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Everything posted by Scubacarrot
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What. The. HELL. NOW you are wasting everyone's time. I change the subject? read my words back and see: There was nothing more to comment on, your whole first point is complete megablocks. I am not defending myself, because there is nothing to defend myself from, you did not bring in new points, and I responded and destroyed your previous points! I can NOT believe there are people saying your point is "fair", or something along those lines, it relies on just as many if's than the fact that I could be a space overlord from Mars that is here to give us all presents. I am "usually" more on the attack? What the hell is that supposed to mean? Who am I supposed to attack? You? Why? In the combat simulator I was on the attack when I could, and that has not changed, BARELY a third of a day has passed. Has it occured to you that it's possible there has not been anything I felt the need to press the attack on? And what the hell is your third point supposed to mean, her behaviour in the combat simulator was not scummish, but noobish, if you want to use such words. What I quoted however, is something completely different. I don't know if you have noticed, but the discussion about hair can be in no way be considered serious, along with the whole "clues in pictures" thing, and with the way Rockford said it, it was enough for my statement, don't you think? Now, if you want an argument, and not me responding to megablocks, do your freaking best. I don't know why you are being an megablock, that's the only reason I can think of for your behaviour, really. You have zero clues, everything you say is completely situational and with as many if's to fill a freaking mooncrater. Your second point is MORE megablocks with the point you added: "he'd have noticed how quick and unsubstantuated my argument was, and suspect I was scum for making that argument and 'trying to get rid of a potentially dangerous Townie." WHAT KIND OF megablocks IS THIS? I don't know if you have noticed, but "he is accusing me, so he must be scum" is the biggest megablocks to ever come up in every game. I think you are being an idiot, not scum. The last sentence said, if you were an idiot, I figure you would have seen the light when I called your megablocks. Now with your blind insistance... I hate to say it, but you know what it is starting to look like? That you are either pissed for catching your scum buddy in the simulator, or you believe me to be too dangerous to let live this time. Stop making up fake points, as well, it is not cute.
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Please tell me that is a joke.
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It's not. The reason for that I believe is that the game was in a very different state than it is it now. Also, Sandy said that it might get hosted as a real quest, eventually.
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For the record, the one they call "Tammo", McAndrews, had contacted me before this thing started as well. I did not see a particular useful thing about that, but I don't think there is a particular harm to it either. Aha, my terrible spelling is wearing off on you, my work here is done!
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Because I am higher in the chain of command than you. Am a jerk.
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Well, I don't know about that, but I sure do know he is EXPLODIN'! Mwahaha, I'm so funny... I'll be honest, I'm not sure what that means. Your logic relied on me trying to get him killed, which was false. Ergo, your logic fails. And I very disagree with your last statement, I feel to see how information about the previous scum team, with things like roles and numbers, helps scum in this game. And let me ask a genuine question here: Why do you feel worried about "fair use". I can tell you right now, the scum are going to kill based on metagaming tonight, just saying. I was obviously talking more about the info about the previous scum game (numbers?! Our numbers haven't changed, logic suggests their haven't either?) And yes, I do hope and believe the roles have changed up, Admiral mentioned something like that, I think. If you would fall for a claim like that, it sounds like a personal problem, to be honest.
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Your logic fails. Was I trying to get him lynched? I don't think so. And look at you, mr. I-know-players-by-playing-a-quarter-of-a-game. Now, I would like to say something edgey like: Thanks for wasting my time, but I think at this point even half-logic like this is better than no discussion at all. Back to something useful: I know it's far fetched and can without a shadow of a doubt be described by what squeemish people call Metagaming, but hear me out. This case is obviously different than the virtual reality training, but there are some paralells to point out, I'm sure. What I propose is that we spill whatever useful info we had in the training session, and see if we can deduce something helpful. I'm partly interested to hear about the number of scum and things like that. I can say I was the town blocker in the virtual reality training.
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So you are going after me for pointing out a piece of clear sheepish behaviour. Good job.
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Your attemp to mimic me has been noted.
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Of course he isn't serious . But yes, play time is over, this is where there the insults and tomfoolery stop, and the hunt for the scum begins.
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"Oh? That's not what I remember, I remember us killing a mutated lizard together, clear out an infested mine and capture who is probably one of the best defended men in Eubric."
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"Kid, you don't seem to understand how this works. The employer is asking for a pre-formed party, to save himself the trouble of having to pay people that don't work well together, no doubt. I am signed up with Hybros and Alexis, because they came to me. This is not about your own petty preferences."
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I think the "unlimited battle quest" should help a bit with levelling, if I'm slightly correct in how it's going to work I don't know how it works, but here is what I hope: The setting could be caverns under Eubric or something along those lines. With a setting like that, you can have virtually unlimited scenes and different kinds of battles. We can have secret caverns fulled with critters, hidden safehouses of Eubric's gangmembers, forgotten crypts with roaming undead, or whatever! I'd imagine it work like this: You fight 5(or any number, 5 just seems reasonable) battles back to back, with either no or little time to prepare inbetween. After the "block" of fights, people have the ability to drop in or out. I think there may not be a static number of players required, but there should be a minimum (3?) and a maximum (6,7,8?). Rewards would either be a reward at the end of the block that is always the same (money, consumables?), or just consumables. Of course you always get experience, which would be the biggest draw. I don't think adding regular items is a great idea, it would cause some people to no longer go on quests, I can tell you that for a fact. With a system like this, you can eventually use it to screen future QM's. Allow them to create one block of battles, with pictures and everything. Because that's what it would be, A quest without story, basically. If you keep the setting open like I said earlier, anyone would be able to contribute, eventually. What do other people think?
