/vx/ - Videogames and Paranormal


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Welcome to /vx/! Post your suggestions
Anonymous
Moderator
5dFIC
?
No.112
55602 145200 145201 189806
Welcome to the new /vx/ board - Videoganes and Paranormal! Just as mlpol was born of the merging of two wildly different topics into a single merged board, this board combines the topics of 4chans /v/, /x/, and /tg/ boards. And while /vint/ did not live on as we did, this board pays homage to the board, created and killed by an indifferent 4chan administration, in the flags that adorn this board.

As this is a new board, it does not have a firmly established set of rules. Unlike 4chan, this is a user driven site, and we are looking for user input into what the rules of this new board should be. Post your suggestions in the comments
11 replies and 6 files omitted.
Anonymous
f4f586e
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No.167550
>>167543
The flags are a testament to /vint/, but /vint/ notably did not have IDs.
Anonymous
6572e58
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No.186016
ghosts in videogames
Anonymous
6ce1daa
?
No.189806
>>112
sounds terrible tbh

7163592.jpg
Occupied Equestria OOC
GM Pony
009b194
?
No.188149
327 188150
Please keep out of character discussion contained to this thread. The previous one hit bump limit
477 replies and 57 files omitted.
Posey
3f0f592
?
No.189850
>>189849
It's a 3.5e D&D (or d20 Modern) play-by-post campaign, inspired by Equestria at war.
But on most days, it's closer to what you described, being largely casual, dialogue-driven RP.

I play a Dread Necromancer spy from the Dread League, and I shall raise an army to reconquer equestria from the changelings.
Posey
93f4b54
?
No.189852
189853
Screenshot_20250422-125121.png
Screenshot_20250422-125137.png
I was skimming through dungeon Magazine #109 to find content for my Sunday group and researching methods to destroy the world with Death Frost, when I stumbled upon the Based Department faction for d20 modern.
The Overlord is a Charismatic Hero 9, Soldier 8 (CR 17) with a focus on fear based abilities. Character goals for Posey.
Posey
cad9559
?
No.189853
>>189852
Although, I think this is more of Darth Stellaris Dark Star's speed.
Posey
4b36714
?
No.189875
>>189849
Are you interested in playing? I could help you make a character.
Posey
fe96144
?
No.189895
>>189830
>That's a benefit of detonating the explosive inside the Traveler. Its body will absorb the force of the explosion, rather than the ship.
I want to reiterate that this sounds like a bad idea, and that we should explore other options.
Nevertheless, I will have Monstro carry the bomb there.
GM Pony
!PonerGM.4A
69c6acd
?
No.189898
Hey Sven, are you still alive? Wanna continue Virgin Flame?

IMG_9105.png
Occupied Equestria - Operation Buyan
Anonymous
8a7293f
?
No.189000
Continuing
171 replies and 10 files omitted.
Posey
9097c29
?
No.189530
189837 189897
187223__safe_screencap_character-colon-pinkamena+diane+pie_character-colon-pinkie+pie_species-colon-earth+pony_species-colon-pony_episode-colon-sonic+rainboom_.gif.gif
>>189518
>The water itself pierces through fur and hide and soon feels like thousands of small needles, prodding straight through to the nerves and sapping out the life force of any living creature who dares touch the water
Posey, despite not being not among the living, recoils anyway. Not from the cold, but from her innate phobia of running seawater.
>>189519
What a glorious beast it must have been in life. Even in death its glory still shines.
Retrieving the head was certainly worth it, as style is no small factor in raising an undead beast.
>After another few seconds, the ribs begin to shake. Indeed the whole set of bones seems to shake, as the ribs loosen themselves from the thin topsoil and gravel. Slowly, the set of bones begin to rise upwards, into the air. The bones in the center rise first, but the backbone keeps its integrity, such that the mass culls inwards with the center of the back rising first. But once the ribs are free, the whole mass moves upwards. The skull rises and the black smoke condenses into something more akin to glowing green specks. Bones fly through the air until they form bone fins and the tail, It rises into the air. Only ten feet, perhaps fifteen feet, but levitating all the same.
>All the ponies and griffins stand back and talk amongst themselves, startled at best, if not outright terrified by what floats before - or above them. The leviathan lowers its skull as if looking down towards Posey, though the skull rises soon enough. Indeed, the whole structure of bones moves at least once in a rhythm doubtless akin to the movement of the great whale in the water. As it moves its fore and tail up and down slowly its marine motion, it seems as if it will call out its whale song, crying out for an unknown purpose, but in a somewhat familiar form, transmitting its music through air rather than water. But it doesn't. In this form, it may not be able to sing at all. After some seconds of slow movement, as if with the waves, it stops moving much at all, but hovers there above the ground.
Pic related
"... Magnificent...!"
Posey is fascinated by the glory of her beautiful crime against nature. She looks up at it in awe and affection.
She reaches a hoof up towards the nose of the beast to see if the creature yet obeys her commands.
"Boop." she beckons

>In the distance, a crack and a loud thud.
What direction is it from?
Cavaliere
c801b83
?
No.189562
189563 189897
>>189518
>>189519
>>189521
After Cavaliere gives a final, successful yank on the rope to bring the skull ashore, he anxiously watches the repugnant ritual. The watchful among the party might have seen how he kept a talon near his gun as the titanic skeleton hovered, though he would be all-too-cognizant of how useless one firearm would be against it.

