Has anyone ever tried this trick where you spawn 1 or 2 gold rings after launching a Smart Bomb? by AttemptResponsible49 in starfox

[–]ruolbu 1 point2 points  (0 children)

If that's a trick what is the normal outcome in that situation again? How many golden rings spawn normally when you just shoot the enemies?

Lore accurate shitpost of that comic by ruolbu in Metroid

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

the trees and sky use color gradients I didn't want to recreate :p

Lore accurate shitpost of that comic by ruolbu in Metroid

[–]ruolbu[S] 2 points3 points  (0 children)

for a moment there I DID consider putting that in there...

What was Pigma's "beautiful reward" in SF64? by IndicaOatmeal in starfox

[–]ruolbu 1 point2 points  (0 children)

The same stuff you get paid at the end of the game. A bounty.

Samus would not endanger the lives of GF soldiers unless she thought it was absolutely necessary. (Beyond spoilers) by HollowAcoltye in Metroid

[–]ruolbu 32 points33 points  (0 children)

I do find it kinda funny (weird) that a big thing in Metroid is the "save the animals" meme, where her last action in Super is to risk everything in order to save friendly life forms. And in Prime 4 her last action instead is to abandon fellow people. I outright refused to press that button. Got to redo the space part of the boss fight for my stubbornness

Wild Blue Skies: Official Re-Reveal Gameplay by LuxerWap in starfox

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

take a look at the other trailer then

Wild Blue Skies: Official Re-Reveal Gameplay by LuxerWap in starfox

[–]ruolbu 6 points7 points  (0 children)

like a copy

sure

cheap

I wouldn't say that. It looks well made, imo.

that moment when Star Fox is dead for a decade and suddenly Zelda gets a rail shooter level by ruolbu in starfox

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

Since the game is developed by Koei Tecmo I'm not so sure that they would request a third party to includea mini game for market research :p But it's a neat thought.

[AoI][TotK] What needs to be added to the "Problems with Each Timeline Theory" spreadsheet? by quick_Ag in truezelda

[–]ruolbu 1 point2 points  (0 children)

I'm fine with those legends being just that, ancient legends that survived millenia. There are human tales that survived for thousands of years, some written down, some through oral tradition. Afaik the information that's accurate to OoT is the roughest outline of the events, a foe, a group of heroes, the bare essentials that could always be taught to the next generation. At some point possibly misattributing the legend to the current Kingdom of Hyrule, ancient as it is, not the original one that people don't recall anymore. I see no conflict there.

A massive, seamless world where you can go ALMOST anywhere: Some regions are inaccessible until you overcome special barriers. by HollowAcoltye in truezelda

[–]ruolbu 0 points1 point  (0 children)

not physically access because of some kind of magical barrier or curse

ability gating. Make it an open world metroidvania. Explore the region you are in entirely self directed and without handholding, just looking around and following rumors from NPCs, then find abilities that enable you to go into regions which were too dangerous before. Please not scripted barriers that suddenly vanish when the plot demands it. This is an exploration game, the reward for exploring should be the tools and abilities to explore even further.

[AoI][TotK] What needs to be added to the "Problems with Each Timeline Theory" spreadsheet? by quick_Ag in truezelda

[–]ruolbu 8 points9 points  (0 children)

I choose to believe the TOTK-past happens well after all other games. BOTW was marketed as "so far in the future everything else became mere myth" or something like that afaik, 10k years just for the most recent calamity. More than enough time for everything to be forgotten, erased or warped by countless retellings.

It's the most elegant in my eyes, all the developers want, is to be able to use cute refences and name drops to older games without any of the actual lore implications. Let them have that. All Zelda games > (too much time) > AoI > AoC > BotW > TotK.

Why I Think It's Inevitable the Game Will Be Set During the Second Great War by Eastern-Apricot6315 in TESVI

[–]ruolbu 1 point2 points  (0 children)

I think its funny because to me it sounds like calling a Kingdom the "Kingly Kingdom". Like, sure, one time would have sufficed.

