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YET ANOTHER FAG posted:Can we please get this going sometime tomorrow (Thursday), say around 4/5pm eastern? I pretty much grind daily until I work & want to get as many as I can. Sure. I keep trying to find a group in CTS, but it's always dead.
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# ? Jan 7, 2016 21:00 |
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# ? May 14, 2024 20:20 |
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So, this happened today while pubstoving. Vox eat your heart out. Or is it Cheeto? Whoever here who worships the Long Guide.
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# ? Jan 7, 2016 23:38 |
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UnknownMercenary posted:So, this happened today while pubstoving. Vox eat your heart out. Or is it Cheeto? Whoever here who worships the Long Guide.
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# ? Jan 8, 2016 00:04 |
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Well that's proof it's Dr Cheeto who is our king of Long Guide Disciples alright.
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# ? Jan 8, 2016 00:05 |
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UnknownMercenary posted:So, this happened today while pubstoving. Vox eat your heart out. Or is it Cheeto? Whoever here who worships the Long Guide. Hey, tell him he's wrong about the dozer spawns on FWB- they totally are spawned as soon as the thermite finishes- it's what makes the overdrill so manageable.
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# ? Jan 8, 2016 00:35 |
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So if someone were to try and make a dumb Payday 2 Clicker / Incremental game for fun and to practice Java with, what would you think the abilities / DPS items would be? For DPS items I was thinking the turret, gas can (like in mallcrashers or nightclub), drill (???). Maybe just use the different members of the Payday gang? As for abilities, Inspire and 'Gitgud' seem obvious to me. Maybe a passive one where damage increase the lower the timer is on a boss enemy? (I posted this in traditional games' Cat-Piss thread first by accident, whoopssss)
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# ? Jan 8, 2016 01:19 |
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It's already in the game, and its the EXP bonus for going infamous.
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# ? Jan 8, 2016 01:36 |
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My thanks to UnknownMerc, who carried me through DW Birth of Sky even as the pubstove roasted us alive over the course of 2 hours or so of failed attempts. UnkownMerc, you get to choose which Death Vox heist I plan out next! edit: Merc has selected Hotline Miami, which needed a serious rewrite based on recent game design changes. I'm working on it now! Death Vox Hotline Miami Day 1 Spawn position: You spawn, and secure bags, at the corner by the gas station for maximum exposure. Map changes: Police will be able to path up to the back windows of hotel rooms. All hatches/tunnels spawn, but only one will be visible to the player and available for opening- more info at step 4 in “Tasks” below. The back wall of the alley will spawn. No additional random bags of cash will spawn in the hotel, but bodybags can still spawn in car trunks. Other additional loot will spawn as identified in the Tasks section below. Crowbars do not spawn in the general hotel- finding one is a specific task. Planks spawn as normal. Enemy spawns: Russian Gangsters have been changed so that they aren’t a complete nonissue. They're meant to parallel your crew, so they'll have AKs and IZHMAs. There will also be more of them. While their health is boosted, they still should not be a significant threat to a team with decent damage output. Winters spawns as normal. Due to heist timing his eventual spawn is inevitable. Snipers will spawn multiple times. Overwatch can occur. The Gunship will make multiple passes during the aboveground parts of the day (tasks 2-5). Its attacks will hit locations near the front of the hotel with sufficient damage to down in one hit, roughly equivalent to an RPG attack. Tasks: 1. Kill all the Russians. There are more Russians, including some that begin spawned inside hotel rooms. This step is not significantly changed. 2. The Commissar is a lot more resistant to getting on the phone. You have to begin (after killing the Russians) by burning all the cars in the lot. The gas to do so is spread over the outdoors areas of the map. 3. After this, Bain decides humiliation is the best tactic. You have to cook and secure 3 batches of meth from the lab. This isn't too hard, even with the wrinkles: a. The meth ingredients are spread throughout the hotel rooms. This is meant to trick players into grabbing them and having uneven ingredient distribution. Ingredients will be grouped in cardboard boxes, as previously. b. The penalty for blowing the lab is a DW-style wipe. c. The whiteboard is a bit different on DV- three rows, each with the ingredients in a different order. You have to go down the list. Additional cooks start from the first row again. 4. Blow up the gas station. If anything, this is easier because the C4 is right next to it. 5. Open the hatch a. The winch will be dropped onto the burning former gas station. b. The hatch will take longer to open. The truck will run out of gas partway, and you will need to locate the remaining gascan (if you haven't already) to refuel it. (Kudos to Fauxton for this idea) c. Once your crew gets into the bunker, the police will also start getting in- all the other hatches and tunnel entrances will also be spawned, and the police will path to and open them. d. Six bags of weapons will be in the lockup. 