Howdy folks. I am sorry I have not produced much content in a long stretch. I think I have exhausted just about anything I could say about OGRE/GEV. Unless Steve Jackson comes out with an additional expansion that builds upon the original game, like a good sea surface or air-based variant of OGRE/GEV, I really do not have much more to contribute.
I seriously believe that Steve Jackson will never make a\n RTS Computer game based on the lumbering, building-sized cyber-tank because it would seriously dent into the profits of the board game and I agree with him.
Lately, I have been playing Hearthstone. Previously I played Magic the Gathering. This art-heavy game is of beautiful design but one practically needs a bachelor's degree to effectively play with all of the cards and unlimited combinations of probability mechanics. The game mechanics is so slippery when trying to predict the outcome of any deck and this is made much less predictable when you make the sample size a deck of 60+ cards.
Blizzard intelligently created two constants that were before quite variable in Magic the Gathering.
1. They kept the mana acquisition near linear. Every turn you got one more mana to work with, thus increasing the number and power of cards increasingly until the game is over. Rarely does a Hearthstone game last more than 10 turns. In Magic the Gathering, games could drag on for an hour.
2. The sample size of the deck is reduced to 30 cards. In reference to point #1, a player could typically be near the bottom of their deck after ten turns.
In my opinion, one simple game mechanic that ruined the game was a card that allowed someone to disproportionately destroy more minions that anything else could do. I quit every game when this over-powered mechanic is used. Thank goodness the card is relatively rare.
So, I took an assessment of my best OGRE/GEV game material. I have not played this board game in years! I might have to give some of it away to someone who would play it more often than I will. When I was a kid, I used to play this game SOOOO much! It was my starter RTS, if you will. I do have some older cardboard counters that included Mechs, buildings, ect.
Enjoy the photo spread!
Dice I am thinking of sending to a fellow GEV commander!
I thought I would tabulate a few things I think are essential to any operating system.
1. The operating system should give you the power to close ANY process on your system and it show you how these processes are connected.
2. Allow you more power over functions that deal with networking.
3. All installed programs have a text file that gives you full access to all it's processes. This would get rid of bloatware, applications calling out to IPs to dump information on you and your system and pretty much anything you are not made aware of.
4. Has the ability to run ANY and ALL applications you wish.
5. Gives you full performance of your GPU, CPU and memory.
6. Have network traffic transparent and displayed in a way that a non-network technician will understand what is going in and out of that machine. I see some network traffic I know it probably doing something I do not want it to do.
These might be pie in the sky wishes but it's not too much to ask.
Three games I want to see made:
1. Tribes 2 with updated graphics and 64 player large servers YOU can set up without DRM.
2. A game where you explore the interior of the human body with a microscopic sized submarine like in Fantastic Voyage. The game would have to be detailed and as accurate as possible where they could teach medical students about the body from the inside out.
3. A updated game where I can play a submarine as in the game Sub Culture.
My dream list of games that have not been made yet.
Blizzard is losing players. People all think that it's because of this and that that Blizzard lost 2.9 million subscribers. When they have a reason in mind that has been bugging them then it must be that reason that this happened. I believe it's called confirmation bias. It's a real term in psychology and studies have been done on it. They are losing probably losing subscribers because the last generation is moving on to families, children, lives, ect. A child will find a stick and rock fascinating ... for a while. Eventually the rock and stick will be supplanted by a rope, a tree and a stream. Then the kid will grow and find new things that catch their attention and put away the old things that don't excite them anymore. Blizzard has not really radically changed World of Warcraft for over 14 YEARS. That is a very good run for a game, however, since all Blizzard does is re-skin, re-purpose areas and instances and re-use quests ideas. Because of this, people are becoming understandably bored even though Blizzard is pouring in millions of dollars expansions. For 14 years there are really four kinds of quests: 1. The kill quest. Kill ___ of ___ and get ______. 2. Escort ______ from ______ to _______. 3. Find _______ and bring _______ to ______ at _______. 4. You have ____ minutes to do (either 1, 2 or 3 from above). The next generation then sees this game as their "dad's game" and they go and try to find a game that separates their generation. This is why you don't see kids in the 1970s wearing black leather jackets and slicking their hair back. You didn't see 1990s kids turning their collar up and saying "bodacious" or "radical". You also didn't see kids in the 1980s wearing bell bottoms and flower power shirts with long hair and wearing sandals. Blizzard, you had a good run but if you want to earn more subscribers, somewhat retire the fantasy genre and maybe make a World of Starcraft or something. It will be different enough and it would be even more expansive. Don't become something their dad used to do. Be a company that is changing their product to meet the wants of the consumer that is spending $15 a month (that's $180 a year!). That is not counting that each expansion is about $40-$50. The possibilities CAN be endless with a company with tons of financial resources. Because they have to maintain the status quo, like many HUGE corporations, they don't change too much. This has been the downfall of many a corporation. The cycle of corporations: 1. A small company with an excellent an innovative product or service dreams of pleasing the consumer. They are humble and honest. This draws in people because they like it when companies listen to them and respect them. They know that this company really wants their money but this company is willing to WORK for it. 2. The company prospers greatly because of the foundation of honesty, innovation and humility. They become a huge company. 3. The company becomes a corporation and then becomes so large that the consumer becomes just another statistic in their business model. They marginalize the consumer's needs, deliver a product that is not innovative and even go as far as to silence the opinions of those that attempt to disrupt the status quo. This is the beginning of the end for this once great, consumer friendly, company. Blizzard, unless you give innovative services and products, you will dies just like THQ, SEGA, Atari and Paragon.
