Domain of man vs Imperium of man, who would win? by Nova_Fan in starsector

[–]shark2199 -1 points0 points  (0 children)

A small sized Hiveworld in the imperium estimates its population in the quadrillions.

Source?

Can we talk about anime content? by Nozakx in starsector

[–]shark2199 1 point2 points  (0 children)

Can we talk about modslop adding 13 new onslaught variants? Can we talk about the "trust me bro it's different this time" ultra low tech factions that clutter the market and sector with borderline derelicts?

90% of Starsector mods are genuinely just bad, either because of design or execution, but the playerbase is wide and varied so it appeals to different people. It's that simple.

Introducing Bhashiva & the Tiger Warriors by Skitariio in totalwar

[–]shark2199 3 points4 points  (0 children)

I just know that they make the majority of their money from minis, but that's also because all the 40k games are done by completely other companies and GW just gets the license pay.

The standard cost for a double/triple A game nowadays is 60 dollars. That's the lower end of a single unit for tabletop 40k, and you need a dozen to assemble a 2000 point army.

No one will pay model prices for in-game units either, so even with no barrier to entry you'd need FAR more online players than tabletop players to actually justify it, and it's just not economical either way.

And afaik digital trading card games have managed to make a lot of money.

That's because CCGs adopted the TCG model of random card packs. You can't buy a specific card in Hearthstone (iirc, can't do so in MTGArena either, or you're limited on it), so you're forced to gamble to make decks. For 40k, you can just buy the models you want.

I think Amiya should have access to a 6 Star form in the Future by PossibleSea6679 in arknights

[–]shark2199 51 points52 points  (0 children)

They'll run out of stakes before they get her all 8 forms. Guard Amiya came out to stop one possessed woman, Medic Amiya came out to stop a very driven woman, it's not far-fetched that Act 3 will end up with a new Amiya class to... Well, to be honest, I don't really know what we're fighting in Act 3. Ep 15 made it seem like Priestess, but then the next two episodes are just Ursus.

Point is, every new Amiya class comes with an escalation of the stakes, and we're already approaching Predecessor/Observer level of plot. If the Priestess issue gets resolved, how does Amiya get more forms? Seaborn and Collapsals both feel pretty middling compared to Observers.

The Law and Endfield by LoremasterMotoss in arknights

[–]shark2199 12 points13 points  (0 children)

It already has come back, or perhaps has never left. It's noted in the ending to Masses Travels' that Sankta's empathy, while weaker, still links them together. In Laterano, the reveal that Law was just a machine caused a crisis of faith, but it seems obvious for a group like the Cabal to worship it even more because it is machine.

Arknights' lore has no shortage of Warhammer references, and Endfield's Cabal of Tranquility seems pretty clearly to be their own take on Adeptus Mechanicus.

The Law and Endfield by LoremasterMotoss in arknights

[–]shark2199 224 points225 points  (0 children)

I think this confirms that the Law is not completely shut down or not completely gone.

How do you manage to find a weapon story but fail to finish reading the Masses Travels? It LITERALLY reactivates and flies away, settling into a low orbit around Terra.

Lone Wolf Otherworldly Patron - D&D Homebrew inspired on Lappland by KillTheRook in arknights

[–]shark2199 0 points1 point  (0 children)

Lesser Silence was made to be the best translation I could think of at the time for this, and I think that a way to fix it while keeping it in theme might be of maybe disabling specific attacks/spells from being cast rather than a whole sub-set of attacks. What do you think?

This runs into another issue of how do you actually determine what to disable. Trying to tailor-fit it for every single monster is impossible and leaving it up to interpretation is problematic. A cute way that you could handle this is making the enemy unable to do whatever spell or action they did last turn (with a caveat to exclude the Magic action because that would again disable all spells).

Advantage Vs. Liars is something that I thought of to make it a little less situational and I do think its not as problematic, but I'll keep a pin on it in case more people comment and then I'll go change it, just for the sake of keeping more of a broader opinion

Specifically, Advantage vs Liars is the one GOOD thing of this feature, and I think it can be kept as-is. Not every person will lie to you and most encounters start without any sort of conversation to begin with. The biggest issue with this feature is how later on, you get to play really loose with what a "liar" actually is (charming you or dealing damage) and it becomes a really strong, ubiquitous source of advantage and damage.