>>189524
Cavaliere glances aside to Posey as he hears Silver speak. "Very well. We don't have any time to lose. I'll keep the griffons together since they are as uncomfortable as any of us."
Posey
eb16b19
?
No.189563
189583 189897
>>189524
>Are you going to name it?
"I think I'll call it... Monstro."
She refers to the bone lurker
"Your name is Monstro."
>>189562
"Very well." Posey says
she claps her hooves
"Monstro, dearie, please pick me up and carry me after that griffon."
Posey
501c9e7
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No.189583
189897
>>189563
Posey would like to climb on the back of the bone lurker and ride it towards the airship we were at last.
Posey
b52adba
?
No.189837
189897
>>189530
I guess I need to roll a religion check to identify Monstrous, to see if my spell succeeded as I intended.
[1d20+11 = (15+11) = 26]
GM Pony
!PonerGM.4A
0225391
?
No.189897
image.png
>>189524
To Silver's right, he can see in the periphery Star Fire approaching. He does not move so close as to imply that he is attempting to insert himself into the conversation, but to lurk and listen, twice as far away as Blackheel. He turns his body around and faces almost the opposite direction of Silver, evidently looking at something beyond Silver's field of vision, his tail tucking in.

Blackheel likewise pulls his tail in and moves his head back with widened eyes. He does not say anything for several seconds, but stands in silence. Until he speaks:

"I see... I believe that unicorn is engaging in dark magic. I want none of that. I want nothing to do with fascists patrols either, but I will take the demon I know."

>>189530
Around Posey, there is talk
"Hvilken svart magi er dette?"
"Это дело рук чернобога?"
"Du sier at kronen er ond, men hva er dette?"
"Gjorde hun dette med kronen?"
"Призвать работу демона, чтобы сразиться с другим демоном? Что это?"
"Если демоны будут бороться с демоном, то хорошо. Пусть воюют"

Two of the ponies level their rifles at it, and nearly every griffin and pony moves back away from it, facing it in a defensive stance.

Whales are almost unique among mammals in the degree to which their heads are made of soft materials that are eaten by the crabs and rendering pots upon death. What Posey boops does not correlate with the nose, but simply the upper jaw. The thing's lower jaw slowly moves down and opens, showing off its rows of massive teeth with the jaws slightly open. Maybe it could rip a baleen whale apart. Certainly, it could swallow near anything else.

Posey can see the cracks along the skull. The long, diagonal one is more severe, but there is a second, smaller crack that must surely have healed in its life.

>>189562
Cavaliere is most certainly going to need a bigger gun if he wishes to fight that. After moving in its rhythmic motion, it remains still in the air. The lack of motion is actually more concerning, as surely the wind ought to move it.

Johan speaks:
"What the fuck is this?"

>>189563
If it was a home to Geppeto, perhaps it can carry Posey. It closes its jaw, lowers its head and attempts to push Posey onto its long, crocodile-like "muzzle." Posey would have to move on top of it, or else it would simply push Posey along the ground. But it's jaws move open by three inches, if an alternative means of picking up Posey is necessary.

>>189583
Or, Posey can climb up to its back. The best means is to climb over the head.

>>189837
It is indeed an animate mass of bones.

holiday 2024.png
Open Pony/Second Life Pony Thread
Anonymous
249737c
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No.189539
592 189546 189552
>What is Second Life?
It's a virtual world game from the early 2000s with the majority of it's content being player made
>What is Open Pony?
Open Pony is a free pony player model for Second Life. More info here:
https://www.equestriadaily.com/2022/05/a-showcase-of-amazing-and-completely.html

>For those interested in making your own ponies
Starter guide: https://drive.google.com/file/d/1ZkMo8NDwuNG8skCJI2gDbWl9LYm4Q_tN/view
A noob's guide for other noobs: https://ponepaste.org/7410
Simple Anonmare guide: https://smutty.mare.stream/mlajjqelswj.png
https://smutty.mare.stream/mjmqtlwwntf.mp4

>Join the /mlp/ SL group
secondlife:///app/group/da37f318-781a-fd7e-e8e9-1a5bbf2ebc34/about