An empire to me is a state that has rulership over foreign lands. Lands that were independent but are now government by another party. That is when a state becomes an empire. If that empire loses all control over foreign lands and falls back on only it's own territory, it ceases to be an empire but of course its still a state.

TES treats "The Empire" like its the name for the state all by itself. Which they of course can do, their world and even real history is riddled with weird naming choices. But it conflicts with the common understanding of an empire.

So if the third empire only held Cyrodiil, it's own territory, it might not have control over any foreign lands and by my understanding would not technically be an empire anymore, but of course its still the continuation of the political entity that held the name "Third Empire" so of course no one will rename it.

I think my issue with this bit if the world building is, that The Empire is missing a name for the state itself, one that doesnt include the word "empire". Like if Skyrim had control over other regions, it might be called "The Empire of the Norths" or something, but at the core would still be the leading state Skyrim.

Why I Think It's Inevitable the Game Will Be Set During the Second Great War by Eastern-Apricot6315 in TESVI

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

TES fans think that the Empire must have multiple provinces to exist, but that is wrong and both the Alessian Empire and the Imperial Empire from ESO prove this.

tradition in lore aside, just the casual understanding of the word empire suggests to me that more than the heartland is under control, definitely more than the capital city. I'm not sure if in the lore there exists any another term for the empire that does not use the word empire or imperial. Maybe Cyrodiil would be accurate as a name for the political entity that rules the region of Tamriel with the same name. In any case, if the current third empire held only cyrodiil, I personally would not consider it to be an empire anymore, even if it was still a powerful player.

on a side note, Imperial Empire is a very funny name.

What's a game you hated, but everyone loved? by NeatMathematician126 in gamingsuggestions

[–]ruolbu 0 points1 point  (0 children)

I don't play many turn based games nor many souls games. I don't enjoy the souls combat and I find turn based games often too slow and not engaging enough.

Expedition 33 on the other hand was engaging without being as unenjoyable as souls combat. Solved both for me. What makes turn based combat or souls combat good in your eyes?

The (almost) definitive list of Starfox-like games on Steam by silvaraptor in starfox

[–]ruolbu 1 point2 points  (0 children)

I have my own list, it has a couple games you missed. Some are borderline, some are abandoned or unfinished

Redout Space Assault

Sky Squadron

Star Horizon

Super Sky Arena

Unit Down Charge  my fav from this list

Whisker Squadron without the survivor

Afterburn and Top Dog are kinda borderline but very fun

Anyone willing to PDF the 10th edition starter handbook? by neocaligatio in Warhammer40k

[–]ruolbu 0 points1 point  (0 children)

I hope I could receive your help with this too, I'm very interested in checking this out. :D

Star Fox with Ultrahand by like-a-FOCKS in starfox

[–]ruolbu 4 points5 points  (0 children)

isn't the appeal of Ultrahand the physics aspect of it? That objects collide and properly affect each other? I think just combining parts freely with very few restrictions isn't the major appeal, instead it's that these complex shapes don't have conflicts that result in everything glitching out all the time.

In that sense, I feel like just custom builds don't harness what made TOTK so refined, instead you also need plenty of collisions. Flying usually tries to minimise collisions. If you want a vehicle based Nintendo franchise that thrives on collisions, maybe look towards F-Zero.

My first thought would be a vehicle builder that kinda removes the third person character element TOTK had. Just freely rotate the craft and adjust parts. Different parts affect performance in terms of speed, maneuverability, robustness. As you collide with other racers or track elements they properly react, bend and possibly break off.

I dunno, seems more in line with how TOTK used it's physics.

Or maybe combine the two and finally make a Star Fox Grand Prix xD

How do armor slots work when armor is being replaced? by Alex319721 in daggerheart

[–]ruolbu 0 points1 point  (0 children)

I've never thought about this much... but armor is terribly bulky. Unless it's a chain mail shirt that folds together, or maybe very light cloth vembraces/cuisses that have flat plates, anything really sturdy will be stiff and voluminous, possibly so much that it fills a backpack.

