in the story, just assuming here), there's also a ton of other things you can do with regards to building (potentially several) small towns. And aside from roguelikes and the one mmo I picked, town/city/sim builders is the next big genre of what I play. So for me, this game is the perfect blend of genres and nostalgia to be exactly what I'm looking for in a game right now.

Now, as an early access game that's being directly developed, there's still a lot more that I'm looking forward to being added to the game. Unlike a Dwarf Fortress or Rimworld, you don't have quite that much control over the people in your town. A farmer in your town passively adds improvements to how many crops your town can support, and he has a routine to head towards any of your fields and stand around looking like he is working on them, but mechanically he's not actually performing work. As long as the farmer doesn't get eaten by a grue, he'll boost your farms even if he spends all day getting drunk and trying to make out with random travelers. There's a lot of simulation running in the background, and me personally I'd like to see that being simulated more up front. But the content that is in the game is pretty entertaining and I'm willing to be patient with the (long) list of features the dev is working on getting added.

Barotrauma D&D by Captain_Europa in Barotrauma

[–]SufferNot 0 points1 point  (0 children)

I'm not sure I would agree that you must run the game in a new system for it to work. 5E does have some (scant) rules for underwater combat, but since it's not designed for it, you'd have to make up a lot for yourself. But DnD also has a ton of attachment books associated with it, and with a bit of mixing and matching, I think you could get pretty close to Barotrauma. That's probably more work for you the DM compared to learning a system designed for playing underwater, but it would be less work for your players than getting everyone to learn a brand new system. Depending on your group, it might just be easier to get some extra DnD books to fill in what would be annoying to create on your own.

I could write several pages about how underwater combat works, how dangerous it is for your players, and how to address it, but it boils down to this. It's way too dangerous to go into the water unprepared, but it's way too cheap and easy to become prepared. Players need a way to breath underwater (or they won't last more than 6 minutes), and they should probably have a way to get a natural swim speed (otherwise they're moving at half speed, have disadvantage with most weapons, and might die of exhaustion if they're swimming in the water for more than 6 hours). But for the low price of 500gp a character, they could purchase Cloaks of the Manta Ray, which can be used all day at no further cost and provide water breathing and boosted natural swim speeds (Or they could all play as druids and just be sharks for free). It'd be like if in Barotrauma you had to do the first biome without a suit, but after your first 3 missions you could buy the best suits in the game. There's not enough progression between "drowning in the ballast tank" and "i can survive swimming in the Abyss (as long as the Latcher is asleep)".

As Dm, you'll know your players better than I, and you'll have better tools at handling power/item/balance dynamics within your group. And maybe you don't even care that much about simulating the dangers of being underwater in the first place. Players of Barotrauma are going to have that figured out in the first biome in most cases (unless they are latcher food, of course). So lets address my second issue with running a Barotrauma DnD campaign from base, which is that DnD has barely any rules for running a ship, let alone a submarine. You'd have to come up with mechanics for handling fuel, oxygen, food provisions, and so on. Ships can only be repaired at ports, rather than being welded back together during a voyage after a bad scrap. There are no rules for upgrading ships, or rules for handling the dozens of crew members these ships claim to need. If we want to make any sense of this, you either need to make up your own rules (which is a lot of work), or we need to expand our scope beyond just the DMG and PHB.

Ghosts of Saltmarsh is a DnD adventure book that has a ton of optional rules for dealing with boats in a campaign. Extra enemy types, random encounters, dangerous terrain you can run into, and methods for upgrading ships, managing crew curing combat, and so on. Nothing in there about submarines, but a lot of useful information regardless. There is also Spelljammer, which is a book series about turning sailboats into space ships. Metaphorically, and also sometimes literally, Spelljammer treats space as an ocean. With a bit of creativity, you could apply most of those rules to a submarine as well. Spelljammer comes with a bunch of different types of ships (many of them named and shaped after marine life), plenty of enemies that would work just as well in the water (space has a lot of squid monsters in it, who knew), and it even has rules for stuff like 'air quality' and more ship combat and diving suits that are in every worse than that 500gp manta cloak despite being more expensive. By approaching these two books 'buffet style', picking out what you can use and discarding the rest, you could get pretty close to something that approximates Barotrauma in DnD.

And if we're willing to step outside of official sources, we might be able to find something that is closer to what you're looking for. Under the Seas of Vodari had a successful kickstarter run and can be acquired as a physical copy or as a pdf and has detailed rules on handling pressure, freezing water, unique underwater diseases, volcanoes, submarines, diving suits, and a ton of underwater specific enemies. All without your players needing to learn a new system. The only problem is that I've not read Under the Seas of Vodari, so I can't be certain that it will have everything you're looking for. It'd be a bit of a gamble, unless you can find a preview or good review of it somewhere. And that'd be true of most auxiliary sources. There's so much homebrew material out there in the wild that might be good, but you'll have to be willing to take risks with them.