6. The crowbar won't be in the lockup. Instead, replacing the washing machines and furthering the "Russian safehouse" parallel, there will be a vault to open with a thermal drill. a. The thermal drill will be dropped near the hotel sign. Demo teams can spawn during the drilling process. b. The inside of the vault will contain cash, gold (1-4 bags of each, random), several Russians, a video camera and a tortured, dead hostage from day 2- no C4 though. The crowbar, previously used on the hostage, can be used on the crates. 7. Crates/barcode reader. a. Bain won't know exactly where the Commissar is. Instead he'll tell you a location and ask you to scan a barcode you think is going there. He'll have to run every location to trace the origin of the shipments. b. The map is missing, but the locations are the same! If you remember what goes where from other runs of the heist, it will only take one try per location. c. Only one crate of each type will actually have a barcode, but the barcode scanner will run much faster. d. The power in the tunnels (controlling lights and the scanner) is at two powerboxes located in the tunnels surrounding the bunker. Disrupting the power pauses, but does not reset, the barcode scanner. 8. Escape Or, if you wish, stick around and cook more meth. With the guaranteed 3 batches up top, you are guaranteed 7 batches with the crates in the basement. Discendo Vox fucked around with this message at 05:50 on May 7, 2017 |
# ? Jan 8, 2016 05:45 |
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Death Vox Hotline Miami Day 2 Enemy spawns: Russian Gangsters As on Day 1, Russian gangsters are generally buffed. Additionally, police and gangsters will not fight each other. Commissar The Comissar has done a lot of coke- he will have massively buffed HP.In addition, the Commissar is feeling no pain- his hurt system will be turned off, meaning he cannot be stunned. Snipers will spawn similarly to the normal heist. Overwatch can occur. Demo Teams There are no demo teams on this day-the gunship is bad enough. Tasks: 1. The Commissar has a several additional traps throughout the building. The first one is a hallway that has been doused with gas (gas can models will be lying around) and lit on fire. Fire on DV has been buffed- it isn't really possible to run through it without getting downed. a. The fires are put out by activating the sprinkler system from a nearby valve, much like in the penthouse. This is mostly to prime players for this activity, which will be a Thing later on. 2. The gate that players need to saw or drill has a nasty surprise- it's electrified! -Players must find a powerbox somewhere nearby on the floor to shut it off, at which point it saws/drills like normal. The powerbox isn't highlighted- players must find it. The gate always spawns in the same position. 3. At the top of the ramp: Three C4 hostages, all on the same circuit, are spread around the top of the ramp. The door to the room is also closed and has a trip laser claymore on it. 1-4 bags of cash spawn for each hostage. 4. The magnetic door is a lot more complex and finished. a. There are three wires heading away from the door. One still ends close by, the others travel much further- through barriers, down stairs, strung across the atrium, etc. b. The wires terminate by running into walls that are noticeably more finished and plastered than others in the heist. Players can notice them on the way up. c. The wiring is now inside a finished wall. The player with the C4 asset has to blow each of these locations open, which means they have to travel to each of them. The walls aren't highlighted when they are found. 5. Penthouse changes: a. The penthouse door can just be shot out. b. 4 Bulldozers will always spawn in the penthouse. c. Player access is narrowed by removing the two doorways that go straight from the penthouse "antechamber" into the room with the vault. This way, players will have to head through the bathroom or camera room. d. The vault door will always be on the back of the penthouse for maximum sniper exposure. 6. The gunship is a lot more troublesome on DV. [thanks to Mas and Fauxton for suggestions to improve this and the next step] a. First, it will be scripted to attack roughly every 60 seconds on the drill. This means it's predictable, and that the number of valve-turnings will be static. b. Second, the fire is far, far more damaging, so you can't stick around in it. c. Third, the drill cannot be repaired while the fire is raging. d. Fourth, in order to put out the fire, the crew has to reroute water all the way up the building- this means getting to and using valves, starting with the one used to put out the gas on step 3, in sequence, all the way up the tower. The valves will be highlighted as each becomes available. The crew only needs to do the whole trip once- subsequent reroutings will only involve two valves, one on the third and one on the penthouse floor. 7. The thermal drill won't be dropped into a skylight- Alex will be spooked by the gunship and bail, dropping it down the atrium and forcing players all the way back down the map to retrieve it. Police will be scripted to spawn at and attempt to cordon the thermal drill location, similar to the coke on WD day 2. The first gunship pass happens as soon as you trigger the wait for the thermal drill, so you'll already be near the ground floor when Alex drops the drill. 8. There won't be any coke in the penthouse; instead, all money spawns in the vault are active (15 bags). This also means no complaints from Bain about the coke as you head up the map. 15 bags are also required for escape to be available. Cash from the hostages can compensate for or supplement your earnings. 9. Since Alex bailed, the escape will be at the Delorean, all the way back at the spawn. This is also where you need to secure bags. You can just toss bags out windows into the atrium to save time on lugging them all back down. As with the thermal drill, the police will have cordons up at the escape vehicle, as well as the stairwells on the way down. Discendo Vox fucked around with this message at 08:58 on Jan 8, 2016 |
# ? Jan 8, 2016 07:38 |
Discendo Vox posted:This also means no complaints from Bain about the coke as you head up the map. Awful. Just terrible. Heist ruined.