>/mlp/ locations:
Baltimare, open-access: http://maps.secondlife.com/secondlife/Baltimare/109/160/36
Cloudsdale, invite-only: http://maps.secondlife.com/secondlife/Cloudsdale/39/57/1581

>Other notable locations with free/cheap avatar accessories for the Open Pony model:
Luna's Empire / H-Mart Tower (Free goodies in the gift shop): http://maps.secondlife.com/secondlife/Las%20Pegasus/137/71/12
Ponyville shop: http://maps.secondlife.com/secondlife/Ponyville/234/32/1503

>Content creation resources:
https://ponepaste.org/8725

>List of known Open Pony Marketplace Vendors
https://ponepaste.org/10299
227 replies and 149 files omitted.
Anonymous
ffa7b24
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No.189880
>>189879
>UE5 + lumen
into the trash
Anonymous
ffa7b24
?
No.189881
>>189877
>Lame
Not at all, I hate my ISP but there was never a point in getting a VPN because I'd have had to turn it off to post anyway
Being able to actually switch jurisdiction out of this shithole and into somewhere more decent for my traffic is a breath of fresh air honestly
Anonymous
ab41c0a
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No.189882
Diner for Two.png

Anonymous
13f4603
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No.189891
189894
1719100101787850.png
Baltimare still screams our names!
Anonymous
6de4a70
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No.189894
>>189891
Gilded?
Anonymous
9e172f4
?
No.189896
>>189546
i did that btw

Untitled.jpg
Huge Rant About X-COM, Xenonauts and Tactics Games
Anonymous
aaa8818
?
No.189883
I have a lot to say and this may be pretty disorganized. I've been wanting to make my own Turn-Based Tactics Game for a while now. While the skill and support to do so eludes me still, I can instead refine the idea of what exactly I want. Unfortunately, there's not a clear image in my head just yet.

Today I have completed an Ironman Normal playthrough of Xenonauts (which is also my first playthrough where I stayed interested after the 3rd month. There was always something that distracted me and then I dropped the game for a few months or years. Only now did I buckle up and beat it fully). It left me with a few ideas, and I spent some time writing down my thoughts. Now, I've chosen to subject you all to my opinion, and am eager to hear yours.

These thoughts revolve mostly around X-COM: UFO Defense (my favorite), Xenonauts, XCOM: Enemy Unknown and XCOM 2 because those are the games I've played fully. I'm looking to expand my repertoir, but the other tactics games I've played leave a certain itch unscratched, which I'll get more into later.
1 replies and 1 files omitted.
Anonymous
aaa8818
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No.189886
18-motivator1978017.jpg
(I think I'm getting cucked by a spam filter, and I still have a few more posts to make!)

Difficulty: I liked the difficulty in Xenonauts. It felt like it was possible to thrive despite my mistakes on Ironman mode. That's likely because it was so forgiving with resources. Even armor can be recovered from dead soldiers, which wasn't the case in X-COM. Xenonauts also had less bullshit in general, so I'd say it's overall easier.

I've been wanting to do an ironman run in some X-COM mods, but I can't bring myself to do it. Because while Xenonauts is a well-balanced game, the many mods are VERY MUCH NOT BALANCED. Each one always introduces its own flavor of bullshit and then jam-packs the mod with it. (X-COM Files: Almost every enemy has Sniper or Spotter tags {or both} and can put fire on your guys from a mile away. Warhammer: Using any faction besides Space Marines is super bullshit because the enemy gets Terminator armor and you don't. They also have weapons that 1 or 2-shot anyone not in Terminator armor.Every enemy gets Terminator armor by the late game.)

The newer XCOMs feel like bullshit too, because everything is focused on soldier veterancy unlocking new skills, rather than equipment. If a veteran soldier dies in Xenonauts or X-COM, you give his stuff to the next rookie and hope that they get luckier. That rookie has all the same tools (sans psionics) as his predecessor. In the newer XCOMs, if you lose your Colonel with the super cool max-class abilities that lets him shoot three times in a turn, your rookies cannot live up to his memory without first grinding levels through 10+ missions.

Every game wants you to have a deep roster, spreading experience through every soldier without focusing too much on an A-Team that can be lost to a mistake or a bad dice roll. But the ability to actually do that feels very lacking in the newer XCOMs.

