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RMN Battledome! Voting!

It seems like the Luchabot is designed to take better advantage of its battle chip than the Rainbow bot. Those twelve tentacles of varying utility make it an absolute beast in the clinch. Rainbow's only hope is to start knocking tentacles out of the fight in a hurry by slicing them off with the Sabers of light. The problem is that 4 of those tentacles are quarium whips which do a fair amount of slicing on their own.

Rainbow bot has a better arsenal though, with both the laser rifle and gatling gun. While I'm not seeing enough capacity to make sustained fire viable for the gatling gun, the laser is another matter entirely.

It basically becomes a foot (well, tentacle vs wheel) race for distance control. If Rainbow bot can keep Luchabot at a distance and whittle away at it with the long range weapons, the fight is won. Luchabot has surprisingly low defensive stats. In a blow for blow battle, Luchabot is outclassed.

The problem for Rainbow bot is that Luchabot still has higher agility. I'm not sure if running on tentacles would actually be faster than rolling on a wheel, but I have made a habit of treating agility & derived speed as almost the key stat in my previous run-downs, so for the sake of consistency, I'm going to assume Luchabot is able to get in close faster than Rainbow bot can get away.

I see Luchabot taking some considerable damage on the approach, due to Rainbow's long range arsenal, so only some fraction of the myriad of tentacles are still functional in the clinch, but even if it only gets there with one whip, two shock kicks, and an energy stealer, Rainbow bot is in trouble.

All Luchabot has to do is whip through a pair of spindly little arms, and the majority of Rainbow bot's offensive capabilities will be lying on the ground. This leaves the laser rifle, but I think Luchabot is a smart enough grappler to latch the energy stealers on and keep vital parts away from the mouth of the head mounted weapon.

+1 Luchabot

What are you thinking about? (game development edition)

I really have no clue how to focus on one project at a time. As soon as I decide that I am going to put in some serious work for one project, the notes for another game will (almost literally) fall into my lap and distract me.

I was moving some stuff around, looking for the notebook I was using for my variable settings for one project and instead stumbled on the 70 page design doc for another one, and now this project is the only one I can get interested in working on.

What does it take to stick to one project at a time?

Whatchu Workin' On? Tell us!

Over the next couple of days, or the weekend depending on work/my schedule, I'm going to repair the damage I did to the first section of my faux first person dungeon crawler while I was on painkillers back in december. Hopefully, if enough is salvageable I can use it for demo purposes. That will probably be as far as it gets for quite a while, but I'll post more about that on the game page when the time comes.

Several elements of my "original" story for my Star Wars rpg have since appeared in other things, including TOR plots (thanks to a friend of mine for bursting THAT balloon since I haven't played it, grumble) and even Mass Effect 3, so now I've thrown it all out and I'm trying to plan out the smaller narrative modules for my new approach.

One of my "dream projects" has really been gnawing at my brain lately, and it could conceivably incorporate a lot of the game mechanics/systems I have planned for my other work, with the possible inclusion of my made up language. The goal there is to get enough resources together to make the screenshots for a game page upload, and then make demos of each feature to see how they test.

I haven't made anything other than design notes since december though, so I'm not certain about the viability of anything at this point.

/blogpost

RMN Battledome! Voting!

I almost feel like I should recuse myself from voting in this match due to the fact I have practiced (and at one point even taught) Jeet Kune Do for almost a decade and a half at this point, and as such could be unfairly biased towards Glaucus Mk1.

BUT I don’t really see the bot adhering to the basic tennets of JKD that closely, since lugging around a couple thousand rounds and using a mini-gun’s spray and pray approach isn’t exactly what the method is built for. Maybe the creator was going from either the interview or scene in Enter the Dragon where Bruce Lee says a gun is the best way to kill someone… but in an arena fight, eh, not so much.

Owlbot’s native defense score is already higher than Sumbot's attack stat, and it carries an 18 point advantage in agility as well, meaning that not only is it unlikely to take much damage, it is hard to hit in the first place.

Now the problem here is that the mini-gun’s rounds are going to hit like bug bites to the two ton bot’s frame, so the long range game is almost off the table entirely. With the rolling attack, I can see Sumobot actively turtling toward the enemy, trying to crush them. It is very likely though, that the mini-gun’s rounds are going to find a lot of those omni-directional eyes and take them out, effectively blinding the bot for its rolling function and forcing it to pop its head out to get its bearings.

Sumobot’s sonic disturbance module isn’t actually listed as a weapon, but I counted it as working in an earlier match so I’ll go ahead and do the same here. This could buy a fraction of a second or two of distraction before Owlbot’s Tracking sensor kicks in. Owlbot may have trouble figuring out which direction is which, but will still be able to track where the enemy and their attacks are coming from. If sumobot’s controller is smart, this brief opening will be used to close into clinch range.

