And here I thought that was only a feature if you used the Flash version. Nope. Works in html player, too, just responds much more slowly.Do you mean move forward or back frame by frame? Because I can still do that with the comma and period keys.
More from the psychopath, who is complaining that combat is too easy, and has been told to turn up the difficulty...There's the psychopath complaining about how he's bored of talking to NPCs and doing fetch quests, and wants to know if he can softlock the game by just murdering NPCs at random. Why would someone buy PS:T if they don't like reading story?
Well, there's Mass Ef-oh they killed it.There are a billion, trillion fantasy RPGs. I want more sci-fi RPGs, pirate themed RPGs, historical RPGs, etc. There aren't enough of those.
Yeah, Pirate101 has never lived up to the success of its big brother Wizard101.Ok, I should rephrase my wants to not include garbagey MMO titles.
I want a god damned modern day RPG without any magical elements. There's potential there... it would essentially be Fallout without the wacky sci-fi shit and set during a period where civilization is still in order.There are a billion, trillion fantasy RPGs. I want more sci-fi RPGs, pirate themed RPGs, historical RPGs, etc. There aren't enough of those.
This too! Right.I want a god damned modern day RPG without any magical elements. There's potential there... it would essentially be Fallout without the wacky sci-fi shit and set during a period where civilization is still in order.
Think of it: you could do a crime angle, with your team of investigators, informants, and victims working together to unveil a criminal conspiracy. Fights could be X-COM style, turn-based with cover being a huge part of combat or even Fallout 4 style, with something like VATS. Multiple approaches could lead to different evidence; folks good at crime scene investigation might find physical evidence, while your detectives with good people skills might be able to get crucial info from a witness.This too! Right.
Enough. Fantasy.
It's why I liked Alpha Protocol so much. Despite it's roughness, there's so much to love there.Think of it: you could do a crime angle, with your team of investigators, informants, and victims working together to unveil a criminal conspiracy. Fights could be X-COM style, turn-based with cover being a huge part of combat or even Fallout 4 style, with something like VATS. Multiple approaches could lead to different evidence; folks good at crime scene investigation might find physical evidence, while your detectives with good people skills might be able to get crucial info from a witness.
There's potential here.
I would probably do it like Divinity 2: Original Sin and make your HP and Armor separate meters, where you CAN soak shots but it shreds your vest and you need to worry about the kind of heat the other guy is packing. I have no problem with going "Blood Opera" in style when it comes to things like damage, where folks can take hits way better than they could in real life but only because it keeps the action going. Maybe have things like pain killers and adrenaline give you temporary health that ticks down but doesn't recover actual health: only getting to a doctor would do that.It'd definitely have to be X-COM-style (probably much harder) when it comes to HP and recuperation times. Healthpacks/medic-magic break my immersion like whoa. Breaking those expectations is one of my favorite things when running present time-ish tabletop RPGs.
I'm fond of the armor model in Unisystem. Location-based, soaks variable damage (lessened vs wrong type--e.g. bullets vs a stab-vest), has an optional durability system.I would probably do it like Divinity 2: Original Sin and make your HP and Armor separate meters, where you CAN soak shots but it shreds your vest and you need to worry about the kind of heat the other guy is packing. I have no problem with going "Blood Opera" in style when it comes to things like damage, where folks can take hits way better than they could in real life but only because it keeps the action going. Maybe have things like pain killers and adrenaline give you temporary health that ticks down but doesn't recover actual health: only getting to a doctor would do that.
Sometimes those are necessary to keep a game from grinding to a halt. "Well, after that last fight, everyone's going to be out of action for at least six weeks, and I don't have enough resources to equip a new team, so guess I just do nothing for a while."It'd definitely have to be X-COM-style (probably much harder) when it comes to HP and recuperation times. Healthpacks/medic-magic break my immersion like whoa. Breaking those expectations is one of my favorite things when running present time-ish tabletop RPGs.