Things I wish the games would take from each other:

Tactical Layer:
Xenonauts line of sight/fire indicator
Xenonauts warning you what pieces of cover/terrain/other units could block your shot
Xenonauts suppression mechanic and tactical grenades
Xenonauts quick grenade and quick reload abilities
Xenonauts TU cost for inventory management only applying after closing the backpack window (X-COM applied the cost as soon as the action was done, leading to wasted TUs for simple mistakes)
X-COM's 3D battlefields
X-COM's 3D firing cones
X-COM's extra details on weapons, armor, and enemies. (You could middle-click a researched enemy and get a breakdown on their defenses)

X-COM's bleeding effect on friendlies AND aliens (Xenonauts only had a 5HP/turn bleed on your own dudes)
X-COM FILES expanded the above to include panic, surrendering (for human opponents), and "Overstun" causing damage every turn if the stun damage exceeds the remaining HP by too much.

X-COM letting stun wear off over time, meaning your stunned soldiers can wake up (or be woken up through stimulants) and the aliens might wake up and pick their weapons back up if you left them unattended.

X-COM's procgen arenas. (A prefab chunk is connected to other prefab chunks. The order or type of chunk is mostly random, and always dictated by biome/mission type. In Xenonauts, every arena was fully prefabbed. There was a decent amount of variety, but you ended up doing the same map a few times. Enemy Unknown also had this problem, but XCOM 2 went back to using UFO Defense's prefabbed chunks.)

X-COM armor damage system. (Xenonauts armor had a base resilience level that went down the more damage of that type was taken. Which meant that a 1911 pistol could eventually bring down a Heavy Drone or Andron Elite after enough shots. In X-COM armor damage was based on the ammunition used on the armor. Some ammo types did no armor damage, but ignored a percantage of it instead. Some ammo types had armor damage but no penetration. Others had neither, some had both. The end result being that a normal shotgun won't ever defeat a tank.)

NuCOM letting you save civilians by getting near them. They're too stupid to live even despite that. Run from the aliens, jackass! At least in Xenonauts, they'll slowly congregate at your landing zone.

Resources:
Xenonauts lets you recover armor from fallen soldiers (if they weren't abandoned or gibbed). NuCOM does that too, but not old X-COM.
Xenonauts letting you recover crashed interceptors. (Should be a percent chance rather than guaranteed. Crashing in the ocean means no recovery, just like the alien wrecks. Crashing on land means we can recover it, just like the alien materials of the UFOs keep it mostly in one piece when they crash.)

X-COM's limited ammo (allows for unique and even rarer specialist ammunition types. Think Kraken Bolts and Vengeance Bolts compared to normal Bolter rounds.)

X-COM's itemization of corpses, captives, and every material you recover. (Xenonauts destroyed the bodies and executed captives, and also automatically sold materials. This led to a problem where I got an important item used for crafting, but because I already had one (unresearched) the extras were automatically sold UNTIL I got the ability to use it for crafting. Nitpick but annoying. Also, you're telling me that I can't find buyers for aliens living or dead?)

X-COM's itemization also led to more interesting crafting. (In Xenonauts, to make advanced craft you only needed Alien Alloys and Elerium. In X-COM, you need to recover/manufacture Alien Flight Controls, Power Cores, Engines, and all matter of other things. It made the decision of using explosives inside the UFO harder to make.)

NuCOM using corpses in crafting and having side-contracts where you can make items / deliver artifacts to another country/client in return for payment rather than using the grey market. (Using chrysallid corpses to make advanced medpacks was a very fun idea. X-COM Files does this as well, through the "Advanced Blood Plasma" thing they did.)
Anonymous
aaa8818
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No.189887
spokesman-forgot-that-zoom-calls-track-your-location-v0-d4xt5th1inkb1.webp
Geoscape Layer:
Xenonauts' aerial combat is SO MUCH BETTER AND MORE ENGAGING. Turning it into an actual playable minigame instead of a simple "approach or don't and let jesus take the wheel" that X-COM did.

Xenonaut's aerial terror missions. Aliens would strafe highways, bomb cities, shoot down passenger jets, etc. It made sense to fuck with humanity during the invasions with more than just ground troops.

Xenonaut's casualty counter. It's the number of civilians dead to terror attacks, abductions, and ground strikes. It doesn't really serve much of a gameplay purpose, but it's great for making the player feel like there's an actual human cost to failing to stop the invasion.

Xenonauts having large amounts of ships appear at once. It keeps the stress and anxiety going on the Geoscape as you struggle to manage your interceptors and focus on taking down important targets.

Xenonauts letting you airstrike downed UFOs. Sometimes it's not worth the risk to your soldiers to breach and clear the UFO. Hit that bitch with a missile and get paid for it. You don't lose points in X-COM for letting a downed UFO mission despawn, but this just feels cooler.

X-COM's funding nations actually being individual nations rather than large blocs like Xenonaut's "South Africa" being everything from Mombasa to Cape Town.

X-COM caring about UFO recovery for crafting and captives makes attacking a Landed UFO a more appealing prospect. There's never a reason to do it in Xenonauts other than a last-ditch effort to prevent an Alien Construction mission, because it just means fighting more enemies.

