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| Tales of the Legendary: Firestarter |
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Posted by: Vyperpunk - 05-19-2009, 03:03 AM - Forum: The Legendary
- Replies (5)
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Enter Tish Fuego.
Picture yourself sitting out of Phys-Ed class as a Junior in High School staring out at all the jocks and random students playing football in the field divided
into random teams. Something inside you raging with spite at each and every last one of them as they go on living their normal lives. For them... nothing is
wrong, nothing is brewing on the horizon and they have nothing save their own piddly high school melodramas plaguing them.
You envy their normalcy and because of it you find yourself stewing as you look down the bleachers at them from a bench that's all your own. Most of the
students know there's something different and dangerous about you. Year after year the silence and solitude grows because of it. No one sits with you
here or in the cafeteria, no one would have picked you to be on their team, they hate you for something that is out of your control. Not even your educators
can find a shred of empathy for your "condition."
This is your life. You're living in a mobile home with your alcoholic mother, your father unknown to you save for mother's skewed view of the man that
came and went long before you were born. She starts to get mad at you for no reason, yelling, surly and belligerent, blaming you for all her problems. You...
get so raging pissed off the furniture smolders then ignites as you yell back at her. The look on her face isn't quite the one you were going for. You
just want to be left alone, you just want the one person who you think you can share your secrets with to be civil.
But she's afraid now.
Of her own flesh and blood.
You have no friends, your only family is terrified of you... what do you do?
"Screw this." as her final proclamation before storming into her room dumping out her backpack of it's school supplies and books only to toss two
changes of clothes and sparse toiletries into it and storm out of the house. Mother scrambling to save what she could from the fires in her half drunken
stupor protesting profusely as Tish grappled and tossed the woman out the door. A concerned neighbor looking after his own calling the fire-department from
his porch across the street.
Mother cussing and screeching profanities as the hostile teen flees the scene on foot with no intention of returning. One word... mother belting
'freak' at the fleeing teen whipping round and without thought she let slip a fireball. Not at the mother but the already burning home, the neighbor
and mother figure both ducking for cover as the whole exploded. The fire-starter turning on her heel back to her path.
She would spend the following years as little more than a transient amid the Greyhound lines. Stopping in small town after small town trying to find one that
wouldn't treat her the same as her home town. Sleeping on park-benches and in bus stop lavatories till roused by the local PD and told to push on. Tent
cities and homeless shelters always found her quite, calm and appreciative of the kinship between strangers sharing that same outcast sort of lifestyle.
Come winter she would find other undesirables gravitating closer to her for the warming fires she could keep without fuel or kindling. Time past slowly as she
learned to better control when her powers would spark but as she did she realized there was more to her plight than just starting fires. The homeless were
also fearless having little left to loose and Tish learned she could empower them in ways no mere mortal should be. Inhuman speed, increased resistance to the
elements even healing.
It was a quiet night much like any other in her life as she sought out the green line, Lexington Ave Express in Southern Brooklyn to crash on a bench for a
nap. Two hours curled up around her back pack disturbed by the sound of a dispute. Tired eyes opening slowly to see a man in respectable attire being
harassed by some punks for his wallet. A full blown battle erupting as a skateboard from behind the man sought to end the argument.
Being homeless and transient Tish had seen plenty of these sort of things fizzle down to someone being in the emergency room. A slow and dull blink of her
eyes as she sat up wavering on the bench as the chap defending his belongings shrugged off every blow the pack of rabid teens let slip. His own return volleys
leaving the horde fairly unfazed. She, on a whim, rose to her feet leaving her pack on the bench as she drifted closer as fearless as any homeless teen would
be.
As she came into view a teen paused to look at her and sputter "Move along." he said curling up his lip at her daring her to start in as a concerned
citizen for a righteous beat down. Her head canting oddly a moment as her eyes drifted from the speaker to the fray to meet those of the victim who gave
warning that she not get involved with little more than the look in his eye. For a flicker she thought to back away, grab her pack and walk off. A compulsion
so deep that she turned around taking a step back to retrieve her things.
Something bit at her deep inside, something that told her if she walked away she'd be less of a person. A glance back over her shoulder she noted the wear
he began to show and without more thought than that she turned to empower the victim, nailing the punk teens motionless to the floor in rings of fire. The
tables turned in favor of the one as the teens started to drop one by one to the intended victims blows. Laying in with that same fireball that had destroyed
her mother's mobile home as they all fell down singed and weakened from her interruption.