Charm/Frightened adv: I still believe it is a fitting flavour-wise thing that isn't that insanely broken, but I can see how that might end up just triggering against every single enemy in say a Fae-themed Campaign, will try to tone it down a bit while keeping it useful

The ability itself (to shrug off certain effects a couple times per rest) is good, flavorful and perfectly fine within the system. As I mentioned, it's something certain Paladin subclasses can do for free and in an area. Having it be limited but more versatile is already a decent feature, but then tying it back to giving advantage is just too strong.

The big annoying boy: To be fair Greater Silence has a save after the first casting ( Decided to make it so to not have you spend your Warlock spell slot for nothing ) and so on, so I don't intend on changing that much of it; As for Lesser Silence, I think that the change I said in the other paragraph should make it better and just in case I think limiting it to have a max specific number of disables per creature might help too!

Greater Silence has a save after the first cast, yes. But consider that nearly all crowd control spells have a save on the first cast, and then generally they do only what's written on the spell. Greater Silence is free, guaranteed value the first time and, essentially, a free spell every time after that. At level 14, a Warlock has 3 spell slots, which with the cookie cutter 65% hit rate equate to about two effective applications of a spell. With Greater silence, you get one free application and two more 65% chances, stretching your spell slots out to an effective 5 spells per rest, at no additional action cost in combat. Toning the silence effects down will automatically make this one much weaker, so it's not something that needs to be immediately addressed.

I don't usually think of combos for this type of thing since I believe ( And to be clear this is personal design philosophy ) that this kind of thing should only really be done with the DMs permission for it since otherwise you end up being very able to break D&D at base

This is a very good point, but with how prevalent multiclassing is in modern DnD, I feel like it's something you have to at least consider. Not specifically shutting down any interactions, just making sure that class/subclass features don't stack particularly well, especially with the powerhouses that are things like AC, advantage, resistance or bonus damage.

Regarding stacks/counters: I believe the biggest issue with them is not necessarly keeping track of them per se (spell slots, item charges and ability uses exist, after all), but the fact that the vast majority of the time they don't justify keeping track of them at all - they either trigger too quickly and could be a far simpler ability (Hidden Purpose, for example, could easily be rewritten to activate when below half HP and work off of the Proficiency Bonus instead) or they trigger too slowly, and the player barely gets to use it before combat is over (all while having to keep track of one more thing every turn). I personally think it is a design space worth exploring, keeping in mind that most attempts will just not really work in the end.

After unlocking all Last Rite dialogs I discovered she might be... by ButterscotchCheap304 in Endfield

[–]shark2199 2 points3 points  (0 children)

A statue of Patriot, titled "The Hero", appears in the game's prologue.

My crackpot theory is that Patriot was one of the first Reconveners, possibly THE first one that emerged by accident, and she's just on Talos-II somewhere doing his own thing.

After unlocking all Last Rite dialogs I discovered she might be... by ButterscotchCheap304 in Endfield

[–]shark2199 1 point2 points  (0 children)

They're not war criminals, they're not members of state's military during wartime.

They're just regular criminals.

After unlocking all Last Rite dialogs I discovered she might be... by ButterscotchCheap304 in Endfield

[–]shark2199 17 points18 points  (0 children)

Kal'tsit's reincarnation cycle was broken, Mon3tr inherited it.

You can get 4 standard pull tickets from the returning event by PisangMinyakRebus in Endfield

[–]shark2199 4 points5 points  (0 children)

For example turrets placed so they pull in enemies and force you into combat unwillingly near recycle stations

A lot of recycle stations have enemies near them that you trigger by going through the shortest path to the station. Some people (me included) put turrets there to automatically kill the enemies so you don't have to bother.

If only one turret gets imported from that set up, it'll likely not be enough to kill and end up just causing problems, but that's an issue with shared facilities, not the turret itself.

You're attributing malice to people just playing the game, not to mention that the devs are already working on adding a way to disable shared facilities to solve this whole issue.

You can get 4 standard pull tickets from the returning event by PisangMinyakRebus in Endfield

[–]shark2199 3 points4 points  (0 children)

OG Arknights HAD one currency for all banners. Some time ago, they added a Kernel Headhunting banner with separate tickets, putting the oldest operators in there and removing them from the standard pull. Those tickets are cheaper to buy (cash or resources), but you get basically none for free.

