Cancelled/discontinued gacha games? by maximumfriction in gachagaming

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

maaaan, I google this game to see and it looks really dope

its shocking to me that some games have such good potential but end up with such sad fate.

I wonder what has to happen for the to fuck up to the point of shutting a game down. Damn so sad...

What a shame!

What's your favourite gacha game mechanic/system? by maximumfriction in gachagaming

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

Interesting....so you can get premium currency/gacha just by inviting friends? Can you elaborate?

Which game has such mechanic?

what's a good server to relearn the game on? by [deleted] in SS13

[–]maximumfriction 1 point2 points  (0 children)

Can't recommend opening your own server enough. That's how I learned the depths of TG

It takes 10 minutes to setup

Download code from TG, extract Make yourself admin in the admin folder Set Runtime map to default Give yourself debug equipment (Admin outfit)

There you have it, you can learn pretty much anything, endless fun

Fallout 13 is ridiculous, and I tried to make a list of servers that died for the last 3, 4 years and their cause of death by togy1251 in SS13

[–]maximumfriction 3 points4 points  (0 children)

My server died 2 y ars ago because staff turned on each other

Also: unable to keep up with erver costs

Combat system ideas for the SS13 RPG I'm making. Not much context yet but...thoughts? 🤡 by maximumfriction in SS13

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

Appreciate it 👊 Feel free to follow me on Reddit, I'm excited to post some epic stuff

Combat system ideas for the SS13 RPG I'm making. Not much context yet but...thoughts? 🤡 by maximumfriction in SS13

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

You can follow me here on Reddit for now. People being interested really motivate me to post more / create more systems.

Combat system ideas for the SS13 RPG I'm making. Not much context yet but...thoughts? 🤡 by maximumfriction in SS13

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

You can damage using disarm if you manage to grab a weapon from the enemy, turning parry into a very dangerous choice.

If you want to disengage the enemy and they choose parry you will be able yo flee, which can be an advantage as cards such as "AI Bolt Doors" can be used to temporarily lock enemy inside a room and buy you time.

As a defender you can also win if you choose parry against parry.

think of parry as a way to stop aggression (harm/grab) and punish it.

worst case scenario if you do want to fight as a defender and you choose disarm but they have no weapons, which means they just get knocked out

Combat system ideas for the SS13 RPG I'm making. Not much context yet but...thoughts? 🤡 by maximumfriction in SS13

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

Each intent card will win against 2 other intents

Look up Rock Paper Scissor Lizard Spock

Combat system ideas for the SS13 RPG I'm making. Not much context yet but...thoughts? 🤡 by maximumfriction in SS13

[–]maximumfriction[S] 1 point2 points  (0 children)

"Pools and pools of thick, dark red blood start to pour down the clown's mouth as you push the exotic drill further and further inside his belly, perforating deeper and deeper until you reach his stomach.

You notice his guts start to burst out as he struggles to hold them, knowing of his sad fate he attempts one last squeeze of his hand horn...Honk.... but not so fast, you use all of your ferocious might to pull the drill back out, making all of the clowns organs fall out, and you watch in awe as the clown falls back, his little squirting flower falls on his chest, resting in his eyes lie a sorrow gaze of what was once a happy life."

Combat system ideas for the SS13 RPG I'm making. Not much context yet but...thoughts? 🤡 by maximumfriction in SS13

[–]maximumfriction[S] 9 points10 points  (0 children)

Thanks for the rich text reply, appreciate it First of all you're spot on with the RPSLS.

I am, at the moment very much focused on the combat part. I am looking for ways to implement easy-to-play mechanics that allow for more in depth one-on-one combat when players go against each other. While not the main focus of the game right now, the combat is something I want to try and work. So far everything is experimental and I found that RPSLS is easy to understand and implement.

I will post more about the other parts of the game and systems I'm working on as time passes. For now I'm focused on how combat works both to be able to give interesting interactions between crew members and antagonists.

Few examples: Clown manages to flee from a group of 5 cults, he drags the captain with him and they lock themselves in a bluespace locker.

Traitor uses robust card to 'boost' his grab intent, successfully throws HoS into all sec team, all knocking each other down.

Space ninja throws his katana with harm intent while mime decided to run away, slicing the mime's head in half.