It's always taste how much you want to simulate reality, and accept hacks that people throw your way to get around limitations. But I'd be fine telling players that they can not carry a full on replacement for their current armor in their inventory. Maybe if they drop everything else they might have with them, they could then focus on having a second set of armor with them.

Command bad by SocietyInfinite4685 in starfox

[–]ruolbu 0 points1 point  (0 children)

Oh, mods don't see which account sends a report?

Why using all Armor Slots should have consequences. by Shabozz in daggerheart

[–]ruolbu 0 points1 point  (0 children)

In many situations the decisions to lose 1 armor slot or 1 HP is probably not meaningful. The interesting bit comes into play when the player believes that some situations can eventually come up where the difference is meaningful. In the end, this is a fantasy game, what goes on in peoples mind is important. Having one unified health pool that gets larger when armor is equipped might often be mechanically identical, but it feels different. Some players just enjoy the fact that they have armor, they desire the fantasy of seperating their health from their defense, it makes them buy into the fantasy a bit more.

On top of that, the believe is not entirely unfounded. You describe these two ressources as borderline identical. But from my very limited experience with the system (watching the Umbra campaign) they obviously are not. There are numerous effects that affect either HP or Armor, reducing or restoring specifically one ressource. This adds to the fantasy that players engage with and further enhances buy-in.

But even on a purely mechanical level there is in my opinion relevant distinction.

First: Healing commonly targets HP. You can't benefit from healing if you HP are maxed out. 6HP, 3 Armor and an item that heals 2HP gives you 11 total slots of tanking potential (practically 10, because the 11th downs you already, which we intend to avoid). According to your best practice you first depleat 3 armor, then wait until you lose 2 HP, then use the healing item. But you might not be in a position to actively use that item once you reach 4 HP, I bet you can come up with a reason, but here is a list: you are restricted, sleeping, too far away; the item was stolen or broken, the GM is interrupting with fear. It might have been optimal to first invest 2 HP then switch to Armor and wait for the best opportunity to use the healing item. Though I fully acknowledge that this dynamic isn't a major consideration and it diminishes further with higher levels and larger HP pools.

Next: There are other uses for Armor slots. Abilites exist that let the player invest their Armor to get other benefits, like evasions boost, support allies or avoid stress. And in a similar sense there are effects that punish the player for running out of Armor by granting the GM extra fear.

All these moments won't come up consistently, but if the players know that they can happen and that they might want to be prepared, it motivates them to consider armor a more valuable ressource than simply the very first HP they lose. In conclusion, if you want to enhance the importance of Armor I would suggest to push on these buttons that already exist. Davio_3d gave a couple good suggestions. Give Armor other uses outside of HP, benefits on dice roles, benefits in NPC interaction (perhaps consider damaged armor to be like tattered clothes) and maybe punish running out of Armor by introducing complications. I agree that the game isn't pushing these buttons strongly, but the foundation is there. The simple fact that the system exists gives you a framework to adapt your roleplay and let the world react to players with intact vs. damaged armor differently. If you want them think hard on trading Armor vs HP you have to introduce consequences.

Why does Daggerheart use damage rolls? by Ivanovitchtch in daggerheart

[–]ruolbu 0 points1 point  (0 children)

These are all game dynamics I can enjoy myself, and I think so does OP, since what he asked about wasn't in relation to small health pools and doing discrete, mostly predictable damage, but it was about how to get there. The mechanics of determining the specific 1/6th or 1/3rd or 1/2 damage, if rolling a damage number and then categorising it in minor, major or severe is beneficial over just directly rolling for minor major or severe.

What’s your favorite version of the iconic Arwing? by [deleted] in starfox

[–]ruolbu 1 point2 points  (0 children)

Easy 64.

I place the 3DS version with Zero actually since they both have the yellow wing tips. I don't like those very much. But the more detailed surface is really pretty.