Their intended victim left standing amid the crumpled, moaning in pain gang around his feet as he glanced down then back up at her with a sort of smirk on his
face. "Well, that was unexpected." in a nearly sarcastic tone to her as she shrugged up a shoulder dully and replied tiredly "They were
disturbing my beauty sleep." With a soft glint in his eye he offered to buy her a cup of coffee as thanks. She accepting in lieu of moving on to the
next stop to avoid the hostility that would surely follow a moment such as this one.
He'd come from a city called Paragon where people like herself and himself were widely accepted by the population. A sort of safe city for those who's
capabilities surpassed that of the placid mortality most enjoy. She took his advice and enjoyed a hot cup of coffee but declined his offer to take her in
knowing she had no where to go. Years of homelessness had made her overly cautious of the kindness of strangers. He pressed asking her if she was sure she
insisting she wasn't his problem, thanking him for the coffee and drifting out into the night to find another place to crash for a few hours.
Talk of this 'freak paradise' would plague her for weeks to come and eventually she found herself on her way if only to discredit the stranger's
claim. At each connecting line she'd ask travelers exiting for their transfers or picking through the trash for them. "The shit you do when
you've got no money but need to get somewhere." she thought while boarding that last connecting line on someone else's discarded dime.
She arriving in Atlas Park in the wee hours of the morning only to wander about this Utopian freak paradise as the great unknown. Five or six other's
wandering about the mammoth statue at the epicenter freely using their abilities to one up one another. She slipping into a quiet corner to curl into a ball
and nap for a few more hours before exploration of this place. A very soft and nearly silent sigh as she slipped into unconsciousness, her final thoughts
churning around one simple term she'd not considered since before her powers started to develop.
Hope. The possibility that she'd finally be accepted, even if in minor ways. This day being the first of many that would follow. Days which would
slowly, one by one gain her and her abilities both fame and fortune from the steaming pile of nothingness and spite she'd grown jaded because of.
She'd rise to the challenges that faced her, aide those who had once called her a freak, gaining notoriety and steam before locking her into place as one
of the city's finest.
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| Legendary Academy Files: Sue Nammy |
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Posted by: Rev Dark - 05-19-2009, 01:15 AM - Forum: The Legendary
- No Replies
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The monorail vibrated as it passed over the tracks in King's Row; the tram was crowded. Still, there was a small space that grew larger as two new figures
ambled onto the tram. They were trolls. The green skin was a dead giveaway; but this pair would have been distinct even without their Kermit hue. Trolls on the
tram were not in and of themselves illegal; but they still made people nervous.
" 'Ello me fine buncha Charlies." The first troll said in a jaunty Cockney accent. "Now the lot of you know that it is illegal to beg on the
tram. No penny for the Guy and well on too. You can't play the guitar and pass the hat." He took off his fine black bowler hat and waggled it.
"But fear not, for me mate and me have an altogether different proposition and right by the bobbies proposition. We aren't asking for money to play.
But you can drop us a pound or two to make us stop. Now, to this end, Chuckles, the Hollows Impresario presents me musical mate, take it away Gruntado!"
The second troll stepped forward and shot the cuffs of his natty, albeit somewhat ratty, tuxedo. With a showman's flair he reached into an inside pocked
and produced a pair of kazoos. He flourished them as if he had done an impressive magic trick. With no further ado, he jammed one into each flaring nostril and
blew a testing, nasal note.
A strange, buzzing, rendition of The Entertainer filled the tram. As he buzzed, Gruntado reached out a hand which Chuckles filled with an open can of beans.
The music hiccoughed as Gruntardo downed the can in one gulp; following it with a handful of Brussels sprouts and a whole head of cauliflower.
The crowd began to stir uneasily. The fear only began to show when Gruntado produced an extra-large tin of Bisto Instant Gravy granules and a battered tin
spoon. The can was emptied in a series of swallows. Gruntado continued to buzz through his song, but now his face took on a new look. The look of one
contemplating an idea, a terrible idea. With a deliberate, dramatic flourish, he raised his hand and pointed a long, knuckled finger to Chuckles, the gesture
being distinct. It spoke not a volume, but three simple, frightening words. Pull My Finger.
The crowd froze. Unsure whether to reach for their wallet or to somehow unseal the windows of the tram. Chuckles doffed his hat, waggled his eyebrows and
offered the hat around. Bills began to appear in hands. The had began to fill. Gruntado's sound suddenly took on a panicked expression.
"It's too much Chuckles!" He intoned nasally between notes of the song. "I told you the gravy was too much!"
"Oh bugger. He's going to blow. Point the other way Gruntado. For the love of 'er majesty and every corgi in the commons! Point the other
way!"