Reason why not to do it (according to me) 1. It's dangerous. 2. It's cowardly. 3.They could be diverted from where they are actually needed. It uses up valuable police resources that could be used elsewhere. 4.It's expensive for the town to host false house clearings because you got mad in a video game.
It costs an average of $10,000-$12,000 to send a SWAT team to a house to get it secured. 5.It reduces their effectiveness a little because they would have to wonder "is this another SWAT 'prank' ".. 6. It shows just how little self esteem you have if you have to get "revenge" on someone because of a stupid video game. 7. Someone is doing 25+ years in prison time for doing this. 8.It's dangerous.
Oh wait did I say that already?
Yeah, I did because you can indirectly KILL someone if someone has a heart attack or is shot by a man thinking his house is being broken into by criminals (which happened).
Maybe I repeated that one because the first and last line on a list is the most remembered.
But maybe that's what you want to have happen if you have that little self esteem.
I don't know.
You are the lowest of the lowest of cowards. If you were a REAL man, you would go to his house and offer to fight him.
But no, you are a pathetic gamer with too much time on your hands and your parents are on the verge of kicking your worthless carcass to the curb. Slowly destroy your own life through diabetes or heart disease if only do not spread your misery through techniques like this. Self destruct your own life, not other's lives.
You know what? The MAIN reason NOT to do it? Only stupid immoral people need numerous reasons NOT to do something that could kill someone. You don't do it because it's fundamentally immoral.
It's that simple: Because it's wrong.
Maybe your parents didn't teach you right from wrong and now the internet has to. That is just pathetic and sad.
Rules for the internet: 1. Do not trust anything anyone says verbally or in text unless you have known them for at least a year and have met them in real life. 2. Do not reveal your real name until you meet them in a public place and establish rapport. 3. Do not give out any number sequences that betrays where you live. 4. Do not give our your phone number or any number or email where you can be reached unless these are disposable. 5. Do NOT give out financial information and numbers over the internet. You want to get your Identity stolen? This is how. 6. Always confirm requests for action or information with a phone number you have found separately from their suggestion. Companies will never ask for personal information over the email or phone if you did not contact them first. Don't be that poor fish on the other side of the fishing pole. No matter the "consequence" or "reward" they will pressure you to action in the moment. 7. I you have to talk on a voice app like Mumble, Teamspeak or Ventrillo, use a VPN like Softether. Link: https://www.softether.org/ 8. Do not post pictures or video of children or other people without their permission. 9. Do NOT post pictures of young children on YouTube, Tumbler, Pintrest, Facebook or anywhere else you do not want a pedophile to see. They have ways to finding these pictures. 10. Do not have ANYONE take naked pictures of yourself. They WILL eventually be used against you. 11. Do not illegally download any executable files from unfamiliar site. These are virus delivery systems designed to play on your need or want of free programs that cost a lot of money. 12. Do not argue with people on the internet. You will never win. 13. Always cover your cam and mute your mic when they are not in use. 14. Do not tell others any weakness or medical conditions you have have. Internet people will use that information against you. 15. Do NOT give out information that could identify anyone you know to the internet. 16. Keep important information you use seldom on an external hard drive or a thumb drive and then disconnect it from the internet and only access if offline.
I am sure there are more rules out there but these are good ones to follow. I will probably update this list as time goes on.
