Thursday, January 29, 2015

Effect vs Affect Now you know...

Affect is a verb. It means to produce a change in or influence something. In psychology they use this word to describe someone's emotional state.
Effect is a noun that can also be used as a verb. It means a change that occurred. When an "s" is added, "effects" means personal belongings.
Here is the website I got this information from.
Thank you, YourDictionary.

Tuesday, January 27, 2015

When re-installing your operating system ...

I had to install my operating system AGAIN. This is tiring. I wish Valve would get their act together and fix a few things on steam. Things like desktop icons actually matching the games they are connected to. The icons work well enough in the steam application but come on - this is just lazy.
When you re-install your operating system, I have found doing the following saves a lot of time:
1. Make a list on notepad that shows you what steps you take to put your stuff back on your hard drive.
2. Keep drivers and applications you like on an external hard drive or thumb drive and make backups of them. This saves the original CD / DVD wear and tear. Also keep older copies of the drivers and applications in case the company decides to not support you by giving you a download link anymore if you did not install from a CD / DVD.
3. Keep a hamster or cat handy to keep you company while you have to work with the hassles of an operating system company making your life more difficult where it should be as simple as copy and pasting an operating system to a hard drive. Frustration avoided by fluffiness!

Monday, January 26, 2015

New idea for defense in OGRE/GEV

I was reading Hammers Slammers and a thought occured to me. What if just ECCM and armor were not the only defenses a unit has at it's disposal against large bore weaponry and missiles? What if a unit could bring it's main armament to bear in defense of itself in order to prevent it being defeated while on the turn of it's owner?
I devised an alternate rule where the unit could forgo it's attack phase on it's turn if it used that attack phase during another's turn. The unit could still move on it's next move, just not attack anything since it already attacked in defense of itself. The main weapon or missiles could be used to try to shoot down incoming projectiles.
The defending "attack" equates to it's normal attack value minus one.
A missile tank therefore would have a 3 attack versus opponent's attacks could only move on it's next turn.
A heavy tank would have 2 attack versus opponent's attack but could only move on it's next turn.
A 3/1 powered infantry squad would have the same as a heavy tank's attack versus opponent's attack but could only move on it's next turn.
The minus one is applied to the attack number BEFORE it is combined with other weapon systems the unit may have. For example, an OGRE wants to prevent the combined attack of two missile tanks, an attack of 8, with 2 main batteries and 1 secondary battery, the odds would be (2+2+1) 5 versus 8 or 1:1 in favor of the defending unit.
First main battery = 3 attack = 3-1 = 2
Next main battery = 3 attack = 3-1 = 2
Secondary battery = 2 attack = 2-1 = 1
THEN you combine the figures. Counter fire defense is not that effective, but if you are desperate ...
By the way, you might have figured out that a unit with an attack of 1 or less cannot do counter fire for obvious reasons. Therefore, OGRE antipersonnel batteries cannot be used, it would make the tank untouchable.

I thought I would write my perceptions of love.

So, I decided to try to define certain things that are important in my life. After talking with my niece, I immediately missed being around her and her infectious laugh. :)
Here goes:

Love is someone using their free agency and sacrificing something significant in exchange for someone else's well being.
Love is not you do this for me and then I do this for you.
Love does not seek its own - love seeks what is good for others.
You cannot force or coerce love from others.
You cannot pay or buy love from others with material treasures.
The greatest treasure anyone can give is their life of their own free will, either in it's entirely or a portion of it, and hoping nothing in exchange.
Love is sacrificing yourself for others.

I try to sacrifice my time and my resources for these little ones. I love them completely as if they are my own. I am fortunant to have 13, soon to be 14, little niblings. I found recently that this is the term for nieces and nephews like 'siblings' or 'parents'.

Well, my little 6 year old niece loves to play 20 questions and is very knowledgeable for a child her age. Maybe this has something to do with her being home schooled with very dedicated parents, my brother and my sister-in-law. I am so proud of my niblings and I wish they ALL lived within 20 minutes of me. Being without a car and not being able to visit my nephews really has got me down as of late.

I know this is not game related but I thought I would break every once in a while to show that there is more to life than board games. :)

Tuesday, January 20, 2015

About Santa Claus...

I gleaned this from another website so please don't sue me...