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# ? Jan 8, 2016 07:43 |
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So is this new version of HLM supposed to take two hours or what.
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# ? Jan 8, 2016 07:55 |
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Has this game gotten any better?
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# ? Jan 8, 2016 08:13 |
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well you can use basically any gun you want without being a burden and being a one man army is much easier but aside from that its still payday 2
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# ? Jan 8, 2016 08:32 |
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John Murdoch posted:So is this new version of HLM supposed to take two hours or what. The estimate is day 1 takes about 6 minutes longer if you're not going for 7 cooks-the scanner is a lot faster. Day 2 takes about 10-15 minutes longer, unless you're optimizing your route. In both cases there's a lot more movement around the map, with minimal required additional bag hauling. edit: I've removed the penthouse door drill, since that's particularly boring dead time. Are there other steps you'd particularly like gone? Discendo Vox fucked around with this message at 09:05 on Jan 8, 2016 |
# ? Jan 8, 2016 08:54 |
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https://www.youtube.com/watch?v=8UigWbt15sM I am such a dick
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# ? Jan 8, 2016 09:42 |
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Discendo Vox posted:The estimate is day 1 takes about 6 minutes longer if you're not going for 7 cooks-the scanner is a lot faster. Day 2 takes about 10-15 minutes longer, unless you're optimizing your route. In both cases there's a lot more movement around the map, with minimal required additional bag hauling. TBH, I'm just glad you thought about how much extra time this stuff might add onto the heist. All of these are just random thoughts, impressions, and nitpicks, so feel free to disagree or correct them: Day 1 - I know that you can't as easily estimate their impact, but I hope you're taking the extra potential fuckery introduced by overwatch spawns and demo teams, as well as stuff like the buffed gangsters and gunship into account. In short, are those time estimates best case scenario, everyone knows every single spawn, perfect coordination numbers? What might a less skilled (but resilient) team expect? Worst case scenario? - Hunting for gas cans seems like it might add some time. If not objectively tons of time on the clock, I'd be worried about it being a real drag to actually play (see complaints about Birth of Sky's money bundles). I guess this is a question of exactly how randomized, dickishly-placed, and numerous they'd be. Would there be exactly enough gas, or a little more than you need? Honestly the gas objective is already a little lame right now (especially if you're running ICTV and don't have the stamina to keep a steady run), so more general spawn positions for the gas is actually more of a neutral. - I'm not a big fan of cooking meth to begin with, especially on HLM because the cook room is so boring to hold. I take it the scavenger hunt for ingredients is an attempt to reduce the tedium, but then I go back to the same questions I had regarding the gas cans. I'm also not a fan of the DW wipe condition, but on the other hand you're obviously in need of a failure state since the meth is now required. I didn't think of until now, but if you can pre-cook the meth (since presumably the objective is going to track meth placed in the car), that makes it not as bad, though you'll obviously still get delayed by needing to find ingredients (god forbid you can't find the right one to begin the cook). - Truck takes longer. Just pointing this out as a time sink of ambiguous length. I like the gas part, but the same gas can questions apply here too. - You completely gloss over the drill wait required to breach the basement, so presumably it's unchanged. I really hate that part. Total momentum killer, and I hate the inconsistency of Day 1's gate being C4 compatible and Day 2's saw compatible. I'm totally alright with the lengthier truck step if it's in tandem with the gate being removed entirely. - The thermal drill sounds like it would eat up the most time. I love the little tableau with the dead cop and the crowbar a lot, though. - I would get rid of the pointless RNG screw on the barcodes. You already get screwed by having multiple of the same possible barcode spawn so what's the point? I'm okay with the scanner assuming what you're intending is that each scan is measured in seconds and it's more about juggling barcodes and keeping the power on so you can actually start each scan. That said, system mastery bullshit is still dumb, Vox. (Also as a side note, I