Heh, yeah, sorry about all those abductions, China, but all my soldiers have boo boos.Sometimes those are necessary to keep a game from grinding to a halt. "Well, after that last fight, everyone's going to be out of action for at least six weeks, and I don't have enough resources to equip a new team, so guess I just do nothing for a while."
Sometimes. What you described sounds like someone choosing to add "hardcore" health management to a team management game and then not accounting for it in a holistic manner--what you described is a very predictable design issue (what happens if the player screws up their roster/resources/flow due to feature #23 and can't unfuck it?) that should have a variety of in-game solutions (be it speed up time, rookie rosters, loan from above, the commander is dead long live the commander, easier missions to recoup, difficulty levels that explain this being a possibility, etc).Sometimes those are necessary to keep a game from grinding to a halt. "Well, after that last fight, everyone's going to be out of action for at least six weeks, and I don't have enough resources to equip a new team, so guess I just do nothing for a while."
This is sort of why I went with "gives temporary health" as an idea. "I don't think you could have walked in here with that fractured rib if you weren't on all these drugs, but you're going to be out of it for a good bit if you want it to heal right." Healing times wouldn't be realistic... they'd be movie "You shouldn't be walking right now but you got a job to do" levels, complete with casts/bandages that affect what you can do/use in the meantime.Sometimes those are necessary to keep a game from grinding to a halt. "Well, after that last fight, everyone's going to be out of action for at least six weeks, and I don't have enough resources to equip a new team, so guess I just do nothing for a while."
Guess it's not for everyone. I try to make my table engaging enough that players don't mind the reduction in agency that comes with injury or death. I also make it crystal clear that if you can't empathize with your character and correctly gauge situational risk, they will probably end up dead or maimed.That's what killed the Dead Reign campaign I was trying to run. Palladium doesn't have a lot of rapid healing aside from magic and bio-regeneration in their system, and Dead Reign doesn't have those. So by the end of the first week, 1 party member was in a coma with a low chance of survival if he got to a hospital, 1 had been killed, reanimated as a zombie, and dispatched by the party, and 2 had numerous broken limbs and severe enough injuries to require 8 to 12 weeks to recover.
Even with doing a time skip until later, it kind of soured us on continuing.
Oooh, I like that, passive abilities when in an "operator" slot. Could assign some XP to it, so benched characters don't fall too far behind the curve.Maybe each party member has a special effect they give you when their on the bench to help mitigate some of this. Perhaps your cop buddy can delay/accelerate police response, while your gang informant can convince some of the boys to take off to the other side of town for the night. That sort of thing.
Square Enix sort of has the same philosophy with game pricing that Nintendo does, in that they believe their brand is valuable enough to surcharge for it and really, REALLY don't like discounting games in the series on the belief that it damages the franchise.Jesus Christ, FF 12 on PC is fucking expensive.
Even a remaster doesn't deserve that. Considering the original assets were relatively high resolution as seen by people who emulated the PS2 version. It's a "remaster".I assume we're talking the Zodiac Age remaster thing, right? Because there's no excuse for a PS2 game from 2006 to still be expensive.
...unless you’re talking about finding an unopened copy at Wal-Mart.I assume we're talking the Zodiac Age remaster thing, right? Because there's no excuse for a PS2 game from 2006 to still be expensive.
Well, there's gotta be SOMETHING to it, the mother fucker is 30 gigs. Jibbers Crabst.Even a remaster doesn't deserve that. Considering the original assets were relatively high resolution as seen by people who emulated the PS2 version. It's a "remaster".
But is it pulling a Marvel Ultimate Alliance where there's actually less content than the original version, redesigned menus that are less functional, and was released with game breaking bugs?I assume we're talking the Zodiac Age remaster thing, right? Because there's no excuse for a PS2 game from 2006 to still be expensive.
Nah, it's that Zodiac International version that was never released here and some uprezzed, uncompressed textures.But is it pulling a Marvel Ultimate Alliance where there's actually less content than the original version, redesigned menus that are less functional, and was released with game breaking bugs?