As a result of an overwhelming lack of requests, and with research help from that renowned scientific journal, SPY magazine (January, 1990) --- I am pleased to present a scientific inquiry into the existence of Santa Claus. 
No known species of reindeer can fly. But there are 300,000 species of living organisms yet to be classified, and while most of these are insects and germs, this does not completely rule out flying reindeer which only Santa has ever seen.
There are 2 billion children (persons under 18) in the world. 
But since Santa doesn't (appear) to handle the Muslim, Hindu, Jewish and Buddhist children, that reduces the workload to 15% of the total - 378 million according to Population Reference Bureau. 
At an average (census) rate of 3.5 children per household, that's 91.8 million homes. One presumes there's at least one good child in each.
Santa has 31 hours of Christmas to work with, thanks to the different time zones and the rotation of the earth, assuming he travels east to west (which seems logical). 
This works out to 822.6 visits per second.
This is to say that for each Christian household with good children, Santa has 1/1000th of a second to: 
hop out of the sleigh, 
jump down the chimney, 
fill the stockings, 
distribute the remaining presents under the tree, 
eat whatever snacks have been left, 
get back up the chimney, 
get back into the sleigh and move on to the next house. 
Assuming that each of these 91.8 million stops are evenly distributed around the earth (which, of course, we know to be false but for the purposes of our calculations we will accept), we are now talking about .78 miles per household, a total trip of 75-1/2 million miles, not counting stops to do what most of us must do at least once every 31 hours, plus feeding and etc.
This means that Santa's sleigh is moving at 650 miles per second, 3,000 times the speed of sound. For purposes of comparison, the fastest man- made vehicle on earth, the Ulysses space probe, moves at a poky 27.4 miles per second. A conventional reindeer can run, tops, 15 miles per hour.
The payload on the sleigh adds another interesting element. Assuming that each child gets nothing more than a medium-sized lego set (2 pounds), the sleigh is carrying 321,300 tons, not counting Santa, who is invariably described as overweight. 
On land, conventional reindeer can pull no more than 300 pounds. Even granting that "flying reindeer" could pull ten times the normal amount, we cannot do the job with eight, or even nine. 
We need 214,200 reindeer. This increases the payload - not even counting the weight of the sleigh - to 353,430 tons. Again, for comparison - this is four times the weight of the Queen Elizabeth.
353,000 tons traveling at 650 miles per second creates enormous air resistance - this will heat the reindeer up in the same fashion as a spacecraft reentering the earth's atmosphere. 
The lead pair of reindeer will absorb 14.3 quintillion joules of energy. Per second. Each. In short, they will burst into flame almost instantaneously, exposing the reindeer behind them, and create deafening sonic booms in their wake.
The entire reindeer team will be vaporized within 4.26 thousandths of a second.
Santa, meanwhile, will be subjected to centrifugal forces 17,500.09 times greater than gravity.
A 250-pound Santa (which seems ludicrously slim) would be pinned to the back of his sleigh by 4,315,015 pounds of force.
In conclusion - If Santa ever did deliver presents on Christmas Eve, he's dead now. 

Thursday, January 8, 2015

Thinking about Borderlands 2 ...

I have been playing the heck of out Borderlands 2 (with the gore turned off and language filter on). I love it! I probably love it too much.
However, if they make a Borderlands 3 (After the prequel), I have some serious suggestions:
1. Include the skins with the game and make them a free DLC. Instead of charging for skins, charge for different models - you know - things that take REAL effort to create! Different clothing models and different vehicle chassis designs, not just a different paint job.
2. Instead of discovering WHOLE guns that range from very common to legendary, place common to legendary PARTS of weapons so we can design our own weaponry. You could even task the Mechromancer (hint hint) to put them together with greater success than others. Maybe each class are better at making different types of weapons with greater success than other classes. The Psycho could have a better chance of making a cool grenade with greater radius and/or damage. Th Commando could be better suited in designing or modifying Assault Rifles - and maybe even have it so a gimped secondary weapon could be attached underneath the rifle barrel to fire in unison.
3. Make the world SEAMLESS like Azeroth. Only in specific instances have a portal to that region. It really takes me out of the game when I have to wait 8 seconds for the next "area" to load. Learn from Blizzard...
Anyways, that's all I have!

The ultimate First Person Shooter...

I ask myself ... what would the ultimate first person shooter be?
I distilled the qualities of a FPS down to seven things to consider:

1. Movement is variable and interesting. Put jetpacks, portal guns, double jumps, zero-G, teleportation, burst movement, ect. into your games!
2. Weapons, tools, vehicles and defences are balanced. I cite Tribes 2 as an excellent example of this. If you have one type of weapon (like a grenade launcher) don't make a dozen iterations of it but instead one grenade launcher that can preset to behave in a different way or have a cooldown on certain abilities. Give the players the power - but in ways that does not make every player a superman.
2. Weapons and tools that can be combined or together to produce different results and therefore generate interesting gameplay. Allow players to enjoy the feeling of combining weapons and/or tools together to create an interesting tactic no one thought of and executing it with success. The first "rocket jumping" is a prime example. 
3. Environments that vary and require forethought to navigate. No one likes playing over and over in a hallway ... nuff said!
4. In single player mode, AI that is not only good at predictive shooting but use tactics with an element of self preservation.
5. In multiplayer mode, make the players earn their victories. Victories without skill or effort produce a game that will be soon forgotten.
6. Introduce elements that make a gamer say "wow" longer than the first 5 minutes. Beautiful graphics are nice to have in a game but if it at the expense of a game with interesting and rewarding gameplay, then it is just a marketing tool to sell a substandard game.
7. Give the player(s) more freedom to create their own modifications, skins, models and maps. In these modded servers, make sure people know they are modded and not the original game. Giving the player(s) more freedom makes your game more awesome and fun. I cite Minecraft, Gary's mod and Unreal as prime examples of this.