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@Xhin - NIFE Requests
Posted: Posted May 16th by Moonray

Before I start, this is mostly stuff from a host perspective. Obviously if any of the players have suggestions or feedback of things from the player experience then feel free to add it!

Item based threads!

So basically, what I really wanted to do with this game was every commlink channel would have an associated commlink item. This way, people could steal private commlinks in order to access private chat threads and thus "listen in" to their conversations. I even tried applying traits/classes to items but the trait/class thread options all look at characters rather than items :(

I think your previous idea of automating it all and using clubs could work, but I would really like for it to somehow all tie into stuff like the above. The potential is much greater if you allow these threads to be tied to items, because you can then have team based games where someone can steal a radio/commlink from the enemy and listen it- then if everyone realises what has happened they switch/commlink radio channels and it allows for that sorta espionage gameplay.

Make your own role

I guess it could be a plugin but some kind of "make your own role" feature would be cool. Essentially the host provides a bunch of starting items, traits, stats, buffs, etc for players to pick from and they have a set amount of points they can spend creating their role. Allow host to set how many "role points" (temp name) an item, trait, stat, buff, etc costs so that more powerful ones come at the expense of picking fewer options to start with.

Automated locking

I believe you already have this covered in one of the posts you made but it'd definitely be handy if people can lock/unlock exits automatically.

Loot Containers

I think this was also covered in one of your posts... But basically like how I had the "spacesuit dispenser", it contains X amount of spacesuits and people can loot it specifically.

Ideally "searching a room" for random items would ignore these containers. So using my example, if you search the medlab you find needle at random but you never have a chance of finding a spacesuit because that's in the container and if you want one you need to specifically search the container.

I think there was some confusion in the current game when people took a spacesuit themselves, then randomly searched the room and got another spacesuit but really didn't want to get another one.

More to come probably I just ran out of time typing this on this PC!

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There are 12 Replies

@Moonray: before I start, note that I didn't get alerted to this thread -- I was fortunate that I found it when going back to the NIFE index. In the future put these kinds of threads here (the flowvamp) or in feedback or something.

Posted May 16th by Xhin
Xhin
 

So basically, what I really wanted to do with this game was every commlink channel would have an associated commlink item.

Yeah I was going to do that at one point but I ran out of time. Item-based threads will definitely be supported soon :)

Posted May 16th by Xhin
Xhin
 

I guess it could be a plugin but some kind of "make your own role" feature would be cool. Essentially the host provides a bunch of starting items, traits, stats, buffs, etc for players to pick from and they have a set amount of points they can spend creating their role.

That would definitely be cool. I was thinking that players should be able to pick their starting role and some traits if nothing else, but your idea is definitely better.

I believe you already have this covered in one of the posts you made but it'd definitely be handy if people can lock/unlock exits automatically.

Yeah that's one of the things planned for the Machines update. Worth pointing out that the Machines update will be very very easy to work with down the road -- as a host you could say something like "hey xhin, can you make an event for machine type X that does so-and-so" and I could make it in like five minutes.

Posted May 16th by Xhin
Xhin
 

I think this was also covered in one of your posts... But basically like how I had the "spacesuit dispenser", it contains X amount of spacesuits and people can loot it specifically.

I'd like to make lockable containers at some point -- but right now couldn't you just make a dead character called "Spacesuit Dispenser" and let people loot him as though he was a corpse?

Posted May 16th by Xhin
Xhin
 

A couple more ideas I've had (not high-priority like v4 NIFE features though):

Containers Plugin

Adds "containers" that the host or players can store things in.

  • Containers can be hidden in the room, and events can show or hide them.

  • Containers must be "opened" -- when they are, containers in the room description will also show the items in the container. When they're "closed", they don't.

  • Containers can also be "locked" and need a specific key or kindof key to open them.

  • unlocked and open containers can then be "looted".

    Better Events

    At the launch of v4, there will be a large amount of events that can be triggered, but they can only be triggered by machines or characters dying. However at some point I'd line to introduce these things to also trigger events:

  • picking up items

  • entering a room

  • exiting a room

  • dropping an item / giving it away / throwing it / having it stolen.

  • Posted May 16th by Xhin
    Xhin
     

    Can we get a feedback thread?