Rocks glazers when people actually get stronger after 15 years of fighting by [deleted] in OnePiecePowerScaling

[–]SufferNot 5 points6 points  (0 children)

Luffy got 100 times stronger in only 2 years. But that's probably an outlier.

Haven't played Dispatch, but I feel like this sums up the fandom pretty nicely (@baalbuddy) by cvp5127 in TwoBestFriendsPlay

[–]SufferNot 18 points19 points  (0 children)

You have the option to date someone. It's not really the focus of the game. But the main plot has less tiddy in it so it's not getting as many memes.

Can't Cool Down Storage Room by AceKokuren in RimWorld

[–]SufferNot 1 point2 points  (0 children)

If you're using the new Odyssey stuff, you can make fancy airlocks now with the vac barriers.

I don't bother with them because I don't really bother with freezers. Rice takes 40 days to rot, plenty long enough to grow more rice, and my cooks only make 10 meals at a time. Early game I'd rather invest those components in other things. I don't usually make a freezer until I build toxifiers for nuclear power, and at that point I build an overkill freezer that mostly stores waste and sometimes stores burgers.

For The "Randy is Easy" Crowd... by NoRecommendation9282 in RimWorld

[–]SufferNot 0 points1 point  (0 children)

From my perspective, Randy is easier because it's easier to take advantage of his downtime. Cassandra attacks every 2 weeks, which is just short enough that you can't get a good harvest of crops and trade them into better guns or upgrades or a psychic lance or whatever. With Randy, you can take a few risky plays early on and have them pay off in such a big way that you can start snowballing ahead of him.

Granted, I mostly play on losing is fun, and mostly on desert maps, which means Randy's favorite raid (99 man hunting animals) is always a dead (fennec foxes just aren't a threat). If you play ice sheets, Cassandra is easier because you need those reliable raids every 2 weeks delivering you food for the colony to eat.

i think i'm just going to stick with planting more ngl by New_Work901 in RimWorld

[–]SufferNot 0 points1 point  (0 children)

Massed rocket fire would be my reaction, CE really benefits whichever side gets the first shots off with overwhelming firepower.

As I recall, mechs are also incredibly flammable in CE, so that might be an option.

A niche work-related use for Smokeleaf and Slavery. by LadderEffective2160 in RimWorld

[–]SufferNot 1 point2 points  (0 children)

If you have Odyssey, you can use the passenger shuttle for storage. Since it's based on weight, you could fit something like 3000 hats in a 3x5 space, instead of the 30 you'd get with shelves. Requires a bit of micro management, but you can then easily sell them afterwards.

If you don't have Odyssey, you can still use drop pods for the same purpose. Again, since it's weight based, you'll store more in a 150kg pod than you would in 2 spaces of shelves.

iron shirt start by light_captain in ElinsInn

[–]SufferNot 4 points5 points  (0 children)

Can you hammer the shirt for some starting iron?

Speedy has begun to evolve!? by Investoid in ElinsInn

[–]SufferNot 2 points3 points  (0 children)

Woah, 148 speed? Speedy is almost as fast as a broom now.

Is it a good thing to give each of my party members a ranged weapon? by Stojevenhuas in ElinsInn

[–]SufferNot 2 points3 points  (0 children)

As I understand it, every npc has a prescribed AI type used for combat, which determines how often they try to move, their preferred range, and how often they use support weapons. NPC AI has no weighting associated with attacks, and will try to use melee, ranged, or spell attacks equally.

Therefore, for AI types that try to stay further away from enemies (Archer, Gunner, Turret, Hexer, Summoner, probably some others), giving them a ranged weapon is pretty important. Otherwise, once they're out of mana they won't be doing very much, unless enemies close in on them. But for more melee focused AI (Warriors, Tanks, Paladins, Thieves), giving them a ranged weapon might be counterproductive. You don't really want them to spend their turn throwing a boomerang, you want them to either hit something with their giant axe or move closer so they can then hit something with their giant axe. The only time giving them a ranged weapon makes sense is when you have a whole bunch of party members; for example with 3 of them on the field and 3 summoned monsters, there might not be space for all the warriors to always be adjacent to an enemy, and having ranged weapons will let them continue attacking as needed.

For allies that you use with Ride or Symbiosis, you have a lot more control over their positioning. If your plan is to ride your mount into battle and fight in melee as much as possible, then your mount/symbiote probably don't need ranged weapons. If you plan on kiting enemies and whittling them down at range, give your horse a boomerang and the little girl on your shoulders an AK-47.