NuCOM having Alien Abduction missions and special one-off story missions in unique places. In Xenonauts and X-COM, the only time you fight in an urban area is during a terror mission. (The closest Xenonauts gets is having UFOs crash in an "Industrial" area, but half the mission is still breaching a UFO. There could be more room for non-terror urban fighting {without a UFO breach-and-clear} is all I'm saying. NuCOM has abductions, and EXALT. XCOM 2 has rebels infiltrating urban checkpoints. X-COM Files has alien cults in the ghettos and suburbs) (Xenonauts and X-COM have a unique story mission, but it's only the FINAL mission. There's room for more, I feel.)

Vibes:

Each game has horror themes. X-COM's seem to be based on cheesy 80's thrillers. It touches on all the usual tropes: Crop circles, cattle abductions, human experimentation, and plans for genocide. With a little imagination, the enemies are pretty fearsome too (with the exception of the neon-colored Mutons). The early missions tend to feel like slasher flicks rather than military thrillers. You land a bunch of inexperienced rookies into a hotzone with no idea where the enemy is, and then you start taking fire from unseen angles by guns that will disintegrate your soldiers in one hit at best, or leave them alive but burning at worst. You have enough people at the start (16 per mission) to outlast the smaller alien crew (3-6) but then the real losses start mounting when you actually try to breach and clear the UFO...

The descriptions of the alien missions, autopsies, interrogations, and all that really helps the atmosphere. They're advanced, otherworldly, and unknowable. But they bleed! As the game goes on, it feels less like horror (until you fight Chrysallids) and more like pulpy action with lasers and mind-guided bombs crossing the battlefield.

All of the games try to have a horror vibe, but I feel like they all fail at it. X-COM feels like horror for the first 4-5 missions, then you get lasers and upgraded armor and it becomes a fair fight. Enemy Unknown gets the horror vibe right in the cutscenes and in the mission atmosphere, but everything else is so pulpy that the horror is drowned out. XCOM 2 has the feeling of horror, you're a scrappy team of rebels uncovering a genocidal plot kept secret by the new alien overlords. But that only really lasts for the first quarter of the game, they play their hand with the "Avatar Project" way too early for it to keep its punch.

Xenonauts does it worst. The aliens don't appear intimidating, and have no character to themselves. They're all clones that are directly puppeted by the Praetors. In X-COM and NuCOM, while the aliens are still slaves to a caste system, they still have personality and all feel like they're enjoying the work they do, in one way or another.

Sectoids are collectivist clones directed not by the Ethereals, but by other higher-caste Sectoids and are small, weak, but sadistic and inquisitive. Floaters are mind-broken and nearly feral, but handed guns and anti-gravity generators. Mutons are tribalistic, yet professional soldiers who enjoy fighting for fighting's sake and even have ritual tattoos and scars. The snakemen are insidious and sneaky, trying to undo humanity from the inside with their genetically modified "thin men" infiltrating human society, but still engaging in terrorism by releasing large man-eating mosnters into city centers. The Ethereals are the masters and overlords of all the other aliens, directing and planning the invasion to serve their own purposes. But each slave race still prosecutes the war in their own manner.

-
Keeping the horror vibe for longer, while simultaneously increasing the player's power level would probably be pretty hard. Turning from horror into pulpy action is also probably the goal for these games, but a better balance between the two could be achieved, I feel.
Anonymous
aaa8818
?
No.189888
dj196iu-c63799a3-c58f-4df7-bd6e-25ad2c6c4d26.png
Character:
X-COM has no characters. All of the autopsy reports and other research is written very clinically. That makes sense, but it's a little unengaging. There's 0 personality for the soldiers in X-COM or Xenonauts. Each one is a 2D face, a flag, and a statblock. A blank slate to roleplay if you want, but who's gonna care about 80+ blank slates?

Xenonauts has 1.1 characters. Most of the written reports are all from the Head Scientist who is a smarmy, narcissistic asshole who hates the engineering department. He says that they'll write the Commander's name under his own in the history chapters about saving the world. There's ONE other document written by another character. It's from some officer righting a report about the Alien Base, and also making fun of the scientist.

NuCOM was actually pretty good with the character writing. It was tropey, but it fit with the pulpiness of the game. The soldiers having voicelines during combat is a big plus, though it could get annoying at times. Your head staff chiming in during missions was an excellent touch. It's nice to get other character's opinions, or even dialogue bouncing off from them covering what you're doing in the game. It also helps sell the horror when they're having discussions about the impact of the alien invasion. In-character context and opinions is a really big thing lacking from Xenonauts and X-COM.