Normally, it is a bad idea to clinch with JKD, due to the dangers of pak sau, groundfighting, and general conditioning involved, but the owlbot isn’t outfitted for any of that. The minigun is useless at close range, and I don’t see the grabbing arm having much effect against a two ton sphere, though it may be able to damage/remove extended limbs. The rocket fist move would backfire terribly, robbing Owlbot of its sole functional close range tool.

While Sumobot isn't going to do much damage with any one attack, the opponent is pretty much entirely out of the match if close range can be maintained. It becomes a battle of attrition at that point, and Sumobot DOES have an advantage in the energy category.

As much as it pains me to say it, in this case I see Owlbot’s JKD entirely outclassed by Sumobot’s close range game.

Sumobot +1

RMN Battledome! Voting!

author=Ark
Speed is relative, being able to move in close at high speeds doesn't mean shit when a single screw up with a 40 point decrease in defense would be total analation. Plus, if he did drop the shield. Atac has articulate enough hands to pick the shield up for himself, giving him a 40 point defense advantage, making himself a literal tank.


With the commensurate 40 decrease to agility, ATAC would end up with -10 agility! Defense without attack is meaningless.

The wild card here is 1412's retractable tower shield. Lets say he needs more mobility and discards it, now he has better agility/speed. ATAC does exactly as you suggest and scoops the shield up, only now he can't really attack. In order to go ahead and get the fight finished, he discards the shield and goes after 1412, trying to get back into close enough range for the 52 to be really effective.

At this point, it looks like 1412 is in trouble, with diminished (but still not zeroed out) defenses and possibly no where to run. He starts to attack, but ATAC flexes the rear mounted tower shields to the front to defend.

Which is when 1412 recalls his own tower sheild, which is now behind ATAC. While ATAC's own shields are in the forward position, 1412's shield crashes into the chassis from behind. It probably isn't a fight ender in and of itself, but it could buy 1412 the time it needs to keep the upper hand.

Just my opinion, of course!

RMN Battledome! Voting!

The 52 looks a lot like a less refined version of the Keysi Fighting Method, but since Keysi is really over reliant on a single tool, that isn't exactly a bad thing! I'm not seeing a whole lot of leg work though. I don't mean dancing around like in a movie, but some of the tight little tools you can use in that range would really change up the dynamic. There are ways to angle in, even as the defender, that let you take control. I like the use of broken rhythm, but I don't know if it is un-cripsy enough to confound Vacón, or if the 52 blocks would just get torn to pieces by a patient opponent who knows how to control their distance and fight in more than one range.

If the bot is able to corner its opponent and take different ranges out of the equation, it could be a different story entirely, but in an open area like say an ARENA, I think range control would dial down the threat of the 52 to a manageable degree.

Another problem here is that the 52 bot has really low agility for a style that depends on constant movement and blocking! If Battle bot: #1412 drops his shield and picks up a 40 point agility boost, 52 bot would be entirely outclassed at that point.

Battle bot: #1412 + 1

What Videogames Are You Playing Right Now?

Unfortunately, I was pretty disappointed by the ending I got in Mass Effect 3. My literal first thoughts as the credits started to roll were "Five years, three games, the price of a fourth or more in total dlc purchases... for that?"

I waited through the credits, hoping for something at the end to improve it, and the one brief scene I got only made me kind of facepalm in a "They went there, alright. I saw it coming as soon as I realized |REDACTED|, but I figured it was just accidental, and that they weren't actually going there. But they did." sort of way.

Maybe it was just the ending choice I selected. Maybe one of the other options (saying that you get a Deus Ex style three way choice at the end isn't too big of a spoiler, I hope) will feel a little better, but I kind of doubt it.

There were a few really good moments along the way, almost all of which would be spoilers, but the ending just feels rushed or forced. They wrote themselves into a corner and the only way out was a quick left turn through a brick wall.

One thing to note is that as I was walking to the ending choice area I picked, I kept trying to rationalize things from my Shepard's point of view. "I have my orders... but I'm a human being, should I..." and when I finally decided to turn around and go back for one of the other choices, it was too late. I tilted the stick back to turn around, and a cutscene took over. Maybe that is part of why I feel so dissatisfied, that my Shepard was actually having second thoughts about what he was doing, but had passed the point of no return. If that makes any sense.

I guess Bioware succeeded with their plan, since they did get my money, and I guess it says something that I've never had this exact mix of feelings on beating any other video game (or finishing a film or book series for that matter), but I'm not convinced this feeling is a positive one. I mean, all three games and dlc together, I've probably got over 100 hours into this character, and the ending I received just didn't do it for me.

