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  • File :1235494990.jpg-(154 KB, 464x256, servercrash.jpg)
    154 KB Anonymous 02/24/09(Tue)12:03 No.3806607  
    Oh, no Server Crash thread? Guess I'll make one.
    >> Anonymous 02/24/09(Tue)12:04 No.3806615
    It's hit a bit of a dry season. Thread 10 wasn't archived and all.

    Time to get this thing back on track. Old threads:
    http://suptg.thisisnotatrueending.com/archive.html?tags=Server%20Crash
    >> Eldrad, Actually a ZOMBY GOAST !!srlFJqQzH9+ 02/24/09(Tue)12:05 No.3806624
    Error: Thread not found.

    Please insert disc two.
    >> Anonymous 02/24/09(Tue)12:05 No.3806631
    stop forcememeing your server crash spam
    >> Anonymous 02/24/09(Tue)12:07 No.3806639
    >>3806631
    It's not a meme. Hide it if you don't like

    *Sigh* Ten threads without trolls. I suppose that's pretty well done.
    >> Anonymous 02/24/09(Tue)12:07 No.3806646
    >>3806631
    That doesn't make sense. It's not a meme. And it's not spaming. Am I being trolled? Because it didn't really make me feel angry just confused.
    >> Anonymous 02/24/09(Tue)12:08 No.3806651
         File :1235495305.jpg-(27 KB, 515x315, mandingoanitidula_s.jpg)
    27 KB
    >>3806639
    >*sigh*
    Wow, you really posted that. Damn. Now I feel bad.
    >> Anonymous 02/24/09(Tue)12:11 No.3806670
    I've only had the time to read through thread 1, but it has my attention. can someone teal dear it for me?
    >> Anonymous 02/24/09(Tue)12:13 No.3806684
    Aanyway, we should start working on crunch again. I think we could expand those classes a bit, first, since that was what we started with. They're not much yet.
    >> Anonymous 02/24/09(Tue)12:14 No.3806693
    Server Crash has reached its peak and now it's declining.
    This is how 95% of /tg/ projects work. Massive interest by half of the board for a week and then the sages and the lackluster reactions begin. In the end, no one will really give a shit anymore.
    The people who do will just sit there, dreaming off what the system could've been.
    >> Anonymous 02/24/09(Tue)12:15 No.3806697
    >>3806670
    I'll try. You know the basic Fall stuff, right? The Internet's personality got pissed, trapped us and then it's personality split right? Well all the bad stuff of the Internet became like Frankenstein's monster with Humanity as Frankenstein you know "WHY DO I LIVE? DEEESTROY" and created Cybers, which are monsters that are programmed to do two things: 1. find an image to inspire fear. 2. Kill and make humanity suffer. So all humanity's got all these perils, Cybers, Viruses and also Olds which are old military programs who are mad at being abandoned and want revenge... anyway so there's some bastions of civilization on the net called Webforts and they try to get by and survive. A lot of the other stuff is explained better on the 1d4chan page.
    >> Anonymous 02/24/09(Tue)12:17 No.3806713
         File :1235495822.jpg-(65 KB, 283x350, server crash.jpg)
    65 KB
    Server crash?
    >> Anonymous 02/24/09(Tue)12:18 No.3806727
    >>3806693
    Don't be so pessimistic. All we need is some people doing some more Crunch to finish it and we're done. People who are good at crunch. Unlike me.
    >> Eldrad, Actually a ZOMBY GOAST !!srlFJqQzH9+ 02/24/09(Tue)12:21 No.3806744
    >Dive through 3 gigs of porn

    >Dive through 300 gigs of porn.
    >> Anonymous 02/24/09(Tue)12:21 No.3806748
    >>3806713
    I'll admit, I lol'd.

    Anyway, I have a bit of a problem with Lurker's Search Bar Mastery. I mean, all search bars we have are in Google, which is like, pretty bad place to be in. I think the search bar itself could work pretty well, to balance the fact that the place is bloody hard to survive and an epic level challenge.
    >> Anonymous 02/24/09(Tue)12:23 No.3806759
    >>3806744
    Porn would be full of virii. Makes a challenge.

    In other news, do we have anything to represent the undead?
    >> Anonymous 02/24/09(Tue)12:24 No.3806764
    >>3806744
    You found a Porn Mine? Boy you'll be rich! We'll be rich! A total Porn Mine unguarded by an-ARGHHH
    >> Anonymous 02/24/09(Tue)12:27 No.3806777
    >>3806693
    >The people who do will just sit there, dreaming off what the system could've been.

