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Engine v.95, scripts v.198
simonmaxhill
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I absolutely love the detailed injury reports - half of the fun of using a new weapon is seeing the way it mangles the npc drivers!

Think of all the table top RPGs where literally half the rulebooks are simply charts of critical hits.

Super fun, super bad!

simon max hill
Portland, OR
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vet wv

Posted Jun 22, 2008, 7:36 pm
Parduz
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viKKing said:
To my eyes, hidding such info is not enough - remember I'm the one proposing a real Fog Of War...
...computerized version of a boardgame....

This is what i can't get :)
I still love the boardgame part of DW: in a boardgame you know your rolls, you know the damage, there's no "fog" at all. You make your choice knowing all, your faults are not 'cause you don't know, but 'cause you make a bad choice.

Again, is a matter of where DW is going... if the way is "fog of infos", then make it complete: don't show the "version" of the car, but get it by looking at what is shooting; don't show who's demoed until the loot screen; don't show crew damage (they're inside, how can you know?); show damage info as said here....
imho, it will lead to a total carnage with almost no tactic choices, and far away to any kind of boardgame.

The other way is to keep it as it was: know everything, and choose what to do based on that infos, then blame yourself only, if you loose.
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vet wv

Posted Jun 22, 2008, 9:31 pm
*viKKing*
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Quote:
I still love the boardgame part of DW: in a boardgame you know your rolls, you know the damage, there's no "fog" at all. You make your choice knowing all, your faults are not 'cause you don't know, but 'cause you make a bad choice.

Wrong. There are some boardgames (wargames related) in which you don't necessary know which units are used.
You do have an idea of the location, but nothing more.
Fight Leader and Fire Power from Avalon Hill, and Crusader from Games Workshop, a light version of Space Hulk.

You may also know the roll, but not necessarily the table used to resolve it, hence different results.

I think it is very unfair regarding Sam's work to merge many concepts and game systems in one, to limit Darkwind to known games and rules an of course gameplay.
There are known elements, and there are unkown ones. Why should they all be belong to the same category?
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vet cont zom slay2013 marshal wv

Posted Jun 22, 2008, 9:50 pm
*JD_Basher*
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Darkwind is a game unto itself!

It is only BASED on a boardgame.... It IS NOT a boardgame!

Ideas for the DW/game are many....... Most of them cannot and/or should not be added to DW.

MANY people degrade this MMORPG into a "game".

"Role-Playing" means playing an ongoing role in an event you have some basic control over either with characters, actions or events... Or all 3!

With Darkwind we have all 3 and more, because it IS a continuing calendar on a continent. We as paying players should realize that we only control a small part of our online gaming. The MAJOR part is in the decisions made by our developer based on ideas we the paying public give him.

He does not have to use our ideas.... I'd almost guarantee he has them written down somewhere for future use in a stack of 3-ring binders!

GOOD JOB SAM!
Thank you!
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vet marshal wv cont

Posted Jun 22, 2008, 11:09 pm
Parduz
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I admit that i find very hard to explain myself, so i try to reply to the most important part without going down in the boargame examples which is too difficult to arguing, for me (apologize for this, i'd like to go deeper even if a bit OT).

Quote:
There are known elements, and there are unkown ones

That's exactly what i'm saying. Here we can read that we can still know when someone dies or loose a toes inside a car, when we can't know how much damage we do to the exterior of that car. Imho, it's not coherent. So, for me, it's a matter of choosing if we want to know what happens, 'cause it is fun to read the "critical hits" and 'cause we like to know what we're doing, or to if we cant know nothing or almost nothing 'cause it is more realistic.
Imo, thinking how this will affect the gameplay, is better to know as it is right now (and before this change).
Staying in the middle is the worst choice 'cause it is somewhat non coherent.
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vet wv

Posted Jun 22, 2008, 11:12 pm Last edited Jun 22, 2008, 11:12 pm by Parduz
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Personally, I think that the game works just fine with vague information. You don't need a point-by-point breakdown of damage. You don't need to know what "Heavy" damage is (and it varies depending on damage vs. armor, anyway). I don't have any problem with descriptive phrases substituting for (and somewhat obfuscating) the exact numbers.

Yes, the game HAS exact numbers. It's a computer game; they don't generally work on abstract concepts very well, but they can translate exact figures into abstracts. But just because it HAS the numbers doesn't mean that WE have to have the numbers.

Quote:
Here we can read that we can still know when someone dies or loose a toes inside a car, when we can't know how much damage we do to the exterior of that car.


Which is why I was suggesting vague Crew injury comments, rather than the specific health descriptors. Only the owner/driver of the car should get the exact injury descriptors (and anyone else in the car, in the case of rare multi-Gang crews).

Getting NO information at all isn't fun for much of anyone, because it turns it into a guessing game ("That car decelerated and went straight - is the driver dead, or just stunned?"), not a combat simulation. How do we know that the driver took a hit? Well, maybe we're all just a leeetle bit psychic, thanks to the Aurora...  ;)

And in counterpoint, I have to say that it IS fun to say, "Man, I blew that guy's head right off his shoulders with that shot!"

So, I'd rather have anything but NO information regarding enemy crews. Friendly crews/cars should be a known quantity, so that we don't have to waste time relaying information.
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vet deathrceL1 wv cont

Posted Jun 23, 2008, 1:25 am
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