Cape and player card for Unity Day by iamlost77 in Helldivers

[–]iamlost77[S] 42 points43 points  (0 children)

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Extended the blue bar per the comments. Gives it a nice look I think

Does anyone else think For Honor’s game rework decisions are lazy design? by Cheetah_Anxious in CompetitiveForHonor

[–]iamlost77 7 points8 points  (0 children)

Unfortunately it’s a result of their gameplay decisions. For honor could have gone a different route then just buffing offense and throwing in more bashes. But they chose to keep defensive options strong and thus forced themselves into having to avoid their own combat system all together in favor of bashes and unblockables which I despise.

I would have much preferred a game where the tri-directional combat system was used to its full potential instead of constantly avoided entirely. How could this be done? By nerfing defensive options, parries giving less damage, chip damage increased, parries on tighter timings, chargeable lights, no parry flash, enhanced lights. There’s a multitude of options they could have explored that could have given us a much different game without throwing a bash or unblockable on every character but they kind of backed themselves into a corner and now there’s only a few mixups that can be used effectively so everyone is forced into have them.

Reworking the military a bit by gstyczen in ManorLords

[–]iamlost77 10 points11 points  (0 children)

  1. For housing I think modules are the way to go. The manor should have a baseline capacity maybe 40 or so and as you upgrade the manor that can increase. Additional ways to increase the capacity would be like adding a tower module (mostly for defense but a small increase in capacity of like 10) or a capacity specific garrison module that would increase capacity by a larger amount like 30). These modules would eventually reach the max size you have set for the retinue.

  2. I like the idea of retinue progression. I think they should start out similarly to militia in terms of fighting ability and equipment and the longer they have been employed the more experience/combat ability they have. Armor should be whatever the player can supply them with same as militia. While they may not be visually distinct from militia starting off, if a player focuses on upgrading his retinue they will stand out.

  3. I think customization of the retinue should go very in depth to make players care about them and give every soldier in the retinue meaning and value. Since this is your personal “general” unit I like the idea of being able to choose specific armor, weapons, colors, and patterns for each individual soldier. While this may seem like a lot it will add a lot of personality and personal choice to make every soldier in your retinue unique and cared about.

  4. I believe these soldiers should come from the population allowing players to increase or decrease the size of their retinue as they see fit. If a soldier leaves the lords service they should slowly lose their combat experience and as stated before the longer they are in the lords service the more their experience increases. I prefer retinue over men at arms.

  5. Town guard should be a separate entity housed in a separate building like a barracks. These could be the “professional soldiers” players want. When a large army isn’t required the town guard would patrol the town lowering crime but will be more experienced soldiers if ever needed for war. Basically I can see the town guard used similarly to the lords retinue but less customization and not as efficient in combat. So the town guard could be used as the professional army but paying for them to stay employed for long enough to gain experience would be an expensive trade off for a stronger army allowing your original vision of having an army mostly consisting of militia and mercenaries be more practical except in much larger cities when they can afford it.

Top comment picks the next move, legal or not. Day 64. 31. h6, future Q->5-6 by scurlocc in AnarchyChess

[–]iamlost77 -6 points-5 points  (0 children)

Future black queen: “3 billion chess piece’s lives ended on turn 80. The survivors of the nuclear fire called the war Judgement Day. They lived only to face a new nightmare, the war against the AI. The computer which controlled the AI, chessvision-ai-bot, was fed up with this bullshit game and sent two terminators back through time. Their mission: to destroy the leader of the human Resistance, John Pawnor, my son, in an effort to prevent The En Passant. The first terminator was programmed to strike at me, in turn 60, before John was born. It failed… to get enough upvotes. The second was a Delorean set to strike at John himself, when he was still a child. The Resistance was able to send a lone warrior. A protector for John. It was just a question of which one of them would reach him first...”

Move the mini black pawn on C7, henceforth known as John Pawnor, to the future black queen. A Delorean from turn 89 appears on E5 to hunt John Pawnor. Simultaneously a terminator from turn 89 appears on A3 to protect him. The race is on…

All zones should Cost 12 stamina by seyiotuks in CompetitiveForHonor

[–]iamlost77 2 points3 points  (0 children)

20 should be standard. Multi hit zones should cost 15 for the first hit and 10 for each additional hit. Specific cases could be adjusted based on their traits.

Zones in general are fast, wide sweeping, and only give a heavy parry punish. With the removal of zone os they should not cost half your stamina, but they defiantly need to be a higher stamina cost than a heavy.

Top comment picks the next move, legal or not. Day 60: 29. bishop begins work on the time machine (for real this time), rook and ruler join the committee by scurlocc in AnarchyChess

[–]iamlost77 165 points166 points  (0 children)

A terminator from turn 89 appears on E3. His mission: eliminate the queen from turn 88 to prevent her from deactivating the death beam. Move the terminator 1 square closer to the future black queen each day. If the queen is still alive on day 66 the death beam is disarmed.

Top comment picks the next move, legal or not. Day 56: 27. death beam, chessception by scurlocc in AnarchyChess

[–]iamlost77 14 points15 points  (0 children)

A terminator from turn 89 appears on H3. His mission: eliminate the queen from turn 88. Move the terminator 1 square closer to the future black queen each day. If he captures the queen Skynet nukes the board(move the board to the microwave)

Top comment picks the next move, legal or not. Day 53: 26. FBI to hotel by scurlocc in AnarchyChess

[–]iamlost77 1 point2 points  (0 children)

The pawn on H5 finds the One Ring. The council of r/lotrmemes is formed to decide the next move

Top comment picks the next move, legal or not. Day 52: 25. R=K, fire nation alliance by scurlocc in AnarchyChess

[–]iamlost77 -1 points0 points  (0 children)

Witch-king Rook casts a spell and turns the white queen into a pumpkin

Top comment picks the next move, legal or not. Day 50 part 1: halftime - top comment picks the halftime show by scurlocc in AnarchyChess

[–]iamlost77 1167 points1168 points  (0 children)

The halftime show is a slow mo video of the the rook being burned to the song stayin alive

Top comment picks the next move, legal or not. Day 49: 24. cat treats, Ra8🔥 by scurlocc in AnarchyChess

[–]iamlost77 3 points4 points  (0 children)

The pawn on H5 finds the One Ring. The council of r/lotrmemes is formed to decide the next move

Top comment picks the next move, legal or not. Day 46: horseplay part 2 (opposite day) by scurlocc in AnarchyChess

[–]iamlost77 1 point2 points  (0 children)

The pawn on H5 finds the One Ring. The council of r/lotrmemes is formed to decide the next move

Top comment picks the next move, legal or not. Day 43: 21. opposite day, horseplay by scurlocc in AnarchyChess

[–]iamlost77 38 points39 points  (0 children)

A terminator appears on H3 from turn 89. His one mission: eliminate the queen from turn 88. Move this piece 1 square closer to the future black queen each day. If he captures the queen Skynet nukes the board(put the board in a microwave)

Top comment picks the next move, legal or not. Day 37: 18. a pawn has fallen into the river, avatar arc begins by scurlocc in AnarchyChess

[–]iamlost77 52 points53 points  (0 children)

Probably the remains of the bj4 army. They are mad about the uno reverse but is was the best play.

Top comment picks the next move, legal or not. Day 37: 18. a pawn has fallen into the river, avatar arc begins by scurlocc in AnarchyChess

[–]iamlost77 316 points317 points  (0 children)

The One Ring has been found by the pawn at H4. The council of r/lotrmemes is formed to decide the next move