X-COM FILES on the other hand, tries to fix this. It introduces a bunch of staff members at the start, and you have to recruit four other important people during the early game as part of the process to reaching the midgame. They all get lots of "intel reports" which is really just them putting in their two cents about what's been going on. They never have any dialogue between them, but they still talk about each other and imply past conversations. It feels fun, but limited by being a mod for a 30 year old game because the modder literally could not do it any other way.

Missions:
X-COM and Xenonauts are lacking in mission types. Here's every mission:
Crashed UFO
Landed UFO
City Terrorists
Alien Base Assault
Base Defense
Final Mission

Every mission is a direct result of a UFO which can be tracked on the radar. Understandably, it's part of the design of the games, both have a building you can make after clearing out an Alien Base that lets you see the objectives of each UFO. It lets you prioritize UFOs with things you don't want to deal with (Base Construction, Base Attack, Terror) and safely ignore unimportant things like the "Alien Research" mission. That's not a combat mission, it's just what the Aliens are doing, and it doesn't generate a combat mission for you until it lands or you shoot it down.

What it means to me is that there's a lack of variety in combat scenarios. Base defense and assault gets samey after doing it twice. UFO missions always have half the alien crew outside, and half inside. Breaching and clearing a UFO is fun, but each UFO only has 2 internal layouts so doing them more than twice means that there's going to be repeats.

Enemy Unknown has Alien Abductions, Exalt Infiltrators, and a few unique story missions, but it's mostly the same thing. At least there, the crashed UFOs can land in more interesting areas. The coolest one I remember is a scout UFO crashing into the top floor of a high-rise building, and XCOM soldiers having to fight them in the burning rubble a few hundred feet from the ground.

XCOM 2 gets more creative. They have in addition:
Free prisoners
Assault convoy
Hack station
Destroy Black Site
Steal Object
Unique Story Missions

However, NuCOM and XCOM2 both have other problems. The player can't decide how to affect these missions. In Enemy Unknown, the Terror and Abduction missions just sorta happen at random. The player's options are to intervene in one of three abductions, and to intervene in the terror mission or let the civvies die. Shooting down UFOs are just opportunities for loot and captives, it doesn't really save any civilians or prevent panic.

In XCOM2 there's rarely any UFOs to track or shoot down. Granted, the world is controlled by the Aliens now so it's not like you could control the flow of missions by doing that. But now, there's hardly any agency for the player on the Geoscape aside from picking where to put rebel outposts. The Long War mods for both games does its best to give the player more agency in the Geoscape, but it's still limited by the original design of the games.

This is where the mods for X-COM (X-COM Files and Warhammer 40k to be exact, I haven't tried any others) do better. They combine the two. The UFOs are doing missions that you can interrupt by shooting them down, and generate combat missions if you ignore them. (Traitor guard will do training exercises, or stop to resupply. Aliens in X-COM Files will cause all sorts of problems using infiltrators or cultist proxies.)

But also there's missions that appear and despawn after a while, with no input from UFOs. They give a score penalty if allowed to despawn, and because they're not tied to a UFO they have free reign on map design. Warhammer doesn't capitalize on this nearly as much as X-COM Files and instead benefits from a vastly improved enemy and environment variety. Terror missions usually happen in military bases, for example.

X-COM Files has SO MUCH variety. Almost too much, which is difficult to accept, but some things end up feeling frivolous. Hunting mutant Chupacabra through the jungle, or tracking Yetis in the arctic. Helping the police raid a Syndicate hideout where they sell alien artifacts, or assisting them in quelling a gang war started by alien cultists. Stalking through ancient crypts hunting vampires, or a cruise ship hunting ghosts. Assassins in highrises, mad scientists in secret labs, deep sea freaks in a beach-side resort, and cultists in their hideouts. So much variety!
Gonna end this by repeating this opinion for a third time: The games need more mission variety. Assaulting UFOs over and over again gets old.
Anonymous
aaa8818
?
No.189889
9nlo6pC.png
I really really like Tactics games. But it feels like there's a certain itch that is left unscratched by them. I'm not quite sure what it is yet. I may just have to play even more to find out what it is, and then I can make a game that scratches it perfectly. Currently I think it's got something to do with wanting a Tactics game with a fleshed out faction system where you can pick a side, or maybe one that gives even more options to the player and lets them decide how to reach a big goal by completing smaller missions.

Either factions, or more freedom, or both. Either way promises an increase to complexity in one way, so something else I like about Tactics games might get streamlined in response.

Troublingly, the 30 year old X-COM: UFO Defense is the closest to what I want. It scratches the most itches. These days, there's plenty of Tactics games who cite X-COM or XCOM as their inspirations. But they always change or streamline the parts of X-COM that scratches those itches. So I usually end up liking them less, despite acknowledging that their changes are good and fun for what they aim for either through vibes or mechanics.

