@Pandora said in Difference between an NPC and a Staff PC?:
People should play with those who are interesting and engaging and contributing to their sense of enjoyment in a game.
This. And really, only this.
@Pandora said in Difference between an NPC and a Staff PC?:
People should play with those who are interesting and engaging and contributing to their sense of enjoyment in a game.
This. And really, only this.
@thenomain said in Forgiveness in Mushing:
Accepting the situation is something that I think too few people strive for. I constantly try to improve, and it frustrates me when I think I have no progress in this field.
Don't give up on it!
As I mentioned in another thread, as someone relatively 'new' to the whole community and culture, I didn't really understand the "We will not forgive, ever" attitude until it became clear that there are a few really, really bad apples that have repeatedly hurt people in this community. And as something of an outsider looking in, it's become really apparent that the socially unhinged people who keep sneaking back into the hobby to do the same thing over and over have irrevocably damaged the ability of this community to trust, as a whole.
And who knows, maybe the community isn't wrong to distrust in that regard?
@thenomain said in Crunchyroll Guest Pass:
Yes please. A doctor friend of mine highly recommends Blood Cells At Work.
It's good!
@arkandel said in Social Stats in the World of Darkness:
I think that's the right way to do it, since I'm pretty sure they were never intended to be used on PCs in the same party in the first place.
Your own issue would be the devaluation of these attributes, but you could make them cheaper for that exact reason. So since Celerity can be used on a PC but Dominate can't, make the latter cost half (or whatever).
I think this sounds great. While Exalted Third Edition has a really interesting, less direct, and more nuanced way of attacking and reinforcing attachments, it doesn't really get rid of the ability of the other player to just decide they react to Wormtongue's 'Herald of Woe' whisperings with an attack roll rather than roleplaying out a bit of doubt.
@roz Is there a way to do that on MUSHClient?
This sounds great, and I am really looking forward to it!
@wildbaboons Ooo, what's the other project?
@zombiegenesis said in The Strange MUX:
FIrst, I really like the idea of The Strange. I think it's a really neat setting and has tons of possibilities. However, I still just can't get on board with the Cypher system. It's not that it's a terrible system it's just that, for a game that allegedly encompasses any and all genres, I don't think the Cypher system does that very well at all. Namely superheroic worlds. I don't think you could model most superhero types using this system with any sort of ease whatsoever. Even something as simple as flight requires multiple levels of a focus.
Maybe give out starting cyphers or artifacts that give the relevant power? You could even tune it to working in a limited fashion until the hero becomes more powerful, like 'only 20 minutes of flight per day' or 'must be held in hand while flying' until they gain their own, innate ability.
@apos Ohh, Earthdawn! That sounds lovely!
@jaded said in General Video Game Thread:
I'm doing a new playthrough on the game and it seems like the story missions progress the escalation of mech weight classes that you see on contract missions. I have not tested it enough yet to be sure but I hit two 5 skull missions before doing the first story mission and all I saw were a lot of Light Mechs and low tonnage vehicles, the second mission had a medium thrown in.
Your faction rep also matters a lot. I had to sacrifice a few missions to pure rep because I kept seeing 4 and 5 skull missions being gated by rep being too low for FedSuns, Liao, or Taurians.
@packrat said in General Video Game Thread:
LRMs are also amazingly potent to the extent that I feel the best possible combination in the campaign is probably two assault weight LRM monsters (Stalkers?) a big Assault weight jumpjet mech that remains somewhat mobile and very brawly with weapons like medium lasers and SRMs, then something king a King Crab for punching very deep holes in armour with multiple AC20s.
I actually found Cockpit Mods most important on my front-line brawlers, with two Communications Suites on my backline mechs. My ideal set-up was two Highlanders for mid-range, a Banshee with all Med Lasers and Machine Guns for close brawling and called shots, and a Stalker with 70 LRMs far in the back. Worked really, really well. +Hit Defense Gyros and the occasional TTS (Missiles) were also nice. I brought like...110 LRMs to every round.
@thenomain said in General Video Game Thread:
Regarding Battletech: I'm still getting my ass kicked by three-skull missions.
I lost one of my starting pilots yesterday.
It was quite sad.
Cockpit Mods help a lot. Especially ones with +'s.
@killer-klown said in General Video Game Thread:
Yeah, I noticed that Pulse lasers were ... less than impressive in that one pre-arranged story mission where you had them. The Gauss Rifle is pretty nice though.
Gauss Rifle + Breaching Shot + Called Shot: Head =
It may not be streaming, but YouTube works for me. Spotify has too many ads.
@auspice said in Cheap or Free Games!:
Galactic Civilizations II Ultimate Edition free on Humble
Great game!