    I don't think we really need too many people to keep the thing alive, as long as those who keep caring also care enough to keep talking about the stuff and working with the crunch.
    >> Anonymous 02/24/09(Tue)12:31 No.3806814
    Have tierfag and Erik both lost interest in the game? If they have then thats all bad D:
    From the looks of the wiki we still need alot of work on how firewalls work and integration among other things.

    Not fluff-wise integration but mechanically
    >> Anonymous 02/24/09(Tue)12:33 No.3806826
    >>3806814
    I think they've just been busy lately.

    However, I also think that they've provided more crunch than the rest of us put together. It's time that we started to pull our own weight, not relying on those two all the time.
    >> Anonymous 02/24/09(Tue)12:36 No.3806846
    About combat: I think we need to expand it a bit. Currently all we have is 1d10 base damage with two possible criticals. We'd have to start adding some bonuses from stats and enchantments, and penalties from enemy firewall, all that stuff.

    Also dying is too hard: Final death only after three times the hit points? Yikes.
    >> Erik 02/24/09(Tue)12:45 No.3806901
    Added 'combat' section to give an idea of how basic firewalls and dodging works; also added Modify Transparency! I'm working on it on a daily basis. Feel free to add or discuss some crunchy bits based off of other crunchy bits so we can play.
    >> Erik 02/24/09(Tue)12:46 No.3806909
    http://1d4chan.org/wiki/Erik_System_Crash_System
    >> Erik 02/24/09(Tue)12:47 No.3806914
    >>3806901

    I'm adding it slowly on a day-to-day basis. I know there are people who love the concept, so I hope they'll add some crunch to it. If you got a concept or crunchy ability, add it and we can modify it later.
    >> Anonymous 02/24/09(Tue)12:51 No.3806949
    Well done, Erik. You should make yourself heard more often, lest we think you got bored and lose hope.
    >> Anonymous 02/24/09(Tue)13:07 No.3807034
    >>3806914

    I would but I have neither the intellect or ability.
    >> Anonymous 02/24/09(Tue)13:09 No.3807054
    thing is we need interesting abilities for combat or at least different options than the normal /attack :P

    But yea we need people to make abilities and then we can play with balance and stuff.
    >> Anonymous 02/24/09(Tue)13:11 No.3807064
    >>3807054
    Script Kiddies are masters of war.

    Also should Lurkers have the ability to sneak attack?
    >> Anonymous 02/24/09(Tue)13:13 No.3807081
    When did the surfer get removed? Or was his role combined with that of the lurker?
    >> Anonymous 02/24/09(Tue)13:15 No.3807089
    >>3807081
    Surfer was combined with a lurker. There's not too much difference between the two, really.

    Maybe we can divide them much later, in an expansion pack or something.
    >> Anonymous 02/24/09(Tue)13:18 No.3807109
    Integration: Lurker

    To better avoid Virii and Cybers the lurker temporarily increases his integration and interface values. Interface goes up by X for each level of integration.

    When the lurker makes his next attack it deals X bonus damage and his integration returns to normal with a normal success roll.

    Integration has a chance of increasing if hit while under the effects of this ability.
    >> Erik 02/24/09(Tue)13:22 No.3807131
    Script Kiddies should have the ability to perform an action at the start of a round NO MATTER WHAT, which leads into this:

    Script Kiddies can share their own firewalls with other users, soaking up the ms penalty for using a firewall AND using their own firewall bonus. If no one touches it, I'll work on the rules a bit for the Script Kiddie next. I visualize it as 'I'm a firewall god, showering you other users with enough protection to get the job done' that the fluff suggests.

    Because they get to do an action at the start of each round regardless of their ms penalty; they favor BIG GIANT GUNS

    ... exe
    >> Anonymous 02/24/09(Tue)13:25 No.3807152
    >>3807131
    I think that makes sense as it gives an actual reason to play a script kiddie over the other classes. As all he can do is RIP AND TEAR he has to be able to do it well.
    >> Anonymous 02/24/09(Tue)13:44 No.3807300
    I thought hacker was the firewall god. Script kiddie is the fighter guy who deals damage by programs.
    >> Anonymous 02/24/09(Tue)13:49 No.3807336
    Erik wants script kiddies to be tanks. His idea with the firewall is just so the kiddie jumps in the way with his own firewall so the coder/hacker/squishy won't have to take the hit.

    the coders would certainly be masters of the firewall but they can only be so quick about bringing them up.
    >> Anonymous 02/24/09(Tue)13:49 No.3807337
    And speaking of firewalls, I think we should make the separation between personal and area effect firewalls, once and for all. The former is what a single character has: A program designed for personal protection of data. It'd manifest itself as clothing: Anything from shirt and pants, through flak jacket, all the way to power armors. This'd not only justify the use of clothing instead of running around naked, but also be pretty cool and allow power armors in the setting.