Warhammer 40,000: Daemonhunters is a good example of this. It's a good, balanced, and fun game that I like. However, I simply just don't get as much satisfaction from its combat. It's probably nearly as complex as X-COM, but in a different sort of away that I don't like as much. It's a good game, but it leaves more itches unscratched.

I think Jagged Alliance: Wildfire might uncover some secrets about this itch, but it feels really hard to get into. It's slow, clunky, and even less clear about what's going on than X-COM is without the OpenXCOM fan patch.
Anonymous
990f61f
?
No.189892
189893
941330.png
I just did a couple playthroughs of XCOM 2 and the second things don't go my way I just reload my save. It's bitchmade I know and takes all the weight out of everything but the only time I eat an injury is when I'm towards the end and I get sloppy. I play the same way in civ 3 - I only starting eating losses at the end because I always build more army guys than I need because I play like a nigger and ignore diplomacy. Point is no matter how you balance a game niggers like me will always savescum if we're given the ability to do so. One thing I'd consider doing in your game is make it so people can't do that maybe - at least not after every single thing that happens - or maybe make me have to spend some nigger crystals or something if I wanna savescum. Some resident evil games limit your saves in the form of Ink Ribbons. Didn't mean to go off on a tangent of my own - you just clearly put a lot of thought into this and I wanted to respond somehow.
Also X-COM Files sounds fun. I might have to try that.
Anonymous
aaa8818
?
No.189893
>>189892
Savescumming is definitely something I've also put thought into. But it feels like there's a certain bullshit tolerance that people have to learn before they're willing to commit to an Ironman run. Some things aren't just hard, they're bullshit.

I think one of the main things to make Ironman FUN is to make it feel like you can come back from losses. It's really hard to do that in NuCOM. Your best hope is buying veteran soldiers from the store, or getting one as a reward for a different mission. But at that point attrition is gonna kick your ass, and the aliens are gonna advance far beyond your ability to match them. X-COM and Xenonauts' progression is based mostly on equipment rather than soldier skill/level, so they side-step this issue.

Warhammer 40k: Daemonhunters does this good, I think. Each marine has a "Toughness" score that goes down whenever they hit 0 HP. With no more toughness left, they die for good, but you get multiple chances with every marine. Even then, you can spend requisition to get a veteran marine at a decently high level, who then has a few points of toughness so he can survive botched missions.

I do like the idea of limited saves, though I don't know how well that could work in a Tactics Game. An Ironman playthrough forces you to live with your mistakes no matter what. Something like one save per combat encounter (for this example lets say it saves at the start of the fight and that's it) still lets people reload over and over and over. Trying the same fight with the same bad tactics, bad gear, and bad soldiers until the dice rolls are in their favor. I mean, that's how it feels like when I savescum an impossible-feeling mission sometimes. I think I'd save myself from some turmoil if I just took the loss instead.

I think people who are gonna savescum will savescum, and making it harder or more annoying to do that will just lead to a worse game experience who do savescum. If a game has Ironman as an option, I think it should be designed around it. Limited saves probably works better for action games like Resident Evil and Dead Space anyhow.

saytheline.jpeg
Random drops in vidya
Anonymous
9949221
?
No.189796
189797 189801 189804 189855
>Enemy has 50% chance of dropping an Orb of Stupidity upon defeat
>The player has to obtain four Orbs of Stupidity in order to progress
So why not instead give the enemy a 100% chance of dropping an Orb of Stupidity, and require eight to progress? Is it because of that Skinner jerk?
1 replies and 0 files omitted.
Anonymous
d4daa62
?
No.189801
189856
>>189796
>So why not instead give the enemy a 100% chance of dropping an Orb of Stupidity, and require eight to progress?
You're talking about an RPG aren't you?
They do that because you're supposed to roleplay the situation, why would every enemy carry an orb of stupidity? Why are they carrying them at all?
Anonymous
5510a6c
?
No.189802
The best system I can think of is to have, say a standard % chance of dropping, but also guarantee a drop of Item X once you get to a certain number of rolls on that loot pool. This would get you the rolling, but would also avoid the absurd drop rate runs that some people post.
Anonymous
47e9be3
?
No.189804
>>189796
>play DS3
>want to respec
>need tongues to do so
>that I can get either by fighting other players as a member of a specific covenant
>or by fighting ultrarare (thankfully respawning) enemies that have a droprate with one digit
Anonymous
d2f50e2
?
No.189855
>>189796
It's a form of artificial difficulty.
Anonymous
e13df5e
?
No.189856
189890
107.jpg
>>189801
Anonymous
d3a74f0
?
No.189890
EymhznEXEAInnYD.jpg
>>189856
you gotta use your imagination with stuff like this or you will grow to hate videogames. Maybe the basilisk brain doesn't 'drop' all the time because it got too heavily damaged in the fight to be utilized. Maybe only fully intact basilisk brains will be accepted by the quest giver because it's some gay nerd who wants to research them, ect.