    Posted May 16th by Count Dooku
    Count Dooku

    Just use this one?

    Posted May 16th by Moonray
    Moonray
     

    @Moonray: before I start, note that I didn't get alerted to this thread -- I was fortunate that I found it when going back to the NIFE index. In the future put these kinds of threads here (the flowvamp) or in feedback or something.


    I think it's important to question why you didn't get alerted when I used the usual @Name tag in the title.

    Posted May 16th by Moonray
    Moonray
     

    Because you had other stuff in there than just @Name.

    Posted May 16th by Xhin
    Xhin
     

    I'm copying this over from the Game Over thread:

    ---

    So a few random thoughts that will probably turn out really long.

    @Xhin:

    So you'll read this.

    1. I don't know that I like the movement system. I used to hate older games where it took literally two weeks to walk across the station (one room per round, one round every two days). But to me, this game felt like a swing too far in the other direction. I had no hope of keeping track of anyone or knowing where they'd gone. They could be fighting me one round in the hangar and all the way up in the server room the next round.

    I feel like, of course depending on the game type, movement should be restricted to 2-3 rooms MAXIMUM. And it should use more 'auto actions' than a standard action.

    IE:

    You have 5 auto actions, it costs 2 to move a room. So you can either stay in your room and have more auto-actions for something else, or move one room and still have a good number of auto-actions, or move two rooms and that'll be about all you can do.

    2. Sneak needs a revisit. For one, I'm not sure you should be able to sneak and recover in the same round. That was probably a big part of why everyone remained perma-invisible over 50. As long as you were careful, there was basically no chance you'd ever go under 50. Regaining stealth should probably just be automatic. Maybe give us a little journal note.

    Two, I think having everyone disappear over a certain threshold is detrimental to the game. I feel like you should have to use an auto-action to deliberately hide yourself. And that auto-action should not take effect until the following turn. So:

    Round 1: Enter Room, visible (unless sneak move)
    Round 1: Hide auto-action, still visible
    Round 2: If still in room, not listed in players

    That way sneak is more for laying traps or eavesdropping on unsuspecting people.

    3. I think we need some kind of 'examine' system for players. And I'd like to see it go something like this:

  • All items have their 'owner' description, which is visible to the owner. It tells them everything about the object. This is not examinable via auto-action.
  • Items that the host considers 'visible', meaning if you looked at someone you'd see the object, have a separate description field. This gives a fairly basic idea of what someone has.
  • Items that the host considers 'not visible' don't have a description and won't show up.

    How does this play out?

    I enter a room, and I see PN. I use an auto-action to examine PN.

    PN has:

  • Space Suit, visible
  • Rail Driver, visible
  • Spare change, not visible
  • Sword, visible
  • Keycard, not visible

    I'd get something along the lines of:

    "You see that PN has the following equipment:

  • A basic space suit
  • A projectile rifle
  • A large metal sword"

    I don't get anything about his keycard or spare change, because that stuff is in his pocket/backpack/too small to notice/etc.

    This would also work as a nice complement to the stealing system. If I know that PN has "a basic space suit", I can try to steal a "Space Suit" from PN. The projectile rifle is a little less specific, so I may have to try a few options to get it right.

  • Posted May 16th by Count Dooku
    Count Dooku

    Because you had other stuff in there than just @Name.

    That's a dumb system I hate it!

    Posted May 16th by Moonray
    Moonray
     

    @Count Dooku:

    You have 5 auto actions, it costs 2 to move a room.

    That should be pretty doable. I think maybe fixing the sneak so other characters are visible more often would help a lot too.

    Regaining stealth should probably just be automatic.

    Yeah I agree, the recover stealth thing is fairly useless now that you recover sneak in between rounds.


    Round 1: Enter Room, visible (unless sneak move)
    Round 1: Hide auto-action, still visible
    Round 2: If still in room, not listed in players


    Good idea! Moonray brought up something similar as well. And I would say that moving to a different room unhides you as well

    Items that the host considers 'visible', meaning if you looked at someone you'd see the object, have a separate description field. This gives a fairly basic idea of what someone has.

    Worth pointing out that characters and items already have two description fields, so that's a good use for it!

    Also thanks to that, this would be easy to program.



    Posted May 16th by Xhin
    Xhin
     
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