    The latter, then again, would be more like the power shield, cast on a certain area by the "firewall god" class - be it script kiddie or a hacker. The largest versions have their own programs that maintain them 24/7, and can cover entire webforts.

    Also, a question that was asked earlier but never answered: Lurker is the thief class, and therefore can't wear heavy armor. In this setting, the lack of armor on wizard classes (hacker and cracker) is justified in that it interferes with their abilities, but how can we prevent lurker from running around in a power armor, seeing that he's specifically made for cracking them open?
    >> Anonymous 02/24/09(Tue)13:55 No.3807372
    >>3807336
    >Erik wants script kiddies to be tanks. His idea with the firewall is just so the kiddie jumps in the way with his own firewall so the coder/hacker/squishy won't have to take the hit.

    And that's what they would do, in the same way fighters with their heavy armor in a fantasy setting would do: Running in front of the wizard and blocking the attack himself.

    It's be the hacker who'd put up actual barriers to protect the party, just like a cleric in fantasy.

    Not that these guys are just their fantasy equivalents, of course: They're pretty unique themselves. But still.
    >> Anonymous 02/24/09(Tue)14:03 No.3807427
    give the lurker a bonus to dodging for not wearing a personal firewall. his abilities seem to interface with how data flows with other entities. having a firewall on will decrease his ability to tear code from people because firewalls interfere with one another.

    its not a real legit thing but it makes sense kinda.
    >> Anonymous 02/24/09(Tue)14:07 No.3807446
    >>3807427
    It does make sense, yes. I support this.
    >> Anonymous 02/24/09(Tue)14:15 No.3807503
    wow will the lurker attacks differ from the kiddie and the other classes btw? i imagine kiddies flipping around with giant swords and stuff.

    will lurkers be prowling around behind virii and shoving their hands straight into the code of enemies and pulling out vital code? or will they use knife or other smaller codes to bleed out their enemies?

    i think something like this is an important distinction for classes. it helps typify classes and gives them identities. most of the "caster" classes are already pretty defined. i just dont know how lurkers are supposed to work.
    >> Anonymous 02/24/09(Tue)14:22 No.3807550
    >>3807503
    Imagine lurker as a combination of rogue and ranger and you're pretty much set.
    >> Anonymous 02/24/09(Tue)14:33 No.3807615
    hrmmm thats no fun i keep remembering the fluff intro to the lurker. he jumps up onto a cyber and just jams his hand into it and tears out some vital chunk of code and the cyber just distenigrates.

    maybe that could be incorporated as a coup de grace kind of attack on something that misses a lurker a certain amount of times? could be interpreted as the lurker sizing up the defenses and seeing where the important bitz are
    >> Anonymous 02/24/09(Tue)14:34 No.3807628
    >>3807615
    >hrmmm thats no fun i keep remembering the fluff intro to the lurker. he jumps up onto a cyber and just jams his hand into it and tears out some vital chunk of code and the cyber just distenigrates.

    Sneak attack. And the lurker in question was kinda epic level.
    >> Anonymous 02/24/09(Tue)14:36 No.3807645
    >>3807628
    hrm hrm true true :P i wasnt really thinking about that i suppose. anyhow do we have a mechanic for his sneak attacking or is it just a critical on some slightly lower roll? it feels like we should focus on one class at a time so we can get shit done.
    >> Anonymous 02/24/09(Tue)14:50 No.3807752
    >>3807645
    Bonus to challenge rating would be good, I suppose. Meaning more dice, meaning more damage.
    >> Anonymous 02/24/09(Tue)15:38 No.3808093
    Looking at the wiki page, Probers are needing more love...

    Prober

    If the Hacker and Cracker are wizards, then the Prober is a witchdoctor, listening to the breeze of the datastreams and using scripts like voodoo fetishes. Their method of programming is tied to the server itself, a feat most programmers give up on, due to the interface errors that guarentee a decent into madness. However, communicating through the servers and not through the web has its advantages...

