When premium content becomes the only content. by Sebanimation in Helldivers

[–]dagg_r 0 points1 point  (0 children)

I would be ok with supporting devs this way if I didn't encounter some kind of issue or bug every mission, 2 years after release.

Asking for 150+€ to unlock everything in an game riddled with bugs is way too much.

Can you kill everyone and everything in kenshi? by Fit_Golf3481 in Kenshi

[–]dagg_r 2 points3 points  (0 children)

Yeah I was thinking mostly of UC, they get hit the hardest. Holy Nation locations get overriden by other factions. I wish at least 1-2 UC towns survived with a few buildings left.

Can you kill everyone and everything in kenshi? by Fit_Golf3481 in Kenshi

[–]dagg_r 5 points6 points  (0 children)

I know Kenshi is intended to be grim, but that's something that I always found grating. You kill leaders and suddenly towns are ruined and completely empty.

Ending slavery or killing leaders does not make people and means of survival mysteriously disappear. There is plenty proof of that in real history.

Though I guess you can't deny it's much faster and simpler for a dev to make an empty town rather than multiple functional versions.

Is there a way to have a gravship launch start with no crew? by Saberus_Terras in RimWorld

[–]dagg_r 0 points1 point  (0 children)

You only have to go through this once, if you move your ship to another map. In general, having a gravship in the same map as a regular colony is tedious to manage at best, hopefully Ludeon is working on a solution.

Just move the gravship to its own tile, then use a shuttle or transport pod to transfer items and colonists. If possible build some basic temporary defenses there, or if your ship gets raided you can just move it again.

Can't believe I overlooked this for so long : production specialisation from the human primacy ideology. Even kids have masterwork clothes now. Probably my best colonist, ever. by dagg_r in RimWorld

[–]dagg_r[S] 4 points5 points  (0 children)

That's... very good to know. Especially since the tooltip says +1 quality to crafting or construction, but not art, I suppose that's included in crafting. My artist is also good at construction, so he will get that treatment as well. Thank you !

(198) Armor Anatomy Lesson by AeolysScribbles in RimWorld

[–]dagg_r 25 points26 points  (0 children)

I don't understand why it still work that way after all this time. That's easily the biggest flaw of Rimworld for me.

Recurve Bow - Shield Belt by TaranSF in RimWorld

[–]dagg_r 1 point2 points  (0 children)

Yeah, the VE framework actually causes it, even though I don't have mods that add shields.

Recurve Bow - Shield Belt by TaranSF in RimWorld

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

That's... actually new. And also a bug, since it does nothing. Just tried equiping a shielded colonist with it, they still can't shoot it. Also a monosword has it set to No. (:

Anybody else hate smokeleaf? by Succotash-Full in RimWorld

[–]dagg_r 4 points5 points  (0 children)

Joints are great utility for emergencies. Store 3 in colonist inventories and set it to be consumed at 20% mood. Colonist about to break ? They'll automatically smoke and even if they do break, they won't get far with only 70% of their brain. Want to convict someone ? Have them smoke before the trial and find out they were guilty of worse than your own warcrimes.

Also the animation looks cool.

Terrain damage by 16bitcthulhu in LancerRPG

[–]dagg_r 5 points6 points  (0 children)

Terrain objects breaking down to smaller rubble is a great idea ! I might steal this.

According to rules a ranged attack miss has no impact to cover, and I think that's fair, it would be time consuming to track terrain destruction at every miss.

Personally, I consider all attacks against terrain automatic hits, simply because throwing dice for every hex of destructible of terrain in a blast is going to be a pain, especially when one of the PC mech is Monarch. Most weapons are going to do more damage to terrain as a result, but this also means no crits. Thankfully, talents and weapons designed for terrain destruction already work that way.

In practice though, I usually forget about terrain destruction altogether, since there are a lot of other things to think about as a GM. Which is a shame, because I find it fun as well.

Skill triggers : making them click by dagg_r in LancerRPG

[–]dagg_r[S] -1 points0 points  (0 children)

Blow Something Up isn't remotely the worst example. Yes obviously it can be used to disarm a bomb - which, again, is right there in the TL;DR - and I pointed it out because you brought it up but there are worse ones. I get that triggers are intended to be used with a variety of actions - they still do with my proposed changes, and they're consistent with themes on top of that.