Gruntado tried to turn away from his boss, the movement of his legs was too much and his control slipped away. Then it roared away with a sound that was
somewhere between an aardvark being strangled and two gorillas tearing twenty-three feet of linen in half the long way. A short, teenaged girl, with a shock of
dark blue hair, rose and gestured. The ugly green vapor that was gathering around Gruntado's trousers was stopped and then contained as a whirlwind swept
around the trolls, slamming them together. There was a ding as the tram reached the first Atlas station, and as the door was opened, a second burst of wind
threw the trolls bodily from the tram. There was a spattering of applause as the girl looked around embarrassed at the attention.
"Hey, haven't I seen you at school," a lithely muscular blonde teen asked the blue-haired girl. I'm Raye. "Do you have a few minutes to
talk. I think I know some people you should meet."
"Um, sure." The girl said through a rising brush. "Oh! And I'm Sue. Sue Nammy."
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| Electricity in the Jupiter/Io subsystem - call for power station designs |
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Posted by: robkelk - 05-17-2009, 08:28 PM - Forum: Fenspace
- Replies (14)
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We've got people colonizing the Jovian subsystem. If I ever get the silly thing finished, chapter 5 of Legend of Galactic Girls will take place there, so I've been giving the area some thought, off-and-on...
One thing I've been wondering about is power. They're too far from Sol for solar power to be practical, and ... er... somebody beat them to the easily-available fissionables. (Get that guilty look off your face, Kohran; the exact natue of "kaboomite" is supposed to be a secret.) The locals haven't had time to get at the somewhat-harder-to-get-at fissionables yet. Fusion is a possibility, but nobody seems to have a working fusion plant before the Girls leave a copy of their tech archive with Noah. They could burn hydrocarbons (local or imported from Venus), but they need the oxygen for terraforming.
But I've been pointed at the electrical interplay between Jupiter and Io (Edit: link below), and can't help but think 5 megaampres of electricity is a pretty good source of power... if only it can be tapped.
So, given Handwavium and the state-of-the-art in Fenspace's 2010-2014, how can this power source be tapped? And who built the first rig (and thus started the Jovian power industry)?
(Sure, it's background, but it's background that might possibly actually be used in a story, maybe...)
Edit: Yuku insists on mangling the link to the article I tried citing. Take all the spaces out of the next line:
http://www.thefreelibrary.com/Jupiter+a ... spots+mark+ link -a014632858
--
Rob Kelk
"Governments have no right to question the loyalty of those who oppose
them. Adversaries remain citizens of the same state, common subjects of
the same sovereign, servants of the same law."
- Michael Ignatieff, addressing Stanford University in 2012
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| Dawn of War 2 and what it may change in RTS |
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Posted by: OpMegs - 05-17-2009, 03:10 PM - Forum: General Chatter
- Replies (9)
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So lately, thanks to a birthday gift from my girlfriend, I've been playing around with Warhammer 40K: Dawn of War 2.
First, let's get this out of the way. I'm a huge Dawn of War fan, less so a WH40K one. I've played the first DoW through Dark Crusade, and dabbled
a little in Soulstorm, though not as much given it was outsourced. I'm also an RTS junkie and it's a rare RTS that doesn't appeal to me in at least
some way. Yes, even the cheap ass ones from developers you've never heard of.
Anyway, Dawn of War was pretty revolutionary in its time. The focus on Strategic Points to generate resources as opposed to mining resources from static fields
made early expansion and conquest of unclaimed territory a big deal, making the gameplay far more aggressive than RTSes that allow a more turtling style of
play. Not to say DoW didn't allow turtling. The Necrons and Imperial Guard alone made defensive play an interesting and valid tactic. However, even with
these adjustments and other additions(squads had add-on sargeants and leader units, as well as upgradeable weapons), the game was still easily recognizable as
an RTS. The basic endgame tactic of "sit back, build your resources while fending off attack and then crush the enemy with overwhelming force" was
still viable.
DoW2 is an entirely different beast that's taken an age old argument about RTS games between me and a friend of mine and put it center stage. He noted he
always hated RTS because Patton or Rommel didn't stop, build factories for their tanks, and then strip mine Africa for resources to continue fighting each
other. They started out with the units they had and reinforcements and then made due.
Dawn of War 2 is very much in favor of this opinion. While a few teams can build structures, they're inevitably front line units designed to enhance
assaults. The Tyranids and Space Marines(which I've tried thus far) both have the ability to spawn structures which increase the hitpoint regeneration and
reinforcement speed of their squads, and the Tyranids can even aggressively "Tyranoform" the planet with massive cappilary towers that buff all
allies in their range. The Techmarine hero, by contrast, is also able to summon defensive turrets at any location, an ability that is unique to him and
categorizes him as the "Defensive Archetype" hero of the three SM top guns.