The first time I beat ME2, I imported another one of my ME1 chars almost immediately to try playing the game with a different class build. I don't feel that urge with this one right now

EDIT -

Explaining the "They went there" and some other stuff too - Spoiler-ish for ME1-3

The whole Shepard = Jesus = The shepherd thing

Saviour of humanity (and everyone else), rises from the dead, the council denies him three times, he gathers disciples, temptation by the devil (Illusive Man), heals the sick (Nice application of medi-gel...), raises the dead (Rachni), etc...

I don't know, maybe it is just me, but it all combined into a single moment when I heard them tack "the" onto Shepard. It just made my eyes roll so hard I thought I might have detached a cornea or something.

This also doesn't even touch on the fact that if the relays all go nova when they are destroyed, ala Arrival, then "The Shepherd" technically killed everything, everywhere... except the squad mates who were impossibly on the Normandy, which would mean the Stargazer and little boy were the product of a new civilization solely distilled from the Normandy's crew, which could be problematic considering how many of them turned out to be Hetero-flexible, at best.



What I would have liked/My take on how it should/could have ended (everyone has one...)-

I almost think I could have swallowed a "the reapers actually won, the ending(s) are all a dying dream" easier then the mess they presented. I figured the two squadmates I took with me, namely Garrus and Liara (love interest), were killed by Harbinger's beam anyway.

Barring the Jacob's Ladder effect, I still figured Anderson was a hallucination, as well as the Illusive man.

They really beat the devil and angel on your shoulder thing to death. I expected the last choice of the game to be either shooting Anderson or the Illusive man, signifying which path you wanted to take, seeing them disappear and revealing they were just constructs in Shepard's fractured mind. Having made his decision to either kill or control the reapers symbolically, he would wake back up and stagger forward to activate the crucible.

In my version of the ending there would be no super AI child who saves every organic by killing them, just an old soldier's tortured pysche cracking under the strain of losing so many friends in the war and making the final decision.

And the relay's would have remained in tact!

Even if my Shepard keeled over and died after the last button press, I think I would have been a lot happier with that version of the ending.

Where the Reapers came from was never that important to me, and I didn't need to have a pointless chat with some ascended ai god to hand wave them at the last minute!


They could have capped it off with a nice Fallout style voice over about how each civilization fared after the battle.

What Videogames Are You Playing Right Now?

I heard about importing issues and was worried about that. In mine, the only thing that didn't transfer over was the character's appearance.

Climaxes and video games

Multiple climaxes are always a good thing. I think the piece as a whole should build to a fairly late story reveal climax fading into a nice dénouement.

There was an episode of Extra Credits that touched on this using Star Wars a New Hope as an example, showing that the entire movie built to a climax, but that each component/encounter also followed the same structure. It gave things a nice progression and made the ending feel all the more rewarding.

After seeing that, I started to analyze some of my favorite books. I noticed that the novel structure really beats that model into the ground. There is always rising and falling action and a ton of little climaxes along the way to keep you hooked, with plenty of down time to let you catch your breath.

When you bring actual gameplay and control into the mix, things get a little different, because the player's moment of climax may be slightly different than the story's. Lets take Far Cry Instincts as an example. The "Climax" would probably be the end battle with Krieger (or whatever his name is, the fact it isn't that clear of a memory, even for me is part of the point I'm about to make) where you finally get to duke it out with the guy who has been hounding you the entire game, but the biggest moment of the game for me was taking down the group of hulking Tri-gens in the fenced in area somewhere closer to the middle.

I fought them the first time with my paired P-90s blazing away. I was out of ammunition and in trouble by the time the first one fell. The second one took me out. Load the checkpoint, start again.

I decided to use only Jack's primal powers against them, the claw uppercut strike, and evasion. I sunk into the character and into the moment for a close, tense battle, with the behemoths. When I won, running across the small map to deliver the fatal blow to the last Tri-gen, I felt more accomplishment than I did during the whole "take a quad bike up a hill with rocket launcher snipers, kill your arch enemy and his army" sequence at the end. I think I was actually growling at the Tri-gens at one point during the battle. Not Jack. Me. That was the best moment of the game for me, but to the story it just seemed like a throwaway filler battle because video games need bosses every now and then.

What Videogames Are You Playing Right Now?

author=benos
spoiler
Tali died in my first play thorough but that's only because I sided with the geth
spoiler end


Reply to the spoiler:
I'm only as far as Rannoch right now, so if you're talking end game Tali death, I guess I'll get there eventually. The Upload the Reaper Code vs Let the Geth die choice actually lets you save both the Geth and Tali. I had enough paragon that when I refused to upload the code, I got the chance to rally the fleet, allow Legion to make the upload, and get the Quarians to cease fire. The only downside is that Legion has to 'die' to disseminate the rest of the reaper code and grant true intelligence to the Geth.
Reply end