And... she... is.... PURPLE!!!
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The Seed Roleplaying Community » Posts by Wheri
And... she... is.... PURPLE!!!
Darkhawk must be stopped, no matter the cost!
And if I started explaining, why robots with a feminine behavior are a no-no, I'd be considered even more crazy and rude.
1. Betrayal in Antara.
2. Betrayal at Krondor.
3. Aran, the main hero, saves William, the second character, from some beast (Wikipedia states it is a griffin, but I somehow recall it being a harpy. Strange) with an uncontrolled magical attack.
Heh, that's too easy. Your turn.
(Trying to find the "just right" obscurity level)
I hope this one is not very obscure.
Quite simple:
1. How is this cutie called?
2. How does it defend itself?
3. What game is it from?
Yay! Let's find a seven-manrobot Transformers MMOG!
Well, I didn't play Ultima much too, to be honest. Only VIII and IX some years back and VII on Exult a half a year back or so.
Now give me some time to find a suitable question and picture.
Looks like Ultima series' ankh. And I think I've seen it in the Exult launcher, so... Ultima VII?
Autobot. Because even without watching the series/movie, I know it entitles me to say "Megatron must be stopped, no matter the cost!" and "Autobots, transform!".
Still struggling to get back in the game, damn it.
(Karda might not know, I'm the guy who plays Sherrick. Or, in the current condition, used to play Sherrick).
Still struggling to get my card, playing/testing TR for the time being. There seems to be a small RP community building up, so I may bring some more guests... not that I've had much luck with that before.
Well, there's the closed beta for some guy named Richard Garriot's game called Tabula Rasa. It's already approaching the open beta state.
Unfortunately, there's not much RP potential with all the enemies attacking from every imaginable direction and fast-paced direct-control third-person action. Unless you use voice chat that is built into the game. But voice-chat and RP? Mh, as we discussed earlier. Not ta men'n som'nes acc'nt.
Still, it's a fun PvE shooter with nice graphics and good gameplay, designed by a guy that I hear has some good world design behind him.
In any case, I'm adding this one to my watchlist and inviting everyone willing to join.
And here's the site: http://playtr.com/.
For one, an award for cleaning the whole screen once. It can be made harder by requiring a minumum of n colors in play prior to the cleaning.
Another, similar one: cleaning the screen completely after it was almost filled (Up to 90%?).
Or an award for removing several sets of blocks with only a minimal delay. No more than 200 millisecs between two sets.
Off to test the new version.
Added: the blur and particles are pretty nice, if somewhat extreme. One minor thing: sometimes new blocks fall down onto blocks of the same color and remove them. It's not exactly a bad thing, but it certainly can thwart long combo setups. And it looks weird if it happens with starting blocks.
What about a puzzle mode, where you have a set "map" and have to arrange the blocks so that they all are removed? Or all of a certain colour are removed. Or some special blocks (Like "penalty" blocks I mentioned in an earlier post). Or something else like that. From your earlier description, mission mode's different.
Well, I can't log in now, either. My credcard expired and I haven't obtained a new one, duh.
Not sure about how long it's going to last.
No, it was called a piping maintenance tool or something like that. But it was a huge wrench essentially.
Replace the sword with a tool we all know and love. How was that called, the big wrench everyone started with?
That'd be an icon for Seed-related RP, but anything else? It's just too broad a concept without even a fixed medium (Like the 35mm tape for cinema) to iconize it with just one symbol, IMO.
And I don't like the theatre masks.
No, more like two separate playfields. When a player removes some blocks from his field, some "penalty" blocks fall to his enemy's field. If he makes a successful chain, even more blocks drop. "Penalty" blocks can only be removed when a normal block is removed next to them or after they stay for over 5 seconds.
Something like that's more or less standard practice with such games. Gotta get original now, it's pretty used.
For one playing field, I imagine something like this. There are blocks assigned to each of the players. The point is to remove your opponent's blocks by removing normal blocks next to them, while keeping yours safe. Freedom must be somehow limited here, for example with a turn-based mode or only being able to move blocks adjacent to your ones, or a recharging energy bar (You can only make so much moves until you have to wait and recharge). In any case, you can't move opponent's blocks.
Now that I think of it, there it actually a lot of possibilities. I'm somewhat sure many of them aren't playable or fun, but still worth a try.
Well, another option would be to combine the two. Something like every block removed has a chance to increase the level, depending on the time spent since last level-up.
And if there's ever going to be a competitive 2-player mode, it's going to be soooooooooo good!
How about difficulty tied to the number of blocks removed? That way chains are definitely the better way to keep the game going longer.
Whoops, I somhow thought that it was two player competitive.
Can't comment much on it as it is, though.
>>Picture the sort of Pilot who would stay constantly hooked into the Pod and never emerge. Said Pilot feels more like a ship than a human being, interacts purely over the comms channels, and treats the crew as a disposable part of the ship's infrastructure, only existing to them as a disembodied voice giving orders.
In short, Va'ra.
As for pods, I'd say the pilot is normally able to walk around the ship, entering the pod only when his/her direct control is required. Basically, this happens only in difficult combat or maneuvers.
Time for an EVE-related thread.
First, to sum up all we've agreed upon and/or found backstory entries for earlier, if someone decides to join us:
1. Conversations and IC chat channels are considered voice communication unless stated otherwise (Generally, the bigger the distance, the more likely it is to be text). EVEmail seems to be text.
2. Ships, albeit heavily modified for pod control, do have crews, and these crews are not exactly small.
3. Blueprints are not only actual blueprints, but also the license for production of an item, hence the limited runs on copies.
4. Uniting ships in a "gang" is referred to as linking up their computers.
Not a big list yet, really. Well, I'm sure there are lots of things I'm just too used to to mention them.
So, what I'd like to decide now, is how we roleplay leadership bonuses and fleets. Apparently, you can only receive these bonuses if you're in a fleet (Or, to be more specific, a squad if you don't have higher leadership skills), and if the squad commander has enough skill to grant them to everyone.
It would seem that these skills simply reflect the character's expertise in a given field, but it seems strange when being commanded by a captain who can barely operate a mining laser and/or a refining facility suddenly starts granting +10% to the team's mining yield, or a commander who never saw big combat granting +10% armour hitpoints.
Also, the commander gets the bonus as well.
Converting a gang to a fleet, on the other hand, seems pretty simple: the link formed by ganging up is enchanced and the ships' computers are able to interact even more closely.
Following this, the skills may mean that the character got his hands on some sort of optimization program, but this is easily dismissed by the fact that it doesn't stay after the fleet is dissolved.
Suggestions?
Looks like Darky forgot to mention there's an OOC channel "Seed" up and running in the game, just to have a place to hang out until we meet IC.
I'll be joining you shortly. Tomorrow, I think.
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