do hate how the scan currently varies between lightning fast and tediously long.) - The power boxes themselves introduce another variable time-eating obstacle, especially since you're intending for the cops to aggressively path to their location as part of other changes. (Having them also knock the lights out is a nice touch.) I think their location is also a bit boring. What if one was somewhere in the basement (replacing the slightly silly need to defend the scanner itself, because the cops magically understand its importance) and the other was up in the hotel room where the original hatch was located? - Definite nitpick, but by doubling the number of weapons and introducing the potential for gold spawns in the basement, you are slowing down the final exit march from the map and making the bag hauling a bit more annoying. And then said loot has to be hauled to the less convenient car location to boot. I have far fewer nitpicky complaints about Day 2; I like the setup you've got with some caveats: - I am biased because my version of Day 2 is 3000% cooler (but 3000% more impractical to realistically implement). I've also always hated the big crescendo of the map being yet another goddamn thermal drill wait and I don't like the penthouse in general. You haven't fixed that, just made it more consistent and less exploitable, which is fine. - You've casually mentioned it previously, and you imply it with the gate, but I take it that the apartment building's layout is now static? I know we've agreed before that the apartment block is currently wasted space but now I wonder how fun and engaging it will actually be to fight through multiple times. Also how workable it is from an enemy AI perspective. This is outside your usual scope, but it could probably do with substantial layout alterations, with fewer mazes of cubbyhole rooms and a little more open space, perhaps taking inspiration from Panic Room and Undercover. - I'm minorly bothered that with the removal of the coke, there's no real benefit to bringing a saw for the gate. - You don't explicitly mention it, but if the thermal drill is going to consistently break, it should otherwise not break down automatically. - Obviously the multiple trips through the apartments (mitigated by a static layout) and randomized objective spawns are the unarguable time sinks, and big ones at that. There's no real way to draw time off of the penthouse outside of directly fudging the drill timer/gunship cadence without completely changing everything. - Just as a sudden idea, I wonder if you could punch up the overall pace of the heist by rejiggering the dead drop into the cutting torch from Mountain (it probably wouldn't take too much effort to justify its use not only for the first door but also the magnetic lock wiring). Discovering the safe room in the penthouse triggers the gunship attack, but instead of dropping a thermal drill, Alex drops C4 back downstairs. You do that loop as normal, but it ends with blowing the safe room open (bonus change: change it to the Panic Room glass box style so the Commissar visibly agitates at you during the heist). This has the downside of de-emphasizing the gunship's overall presence and heavily reducing the penthouse holdout, the latter of which doesn't personally bother me, so Having to place a lot of C4 and then deal with the coke-monster Commissar while the cops press in sounds much more interesting anyway. The only thing missing from the apartment treks would be the omnipresent threat of snipers/overwatch, which would be relatively simple to add in. John Murdoch fucked around with this message at 13:47 on Jan 8, 2016 |
# ? Jan 8, 2016 13:19 |
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Good luck balancing around this Vox. It even picks up 10 bullets a box!
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# ? Jan 8, 2016 19:13 |
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Concordat posted:Good luck balancing around this Vox. I didn't know they had a Tron heist
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# ? Jan 8, 2016 19:44 |
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dscruffy1 posted:I didn't know they had a Tron heist Don't even start that.That would be too good to ever be put in this game.
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# ? Jan 8, 2016 19:45 |
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Mesadoram posted:Don't even start that.That would be too good to ever be put in this game. We have to hack it... FROM THE INSIDE. (Insert obligatory joke about cooking cyber-meth and "I don't know, I'm going with .mp3. These internet descriptions are iffy.")
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# ? Jan 8, 2016 19:56 |
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Tempest_56 posted:We have to hack it... FROM THE INSIDE. Cyber Cops, give the virtual cloakers a lag script and call you a n00b. gently caress man.