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"I haven't agreed to this. What the hell do you think you are doing."
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I just explained why that is a terrible idea in dept....
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Excalibur 2.0: Confirmation and Discussion
Scubacarrot replied to Bob's topic in LEGO Mafia and Role-Play Games
Pfff, I bet my wife and children are better than yours. sir. -
Excalibur 2.0: Confirmation and Discussion
Scubacarrot replied to Bob's topic in LEGO Mafia and Role-Play Games
Pfff, everyone knows movies are excellent metaphores for real life. And yes, that ABS is looking pretty damn good, exactly why we can do that course I set out earlier, . And thanks, but no thanks, I don't even want that muffin anymore. Wait.... I have a wife and children?! More than one of them?! Why was I no aware of this? What else aren't you people telling me?! -
Excalibur 2.0: Confirmation and Discussion
Scubacarrot replied to Bob's topic in LEGO Mafia and Role-Play Games
Haven't you seen ANY sci fi movie involving a space ship? It always starts with two crew members bickering over everything, and in the end, they stand together, become best friends, and slaughter all the evilness. And yes, I just said evilness. I mean, hello, we are on a ship, going for the first time to deep space, of course something is going to happen! Amateurs... And I still want that muffin! -
Excalibur 2.0: Confirmation and Discussion
Scubacarrot replied to Bob's topic in LEGO Mafia and Role-Play Games
Maybe you should have thought of that when you snagged the last space-muffin at yesterday's supper. -
Excalibur 2.0: Confirmation and Discussion
Scubacarrot replied to Bob's topic in LEGO Mafia and Role-Play Games
Hey man, I don't know if you have studied this baby's technical specifications, but the course I charted would be totally safe, AND it would spare us at least twelve parsecs. And don't insult my telemetry, my telemetry is still working as it should be, straight and steady, if you know what I mean. And sure, you talk with the pencil pushers from mission control. While you do that, I will be in my cabin, taking a rest, I have been up all night correcting the hyperspace calculations somebody messed up. -
I am aware.
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Excalibur 2.0: Confirmation and Discussion
Scubacarrot replied to Bob's topic in LEGO Mafia and Role-Play Games
Hard Work, don't make me laugh, I remember this morning I was charting the courses, checking the fleet's data and prepping the bridge, while you were spending the whole morning making sure your hair was standing up straight. -
But you DO get more powerful, but there does not need to be another way to get more powerful, to upset the balance for NO reason. There are also people that have been playing long and still don't have any artifacts, and while it's not a great argument, it's very true that it would upset balance. Wouldn't you agree? As for your point about not being able to take the turn, I was under the impression that you could not switch artifacts in battle at all. I think I'm wrong, but I think that only underlines what I'm saying. But here is the thing though, it may be useless in most cases, but if there is a fight that revolves around that mechanic, he is incredibly powerful all of a sudden. And here is where my third point comes in: It's about choice, if you want to take the risk of not having a static bonus and being immune to something, that's a very viable thing to have, it's a risk/reward thing. And yes: If I were fighting a (powerful) enemy that has a status special, hell yes I would spend the turn equipping something that would make sure I would not turn useless. Perhaps we have not gotten to that point where such a decision is viable, it's entirely possible. And yes, I would like to see fights revolve around mechanics like that, I don't think a special that instantly knocks a hero out makes for a very interesting fight, mechanics wise. (no offence). And I don't think it's a bad thing that people spend their gold on weapons and consumables (in the marketplace, I've figured out all the cool things you can buy for gold happen on quests, it seems). If I understand Sandy's intention, the artifact shop is not meant as the defining place to acquire artifacts, but rather as supplementary for people that for some reason haven't acquired any or just have gold to spend. If you have a large pool of them, I again fail to see how it requires an expansion of the slots, you are not asking for more weapon slots or something too, right? Right? I think you can treat the artifacts the same way.
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Okay, an explanation. What JimB says is true: If you expand the artifact cap: Powerful players will become more powerful, while the less powerful(or the heroes without artifacts) stay the same. Widening the gap. If you want to maintain balance, this is a bad move. The way it is now, a player has in theory three or four modifiers by their stats and class: Weapon (shield) and two artifacts. Adding one more artifact makes it obviously harder to keep track of stuff, and more mistakes will be made. Having only two slots for artifacts adds a layer of customization and choice to the game. I don't think I have to elaborate on that. This is obviously a very positive thing. I don't know about other QM's, but I design artifacts around the fact that they are limited in both use and availability. Having one more throws the balance off. I have seen NO reason to expand the amount of artifacts. That we will "soon be swimming in them" is kinda a pointless argument, as no one forces you to keep them. A way to sell them would be nice, though.
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Excalibur 2.0: Confirmation and Discussion
Scubacarrot replied to Bob's topic in LEGO Mafia and Role-Play Games
You were Lt. Commander at one point, but that hairdo got you demoted. Now bring me my afternoon beverage.