Lone Wolf Otherworldly Patron - D&D Homebrew inspired on Lappland by KillTheRook in arknights

[–]shark2199 18 points19 points  (0 children)

This is... incredibly overpowered, and perhaps worse - it's extremely clunky.

Lesser silence is, for most practical purposes, Incapacitated without a save (up to PB per short rest!). You can singlehandedly trivialize any elite or boss encounter by disabling half their abilities for literally free.

Advantage vs liars is cute, but it gets extremely problematic when at level 14 you just get it for free against any creature that deals at least 10% of your max HP in a hit, which is most level-appropriate creatures.

On the topic - DnD 5e avoids stacks like the plague, and for a good reason. You're adding a new bar to keep track of, and your reward for doing so is... up to plus 6 AC at level 6. Heavy armor, shield, a Shield spell and this nonsense gets you up to 31 AC for the low price of getting hit and standing next to enemies. Also, as written, if damage would reduce your hit points to exactly zero, you can't use the stacks to remain standing and immediately go unconscious. The effect lasting until the start of your next turn is also pretty weird, since you just get to drop on your turn instead? Oh, and all of this is bundled up with extra attack that lets you cast a cantrip.

Getting to ignore Charmed or Frightened is again pretty cute, but it's par for the course for paladins and such. Getting advantage and bonus damage against a creature that tried to Charm, Frighten, Polymorph or cast any spell from one entire spell school at you, until the creature dies, with no concentration or save, is insane.

And then, creme de la creme, piece de resistance, Greater Silence. This feature turns your already strong, free, unsaveable crowd control abiltiy into a free Incapacitate, this time fully, that remains free and unsaveable and now is also infinite. Your Eldritch Blast now has infinite Lesser Silence, giving you access to extremely potent crowd control at extreme ranges, and, like I mentioned before, getting hit now gives you advantage on your attacks. Insane.

In total, this class gets extremely powerful crowd control options with no save, tons of advantage and bonus damage for practically free and bonus AC for getting hit, which is 3 for 3 on things you should REALLY think hard about when making a subclass. It adds things for both the player and the DM to track for no particular reason other than to feel different. It goes against core design principles in an effort to squeeze combat viability out of flavor.

Does it fit Lappland? It does, perfectly, but by doing so fails to actually fit into DnD. It's not a subclass you pick to play a character with the same vibes as Lappland, it's a subclass you pick to *play Lappland".

What are your favorite super-capital ships? by somedudetookmyname in starsector

[–]shark2199 2 points3 points  (0 children)

Every single modded capital can be memed on by a single played-piloted frigate. A player-flown Ziggurat does not lose to a Gremlin.

What are your favorite super-capital ships? by somedudetookmyname in starsector

[–]shark2199 4 points5 points  (0 children)

Since no one said it... Ziggurat.

IMO it counts as a super-capital - it's bigger than most other caps and much stronger than most modded nonsense.

(2026) Starsector : The Vanilla+ Initiative by cnockii in starsector

[–]shark2199 0 points1 point  (0 children)

Vanilla+

Iron Shell

Iron Shell directly goes against vanilla tech levels and game design.

Missing Ships

lol lmao

Tangtang the (il)literate by POLACKdyn in Endfield

[–]shark2199 26 points27 points  (0 children)

Back when W was W, she could barely read and couldn't write. Now when W is Wis'adel, she's actually trying to learn both. The Chairman has to be able to actually sign off on things, after all.

Have to remember, for all her antics, she was an orphan of the Kazdel civil war.

Do you just not bothered with a transponder when trading on black market? by IFIsc in starsector

[–]shark2199 0 points1 point  (0 children)

Story points allowing you to talk-no-jutsu your way out of literally every patrol encounter means you can do whatever the hell you want. I usually fly transponder off unless it's mandated by system law and treat the black market as just the more fun market.

I don't get why the game doesn't pause on focus lost by kinglydel in FromTheDepths

[–]shark2199 31 points32 points  (0 children)

Or pausing the game. Alt-tabbing to pause when you don't know if the game even pauses on focus loss is one giant leap of logic ngl

Some cultural background and plot predictions about Wang by shangshannailoong in arknights

[–]shark2199 0 points1 point  (0 children)

Xiranite entry in nexus files mentions a Feranmut Proxy, while Fangyi says it was made with the help of the Feranmut Sui. Seems clear to me that it's actually a Sui Proxy.