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# ? Jan 8, 2016 20:07 |
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Mesadoram posted:Cyber Cops, give the virtual cloakers a lag script and call you a n00b. this happens already
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# ? Jan 8, 2016 20:10 |
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Give me a loving Master Control Program mask and I'm game.
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# ? Jan 8, 2016 20:13 |
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Those are a lot of great points, Murdoch- I'll go through the heist with pruning shears in a bit and see if I can make it more reasonable.Tempest_56 posted:We have to hack it... FROM THE INSIDE. Locke says the files are in the computer.
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# ? Jan 8, 2016 22:31 |
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Concordat posted:Good luck balancing around this Vox. Suggatron, the descendant of Sluggator, rules the future battlefields.
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# ? Jan 8, 2016 22:48 |
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time! I'll take a break from voxing the thread up for a while after this- I promise. Only the dentist's heists are remotely this complicated.John Murdoch posted:Day 1 The buffed gangsters and gunship should be nonissues for any team that can run the heist normally- they're "oh hey" moments and a source of embarrassing downs to laugh at, not real threats. In particular, right now gangsters are set at damage levels based on normal difficulty. John Murdoch posted:- Hunting for gas cans seems like it might add some time. If not objectively tons of time on the clock, I'd be worried about it being a real drag to actually play (see complaints about Birth of Sky's money bundles). I guess this is a question of exactly how randomized, dickishly-placed, and numerous they'd be. Would there be exactly enough gas, or a little more than you need? Honestly the gas objective is already a little lame right now (especially if you're running ICTV and don't have the stamina to keep a steady run), so more general spawn positions for the gas is actually more of a neutral. As a sidenote, I wish gas cans were a brighter red- they tend to blend in in many maps. John Murdoch posted:- I'm not a big fan of cooking meth to begin with, especially on HLM because the cook room is so boring to hold. I take it the scavenger hunt for ingredients is an attempt to reduce the tedium, but then I go back to the same questions I had regarding the gas cans. I'm also not a fan of the DW wipe condition, but on the other hand you're obviously in need of a failure state since the meth is now required. I didn't think of until now, but if you can pre-cook the meth (since presumably the objective is going to track meth placed in the car), that makes it not as bad, though you'll obviously still get delayed by needing to find ingredients (god forbid you can't find the right one to begin the cook). 1. Two bags cooked and secured required. Winters/Turret spawn after one bag cooked. 2. Police path to and set C4 on the front wall of the lab, blowing it open (this was planned for the wall on the interior of the lab, and I suspect they were going to use it in day 2 but ran out of time). That should increase exposure. 3. No pre-cooking- it screws up the possible scripting for the heist. Ingredients can be picked up immediately, though. Ingredient spawns aren't as bad as I think I've made them sound. The plan is three cardboard boxes in random hotel rooms, One with three of each ingredient. John Murdoch posted:- Truck takes longer. Just pointing this out as a time sink of ambiguous length. I like the gas part, but the same gas can questions apply here too. John Murdoch posted:- You completely gloss over the drill wait required to breach the basement, so presumably it's unchanged. I really hate that part. Total momentum killer, and I hate the inconsistency of Day 1's gate being C4 compatible and Day 2's saw compatible. I'm totally alright with the lengthier truck step if it's in tandem with the gate being removed entirely. John Murdoch posted:- The thermal drill sounds like it would eat up the most time. I love the little tableau with the dead cop and the crowbar a lot, though. John Murdoch posted:- I would get rid of the pointless RNG screw on the barcodes. You already get screwed by having multiple of the same possible barcode spawn so what's the point? I'm okay with the scanner assuming what you're intending is that each scan is measured in seconds and it's more about juggling barcodes and keeping the power on so you can actually start each scan. That said, system mastery bullshit is still dumb, Vox. (Also as a side note, I do hate how the scan currently varies between lightning fast and tediously long.) John Murdoch posted:- The power boxes themselves introduce another variable time-eating obstacle, especially since you're intending for the cops to aggressively path to their location as part of other changes. (Having them also knock the lights out is a nice touch.) I think their location is also a bit boring. What if one was somewhere in the basement (replacing the slightly silly need to defend the scanner itself, because the cops magically understand its importance) and the other was up in the hotel room where the original hatch was located? John Murdoch posted:- Definite nitpick, but by doubling the number of weapons and introducing the potential for gold spawns in the basement, you are slowing down the final exit march from the map and making the bag hauling a bit more annoying. And then said loot has to be hauled to the less convenient car location to boot. John Murdoch posted:I have far fewer nitpicky complaints about Day 2; I like the setup you've got with some caveats: John Murdoch posted:- You've casually mentioned it previously, and you imply it with the gate, but I take it that the apartment building's layout