The most controversial addition from some angles has been the hero system. DoW heroes were very hands free before. You simply had them attached to a squad and
could use their powers when you wanted, but they weren't a huge impact on the battlefield after the early game where they could mop the floor with most
infantry or the late game where they got their best powers(such as the Force Commander's orbital bombardment). Here, you get one hero out of three classes
your faction has. Each has their own unique way to enhance your basic troops, but doesn't really overpower it. I find myself more often selecting them
based off what global powers the hero gives you(gameplay map powers that are in play regardless of if your hero is alive or dead), more than what the heroes
themselves allow you to do. For the Tyranids, the choice is assisted by only one hero actually producing synapse effects that larger Tyranids tend to
(Warriors/Carnifex/Zoanthropes), that being the Hive Tyrant. Another hero can gain upgrades that do this, but only the Tyrant does it from the start.
Similarly, the leveling up function is something I could stand to see in more RTSes. Units that've survived considerable battles and killed many foes have
leveled up in a simple fashion: their stats are better. They hit harder, take hits better, move faster, etc. This applies not just to heroes, but to any unit
period. Admittedly, seeing a high level spawn of Ripper Swarms is unlikely, but units with survivability(like a Carnifex) are terrifying after only a few
battles that they live through.
However, in the end, it's the little things that break it for me. Cover is very important in this game. Grenades, flamers, vehicle trample, jump jets and
teleportation all are very well designed to incorporate the cover concept by countering it. Similarly, suppression fire(firing so much that units are pinned
down and can't move as fast or at all, depending on the unit) is similarly a major factor that hasn't ever really been in an RTS. But using both of
these boils down to the bane of casual RTS players everywhere: micromanaging. The level of micro necessary to use the system to the fullest puts Starcraft
expert players to shame, almost. And the computer already knows how to do it, so playing at higher difficulties is likely to be annoying. Add in the lack of
fixed fortifications of any kind, even so much as turrets that allow me to use a few units to bottleneck a pass without worrying about the complicated
cover/suppression/infantry/vehicle dynamics, and in three multiplayer games, even with AI teammates, I've never felt like I'm playing proactively.
I'm just reacting most of the time to what the AI, friendly or enemy, is doing, and trying to add as best I can. When easy AI teammates make me feel like
the dunce newbie player that has no idea how to play the game, what's obviously a well designed and balanced game starts feeling....unfun.
It's not that DoW is a bad game. It's not even that it's not a real time strategy game. It's that it doesn't feel like an RTS. It's
captured the word of the definition while ignoring the spirit to me, which may be innovative, but there's something to be said for "if it's not
broke, don't fix it". The more "battle going back and forth" may be points in favor of combat realism, but I don't play the game for
combat realism so much as fun strategy.
Of course, I'm sure the tabletop gamers will be thrilled by a version of the game that accurately reflects the tabletop more. Me? I'll be over here
mourning my dreadnought rushes.
---
"Oh, silver blade, forged in the depths of the beyond. Heed my summons and purge those who stand in my way. Lay
waste."
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| Arc 177536: Skulls Initiation |
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Posted by: Matrix Dragon - 05-17-2009, 11:10 AM - Forum: Mission Design
- Replies (7)
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Designed to work with low level characters, capable of solo play, and only a handful of minion customs.
The Skulls twisted death cult requires their recruits to earn their place with murder, and it falls to you to stop it.
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| Battle Moon Wars |
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Posted by: Florin - 05-17-2009, 08:59 AM - Forum: General Chatter
- Replies (3)
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So I was bouncing around Tvtropes last night when I came across mention of this. That's right, it's Super Robot Wars - Type Moon style!
You start out choosing one of two original characters, either a Super type (heavy armour) or a Real type (mad wind dodging skillz) and team up with a variety
of characters from Fate/Stay Night and Tsukihime. I'm only a few missions in, but current highlights include Kohaku being Saber's new master, Arucied
watching too much anime and turning herself into Magical Girl Phantasamoon and Satsuki attacking your characters with Shining Finger.
The link only goes to the translation patch, not the actual game, but it took me 10 seconds on Google to find a copy of the game with the patch applied. Also,
the game has four Acts, but it seems the current patch only does the first three.
--
If you become a monster to put down a monster you've still got a monster running around at the end of the day and have as such not really solved the whole monster problem at all.
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