    Powers

    1. Dowse Link
    2. Ping
    3. Server Forecast
    4. Force Bridged Connection
    5. Peer-to-Peer Data Transit
    6. Access: Root Command Prompt
    >> Anonymous 02/24/09(Tue)15:39 No.3808102
    >>3808093
    Probers are also supposed to be resistant to integration, because that's what they rely upon in their powers. Add that.
    >> Anonymous 02/24/09(Tue)15:57 No.3808269
    >>3808102
    One with the Ways - A prober, through their own madness in connecting to the server, have developed a deep understanding of data itself. Able to be immersed within and still being able to perceive 'reality' as it is, without bending to the siren call of Integration.

    Due to this understanding, a Prober's Integration score isn't as defined as a regular net denizen. For this reason, each rank in Probing skills reduces the negative impact of Integration to a minimum of half their true Integration value. However, a prober has their own side-effects to deal with...
    >> Anonymous 02/24/09(Tue)15:59 No.3808286
    >>3808269
    And an integration of 10 means instant destruction, even for an experienced prober. They can avoid the bad effects, but not the end result.
    >> Anonymous 02/24/09(Tue)16:04 No.3808326
    >>3808269
    This does, however, not impact the deaths one suffers at both 0% (Rejection/'Stillborn') and 100% (Death by Integration). A Prober uses their True Integration Value, not the adjusted value, to determine what feats, scripts and other mechanics they have access to.

    Basically, all this does is replace high Integration drawbacks for Prober specific drawbacks.
    >> Anonymous 02/24/09(Tue)16:09 No.3808383
    >>3808269
    >>3808286
    >>3808326

    This ends up with a Prober playstyle likely trying to get as high a Integration score as they can without suffering death at a stiff breeze.
    >> Anonymous 02/24/09(Tue)16:13 No.3808414
    >>3808383
    Harder than it sounds. There are other, unseen factors that can, temporarily or permanently, alter your integration: If something bumps it to 10, even for a second, it most likely means an instant death.

    You get to do a capacity roll at challenge rating 8 to avoid effects and have your integration score drop back to 9.
    >> Anonymous 02/24/09(Tue)16:20 No.3808483
    >>3808414
    Instant death is incorrect.
    It can be something much more pleasant or something much more unpleasant.
    >> Anonymous 02/24/09(Tue)16:24 No.3808514
    I still think you should have some sort of save against Integration 10; basically you can make 3 attempts to retain your humanity and if you fail them all you die, but if you succeed then your Integration drops by 5 to represent you trying to get as far away from the full net as possible.
    >> Anonymous 02/24/09(Tue)16:26 No.3808527
    >>3808483
    Second thought - since probers are basically witch doctors of the internet, how about they only have one fate when they reach maximum Integration?
    They just become one with the Internet, drifting apart and uniting with the data-winds.
    >> Anonymous 02/24/09(Tue)16:28 No.3808535
    >>3808514
    That's far too easy. You can't go back just like that.
    >> Anonymous 02/24/09(Tue)16:34 No.3808567
    >>3808535
    In fact, even the single CR 8 roll is pushing it. It's supposed to be an unavoidable horrific ending, kinda like in CoC when you keep messing with the elder gods. You don't get a save roll against total madness: You can only delay the inevitable.
    >> Anonymous 02/24/09(Tue)16:45 No.3808653
    >>3808527
    I second this in some threads way back we had the idea of data entities. epic probers fit this idea pretty well. we can always leave int 10 up to the admins choice for what happens to them.

    however it should automatically stop the pc from using their char. unless they make some ridiculously epic challenge rolls like 3 maximum difficulty checks in a row
    >> Anonymous 02/24/09(Tue)16:49 No.3808680
    >>3808514
    giving people a feasible save against integration i tihnk is silly. part of the integration mechanic is how if you ever hit 10 something happens whether it be for good or ill. probers and virii herders both know where integration goes and letting them get away form that takes away from the grim dark of the game i tihnk
    >> Anonymous 02/24/09(Tue)17:09 No.3808834
    So... is the opposite of Integration Disintegration?
    >> Anonymous 02/24/09(Tue)17:22 No.3808950
    Bump for OC
    >> Anonymous 02/24/09(Tue)17:31 No.3809016
    >>3808834
    well integration at high levels could lead to disintegration of your net form and your data flowing with the data of the internet itself. or a cyber manifesting itself from your corrupted data. or whatever your admin feels like really.
    >> Anonymous 02/24/09(Tue)17:35 No.3809035
    >>3808834
    There's nothing bad about being too human.
    >> Anonymous 02/24/09(Tue)17:35 No.3809041
    Wait...