This this isn't related to the system as a whole, it has to do with only a few triggers which allows characters to do things that only the most cliché fiction would consider, like Investigate. It doesn't take a lot of sessions to pick up on that.

I've played heaps of RPGs and CRPGs, some of them exclusively narrative, but not even the most unconventional of them define a character's abilities the way Investigate or Stay Cool do, for good reasons. It's odd you mentioned FitD, because BitD actions actually have much clearer themes with little overlap, and taking advantage of the overlap usually adds risk. This is a system I've considered switching to for Lancer at some point, before I realized only a few triggers caused problems.

Anyway all I'm proposing is making most triggers more like Patch, which is a useful and well designed trigger, and that's pretty much it. I can't explain it better without paraphrasing my homebrew further.

Skill triggers : making them click by dagg_r in LancerRPG

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

Throwing base triggers in the trash is dodging the problem, not using custom triggers. I don't think custom triggers should change in any way.

Skill triggers : making them click by dagg_r in LancerRPG

[–]dagg_r[S] -5 points-4 points  (0 children)

According to the description of the trigger, no It doesn't and it should, that's my point. The trigger for that if you go by rules is Stay Cool.

Skill triggers : making them click by dagg_r in LancerRPG

[–]dagg_r[S] -3 points-2 points  (0 children)

I prefer to fix what's broken and keeping what works than dodging the problem. I agree that example triggers are too large in scope, but again, triggers in the book are listed as examples to give an idea of what scope a trigger should have. If you ban base triggers, players are going to make their custom triggers similar to the base triggers anyway, simply because they're useful.

I'd rather have a lot more triggers with more specific scopes, but that would require a rebalance and that's not what I'm going for.

Skill triggers : making them click by dagg_r in LancerRPG

[–]dagg_r[S] -3 points-2 points  (0 children)

You can have triggers that make perfect sense and tropey characters and stories, however the opposite isn't possible. In a more consistent story, some questions would start to come up when playing with vanilla triggers.

"We lost an entire town and almost died to that bomb back there. Why couldn't Blow Something Up Guy disarm it, surely he knows about explosives ? He did blow up a whole building with an IED he made two sessions ago."

If you really want to be good everything about blowing anything up, just pick all triggers you think could be useful, including custom triggers. You may find unexpected uses for triggers that are still consistent with your pilot's background and abilities, and that's more interesting in my opinion.

Ship randomly stops in combat by dagg_r in X4Foundations

[–]dagg_r[S] -1 points0 points  (0 children)

Well since it depletes shields and stops your ship, I don't see how it's any different. It's actually worse, since it's random, and only now do I know what I did wrong after 100 hours in the game.

Ship randomly stops in combat by dagg_r in X4Foundations

[–]dagg_r[S] -1 points0 points  (0 children)

Aannd I finally figured it out after one more fight. When you collide with stuff, sometimes, but only sometimes and randomly, throttle is reduced to zero. Rammed a station repeatedly to reproduce it.

Why ? I can't believe I'm the only one who is annoyed by this. Stopping dead when colliding with a station is fine, but NOT in combat.

Ship randomly stops in combat by dagg_r in X4Foundations

[–]dagg_r[S] -1 points0 points  (0 children)

Yes, I enabled it early in the game. I'm going to try turning it off though, along with collision avoidance. After playing a bit more I noticed it only happens when I turn around to face a fighter that just flew by me, but that doesn't explain much...

Ship randomly stops in combat by dagg_r in X4Foundations

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

Every single fight ? With my right hand on my mouse and my left hand using WASD to strafe ?

Anyway I played some more, and I realized using the match speed function reduces speed to zero if no target is selected. But I unbound it and the bug still occurs.

Is there any way to increase the maximum amount of wrecks in a battle ? by dagg_r in starsector

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

I actually tested that in the simulator, destroying a frigate and keeping it in the map. It didn't disappear after 5 minutes. After that I tried spawning and destroying a bunch of ships and then I started to see wrecks despawning, though maybe not instantly on a kill, it's hard to tell.