A first person shooter jet pack game should have certain constants built in:
All energy is absorbed at a 1 damage per energy point. Maintaining the shield costs 1 suit active energy per seconds of operation. Maybe you change this to 15 seconds or even 5 second depending on how much endurance you want the shield pack to have. Maybe having the shield pack last for 20 seconds would make an light suit too powerful and imbalance the game.
This is why I like having fundamental constants:
Every power suit in the game is set at 100 energy
Every humanoid life-form in the game is set at 100 health.
Every humanoid life-form without a power suit has a walk speed set to 2 m/s.
Every humanoid life-form without a power suit has a running speed set to 5 m/s.
All suit jets use 1 energy per 1 second of operation.
Acceleration of the jet pack is set at 10000N*Second of thrust per 100 energy expended. Holding down the jet pack fire button, initiates an acceleration of (Thrust / Mass)m/s². A 200kg light suit would accelerate at 50m/s² burning the entire pack energy supply while a heavier 750kg heavy would accelerate at about 13m/s² after using up the whole 100 energy. An unprotected humanoid could wear a jet pack with no other equipment at have a mass of 120kg and therefore accelerate at about 83m/s² by using up the entire 100 energy. However, the acceleration forces would cause the pilot to pass out and maybe cause lethal collision or falling situations.
It takes a pilot to empty a jet pack of energy in under 5 seconds. The acceleration given by a jet pack is thus divided by five. If a jet pack has a acceleration of 50m/s² per 5 energy, at 4 seconds into the "burn", the player will be at 40m/s² (80% of 50m/s²). In 1 second, the player will be accelerating 10m/s², 1 second later, 20m/s², ect. One cannot just use up all 100 energy in the pack in one second. The rate of usage can be modified by laying off the jet fire button. Stutter firing the jets is more efficient.
Every power suit has a friction value of 1 when walking on solid ground or metal.
Every power suit has a friction value of 0.1 on solid ground when "skiing" when over a velocity/mass of 10m/s/Kg. A power suit, therefore, with a suit mass of 450kg (with pilot) would need to have a velocity of 45m/s before skiing. A lighter suit with a mass of 250kg (with pilot) would only need a velocity of 25m/s before starting to ski. Gravity manipulators and downward slopes can help reduce the initial speed requirement (because gravity is acceleration). The rational behind a need for initial velocity is that trying to create a very low friction on a solid surface would take a LOT of energy (more than the suit has) to constantly modify a large volume beneath it.
Every humanoid life-form is set at 95kg base weight (assuming clothing, suit inner liner, insignificant equipment, ect.).
Every humanoid life-form hit box is set to 2m in height and .5m wide.
Every humanoid life-form has a head sphere on top of a 1.75m x .5m hit box of .25m. Hitting this "head" does double damage to the health from piercing weapons (lasers, bullets, spears, arrows, ect.)
Every humanoid life-form occupies 100 liters of volume without the power suit.
Every humanoid life-form has a density of 0.95kg of mass per 1 liter of volume (allowing the individual to NOT sink while in a medium similar to water or sea water).
Every humanoid life-form outside of their power suit (which compensates for excess gravity and acceleration) in the game has acceleration (G) resistance set to +50m/s² before G-lock and negative acceleration of -30m/s² before G-lock. Therefore, the relation of a player to a gravity field, natural or artificial, can be tactically significant. If you want to get a better idea of this relationship of speed and time, go here: Acceleration Calculator.
Every suit has an acceleration compensator for dealing with positive and negative G's. It can be set to allow G-forces to be applied to the individual inside the suit before energy is used to counteract potentially harmful or even lethal amounts of acceleration. Damage can be applied to the suit normally but the blast is what is absorbed. Maybe have this set to +50m/s² and -30m/s² before energy is used to counteract acceleration forces. For every +25m/s² and -15m/s² in change it uses up 1 suit reserve energy (which regenerates VERY slowly).
For a comparison, TNT has an explosive velocity of almost 7,000m/s. Roughly translated to an 96kg individual unprotected by a power suit, that is about 75m/s² acceleration (for that one second only). The suit would absorb the 50m/s² leaving 20m/s² gravity to deal with. Maybe the player would use energy in accelerating in the direction of the explosion or "going with the flow" to reduce the acceleration effects. Your jets can accelerate your suit
Every suit is set to an energy regeneration of 1 energy per 1 second
Every pack that is set to a specific use (radar, stealth, shield, jammer) are all set to a usage rate of 1 energy drained for 1 second of operation. The effects are modified by this constant. No doubling or having the energy usage rate.