d4gddwf-7966ec04-7bea-42ac-92ee-59d406872334.png
Anonymous
c4b7969
?
No.189870
189885
Oblivion remaster, anypony try it out yet?
1 replies and 0 files omitted.
Anonymous
07fff15
?
No.189872
189873 189874
26677-1-1360555966.webp
>>189871
Are there pony mods for dark souls?
Anonymous
40987fd
?
No.189873
>>189872
I'm not sure
but I can say that vanilla Bloodborne's Ludwig is the cutest pony
Anonymous
f8473f6
?
No.189874
189876
>>189872
>xe needs mods to find ponies
Anon, I...
Anonymous
07fff15
?
No.189876
189878
hq720 (4).jpg
>>189874
If you can play as a pony and have sexlabs mods, then I'll play shart souls. If not, it's just more generic slop for the masses. The iphone of video games a locked down experience, but that's what you like.
I'm an anarchist anon, if I can't mod the game, I won't play it, simple as.
Anonymous
f8473f6
?
No.189878
>>189876
people mod Dark Souls with actually good stuff like seamless coop and >Convergence
generic model swaps are probably on nexus if you really want to play with them
Anonymous
47a1eb7
?
No.189885
>>189870
no, Tod just shat it out to save face after everyone hated Starfield.

7052314.jpg
Puzzle
Anonymous
dec4f17
?
No.189535
352 383638
Jigsaw puzzles, share/create/solve

>What, how,etc?
Find nice image
Go to https://jiggie.fun/
Create puzzle and post link

Example puzzle:
Pony, sfw, 384, https://jiggie.fun/7enY3F
Anonymous
dec4f17
?
No.189536
189866
Slowburning autistic pixels from last /mlp/ thread
Pony, sfw, 4005 (34% done) https://jiggie.fun/rEZVJd
Anonymous
dec4f17
?
No.189866
File (hide): 0215616A8DB4C1C75DBCF3E968F9C5F9-6348270.webm (6.1 MB, Resolution:502x1000 Length:00:00:22, 9b210a04-1d4e-4cc8-bd97-15005e012479.webm) [play once] [loop]
9b210a04-1d4e-4cc8-bd97-15005e012479.webm
>>189536
done

imagen-pony-town-unofficial-0big.png
Pony.town
Anonymous
K2/MR
?
No.123411
123412 123413 189765 189790
Any anons here play it?
I say we make our own group for the glory of the horse reich
45 replies and 23 files omitted.
Anonymous
92d23cb
?
No.189790
>>123411
never play niggertown
Anonymous
3a76178
?
No.189791
there is http://www.everfree-outpost.com/
The rules are even slightly more lax than here, if you can believe it.
its a lot of fun to chat about random things and sperg/light RP.
Anonymous
0f2da46
?
No.189854
189858 189859
cau.png
Seeing this thread gave me a real nostalgia trip
Anonymous
182fcda
?
No.189858
>>189854
>nostalgia trip
Being the anonfilly and gathering with frens.
Anonymous
3b16647
?
No.189859
>>189854
Cows
Anonymous
2772c6b
?
No.189865
I met my wife on Pony Town

lust.png
Element of lust game discussion thread
Anonymous
No.141756
141769 142287
Element of lust will be an rpg game about berry punch trying to survive in the new apocalyptic world. some previews, screenshots and other stuff will be occasionally dropped here.
139 replies and 59 files omitted.
Anonymous
No.167243
Mare_using_Rarity's_scream_S2E8.jpg
>>167240
>I'm halting development cos i have no time for this shit.
F
Soft Lava
No.174498
174501 176234 189851
Hi, this is dev speaking.

We're at a great loss today as of now the source for Element of Lust game files is gone. I've been gone for two months and by that time all my data got deleted. Could anyone of you please post it here again if you have it? The upper link is dead.
Anonymous
No.174501
>>174498
Hope someone can find a copy. I will look though what I have saved and my backups to see if I got it.
Anonymous
No.176234
176236
4b23a6b5607e9d77ba0029996564191f825ec9198f2640bd739fd2283c5fe24d.png
>>174498
I got it
https://www.mediafire.com/file/dl20lqb8vyof2kp/Element_of_Lust_alpha_2_0.rar/file
Anonymous
No.176236
3138266__safe_artist-colon-neuro_oc_oc+only_oc-colon-filly+anon_earth+pony_pony_clothes_dialogue_female_filly_foal_helmet_looking+at+you_open+mouth_open+smile_s.png
>>176234
I saved it to archive it just in case
Anonymous
No.189851
>>174498
Please consider >>166414. This shit gives me the rattles.

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