is now static? I know we've agreed before that the apartment block is currently wasted space but now I wonder how fun and engaging it will actually be to fight through multiple times. Also how workable it is from an enemy AI perspective. This is outside your usual scope, but it could probably do with substantial layout alterations, with fewer mazes of cubbyhole rooms and a little more open space, perhaps taking inspiration from Panic Room and Undercover. John Murdoch posted:- I'm minorly bothered that with the removal of the coke, there's no real benefit to bringing a saw for the gate. John Murdoch posted:- You don't explicitly mention it, but if the thermal drill is going to consistently break, it should otherwise not break down automatically. John Murdoch posted:- Obviously the multiple trips through the apartments (mitigated by a static layout) and randomized objective spawns are the unarguable time sinks, and big ones at that. There's no real way to draw time off of the penthouse outside of directly fudging the drill timer/gunship cadence without completely changing everything. John Murdoch posted:- Just as a sudden idea, I wonder if you could punch up the overall pace of the heist by rejiggering the dead drop into the cutting torch from Mountain (it probably wouldn't take too much effort to justify its use not only for the first door but also the magnetic lock wiring). Discovering the safe room in the penthouse triggers the gunship attack, but instead of dropping a thermal drill, Alex drops C4 back downstairs. You do that loop as normal, but it ends with blowing the safe room open (bonus change: change it to the Panic Room glass box style so the Commissar visibly agitates at you during the heist). This has the downside of de-emphasizing the gunship's overall presence and heavily reducing the penthouse holdout, the latter of which doesn't personally bother me, so Having to place a lot of C4 and then deal with the coke-monster Commissar while the cops press in sounds much more interesting anyway. The only thing missing from the apartment treks would be the omnipresent threat of snipers/overwatch, which would be relatively simple to add in. Ooh, new plan. Instead of a saferoom, the Commisar hides inside one of those timelock Titan safes from lab rats and santa's workshop. When you open it, he pops out with Discendo Vox fucked around with this message at 23:20 on Jan 8, 2016 |
# ? Jan 8, 2016 23:10 |
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More yay!Discendo Vox posted:You're right- I'm assuming a level of skill that's unrealistic. You're also right that the overwatch and demo teams are probably too much. I'll do away with overwatch, but leave the possibility of continuous sniper spawns rather than each sniper spawning once ever(that's actually an unpatched bug). Players on any heist with demo teams should expect between 1 and 3 demo team spawns per drill. Train Heist is Demo Team city. Discendo Vox posted:The gas cans won't dickish in location at all- they'll all be outdoors in visible locations, and you'll be able to pick them up as soon as the heist starts(I should have mentioned that). The gascan objective actually is, in a way, intended to kill time- I want the police assault to be in full force for meth cooking. Discendo Vox posted:OK, here's the revised plan for that step. Discendo Vox posted:Again, you're right. How about this: the truck will take the same amount of time, but it will need gas first. I think it's likely that players will already have the leftover gas can. Discendo Vox posted:I'm thinking about 45 seconds per barcode. That said, system mastery is great and DV is meant to encourage it. What if instead of removing the map, I give a map filled with squiggly lines that players have to follow to figure out what goes where? The locations would be randomized, though. Discendo Vox posted:The powerboxes used to be at street level, but this can become unfair pretty easily- I don't want to repeat the DW FF3 scenario. Given the layout of the basement with all tunnels spawned, a player won't be able to cover more than one position at once. Discendo Vox posted:The loot's going to stay, I think- it's optional, and it's a good additional challenge. On vanilla Discendo Vox posted:Hotline Miami is generally a challenge to work with because it's kind of really badly designed and made. Half the stuff in the heist is still bugged, and I think the devs have given up on it. It's part of the reason I threw the kitchen sink at the heist; I'm just struggling to make lage parts of it interesting and not an afterthought. Discendo Vox posted:My thinking is players will have enough to deal with, and regulating time for coke loss will be hard to manage.Besides, the Commissar will have snorted it all. I think that gate bugs me extra because it's just an arbitrary roadblock without any context. Shouldn't someone have the keys to the thing? There's just the one gate...is it being used a security checkpoint by the gangsters? But then why is there a hapless civ behind it (presumably working on the construction he's mostly nowhere near)? Your design at least makes it clear it's another gently caress you trap in the Commissar's funhouse full of gently caress you traps. Discendo Vox posted:Hrm. Yeah, ok, that's fair. Police should still be able to path to and kick it, though. I'm trying to limit the "camp far away and send someone to restart it" scenario. Ofc a restarting drill is still handy for that. John Murdoch fucked around with this message at 02:44 on Jan 9, 2016 |
# ? Jan 9, 2016 02:40 |
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Also this is me quoting myself from the previous thread so my HLM Day 2 idea isn't lost to the annals of time.quote:I personally don't totally hate it (and I've certainly cooled on it a bit compared to when it first came out), but I can see why Day 2 isn't particularly appealing. From a design standpoint, it has all these nifty ideas that it doesn't really manage to do anything with.
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# ? Jan 9, 2016 03:02 |
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all you had to do CJ was follow the drat train
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# ? Jan 9, 2016 03:23 |
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I think that deserves more than a 10 point deduction
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# ? Jan 9, 2016 03:31 |
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http://i.imgur.com/md704rp.gifv http://i.imgur.com/gfegsQa.gifv it was a weird heist
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# ? Jan 9, 2016 04:15 |
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hey I'm testing a theory. What is the highest number of safes someone has in their steam inventory that were all drops? At any one time, not lifetime. right now I have 5 at once. Wondering if anyone has 6+
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# ? Jan 9, 2016 05:37 |
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Psion posted:hey I'm testing a theory. What is the highest number of safes someone has in their steam inventory that were all drops? At any one time, not lifetime. I've got 6. 2 Bodhi safes, 2 Crimefests, 2 Sputniks.
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# ? Jan 9, 2016 05:59 |
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7 here. 5 Sputniks, 1 Dallas, 1 Bodhi.
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# ? Jan 9, 2016 09:20 |
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12 in my inventory: 3 Crimfest, 4 Sputniks, 3 Dallas, 2 Bodhi I just want a goddamn drill to drop Blight Runner fucked around with this message at 10:51 on Jan 9, 2016 |
# ? Jan 9, 2016 10:45 |
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Concordat posted:Good luck balancing around this Vox. Bustin' makes me feel good
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# ? Jan 9, 2016 16:27 |
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9 safes including an unopened Christmas and Completely OVERKILL one with their respective drills. 4 Crimefest 2, 2 Dallas and 1 Sputnik. Basticle posted:http://i.imgur.com/md704rp.gifv So I guess the gas pellet can be dropped on a specific area and be left behind by the van? Would be neat to use that against the cops when they try to use a turret as a roadblock. Also Murdoch, at this point it'd be more fun to just use all of our fire tools and somehow burn him alive in his own safe. Melt him and his money. But then again it'd be easier to combine our ideas and just thermite the floor and have him descend down several times until either he falls or the building's weak enough to just collapse and we have to rush to escape it. Crabtree fucked around with this message at 16:49 on Jan 9, 2016 |
# ? Jan 9, 2016 16:35 |
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8 safes here. 3 Crimefest, 3 Sputnik, 2 Dallas.
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# ? Jan 9, 2016 18:54 |
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Crabtree posted:Also Murdoch, at this point it'd be more fun to just use all of our fire tools and somehow burn him alive in his own safe. Melt him and his money. But then again it'd be easier to combine our ideas and just thermite the floor and have him descend down several times until either he falls or the building's weak enough to just collapse and we have to rush to escape it. Bringing down the Commissar's entire house down onto him is also pretty awesome. Fits in with how the hotel steadily gets more and more hosed up as Day 1 progresses. If we were gonna burn him, Hoxton would have to make a joke about Matt. Maybe the way to do it is sabotage the air system the safe room has to have. And by sabotage, I mean just hook up pure oxygen and
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# ? Jan 10, 2016 00:09 |
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# ? May 14, 2024 20:20 |
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John Murdoch posted:Bringing down the Commissar's entire house down onto him is also pretty awesome. Fits in with how the hotel steadily gets more and more hosed up as Day 1 progresses. But then we'd burn the cash, too!
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# ? Jan 10, 2016 00:23 |