    If all this is like a sorta Reboot dealie, then what about videogames encountered in the Webz? Like flash games?
    >> Anonymous 02/24/09(Tue)17:40 No.3809078
    >>3809041
    Training simulators or vicious playgrounds and arenas that cybers trap their victims inside.
    >> Anonymous 02/24/09(Tue)17:40 No.3809083
    >>3807336
    >>Erik wants script kiddies to be tanks.
    >>Erik
    >>Erik
    >>Erik

    See, this is why /tg/ efforts fail. There's always a fag who decides to "take charge" and inevitably it becomes "his" project, and the rest of us stop caring. Happened with ubersdtat, it's happening here.
    >> Anonymous 02/24/09(Tue)17:48 No.3809160
    Erik fucked up Modify Transparency, so I made it work better with the system we already have set up. You were making it too complicated, namefag.
    >> Anonymous 02/24/09(Tue)17:52 No.3809175
    >>3809083
    Then stop being so quiet and help crunch or make ideas up. if only erik does work and everyone watches then it becomes his project. stop being a name bitch and work
    >> Anonymous 02/24/09(Tue)17:55 No.3809211
    So, are Lurkers Surfers or not?

    The ranger/rogue is basically a Surfer. Unless you use specializations

    Lurker: Stealth Surfer. No mount. Roguish abilities. Defensive tricks.

    Tracer: Tracking Surfer. Somewhat "Druidic" in his internet knowledge. Offensive tricks.
    >> Anonymous 02/24/09(Tue)17:58 No.3809233
    >>3809083
    Okay, name the fag who worked ever so hard on Uberstadt.
    We all had a part in it. The simple fact is that over time, people grew tired of it and began to sage.
    The same will happen with this.
    What homebrews actually need is people with names who can be contacted and who actually focus on the homebrews.

    That's why the only successful /tg/ homebrews are by Earthflame so far.
    >> Anonymous 02/24/09(Tue)17:59 No.3809246
    >>3809078
    >>3809041
    No, they're just like any other program. They become a barter currency, like pix, or custom .exe files. For more on how this works, read the fluff stories WOPR Citadel and WOPR Revisited.
    >> Anonymous 02/24/09(Tue)18:00 No.3809254
    >>3809211
    I'm under the impression that the two have been consolidated. the lurker now has general knowhow and plays like a rogue. if we can actually finish the homebrew then we can diversifythe lurker into stealth and ranger then.
    >> Anonymous 02/24/09(Tue)18:00 No.3809257
    >>3809211
    >Lurker
    >Defensive Tricks
    Not by a long shot. Lurkers have to option to completely bypass firewalls as if they weren't there.
    >> Anonymous 02/24/09(Tue)18:02 No.3809271
    >>3809254
    Some Lurkers choose to specialize in less combat-oriented skills and choose to call themselves Surfers. They're the same beast, though.
    >> Anonymous 02/24/09(Tue)18:04 No.3809282
    >>3809233
    I think it was Earthflame, actually. After the thirteenth thread or so he moved the whole thing to a non-anonymous wiki, "to consolidate," and nothing changed past that. Kinda defeats your purpose there. Maybe he's learned his lesson since, though.
    >> Anonymous 02/24/09(Tue)18:06 No.3809304
    >>3809257
    Bipassing firewalls is basically being invisible. And you can add "I hide within the server's task schedule". Everything that is needed to go with minimal aggro
    >> Anonymous 02/24/09(Tue)18:26 No.3809440
    Wow, Erik. You really fucked up some of these skills. Creating Virii and weapons isn't TEMPORARY you dumb motherfucker.
    >> Anonymous 02/24/09(Tue)19:48 No.3810084
    All in favor of ignoring 'Eriks' Server Crash and just keeping on going with /tg/ homebrew, say I.

    Also, back to the top you go.
    >> Anonymous 02/24/09(Tue)22:07 No.3811031
    >>3810084
    if we're ignoring the trodden path i think it would be prudent to create a page with what we think works so far. that does require someone to go look through 10 pages of crunch/fluff. frankly i love the setting but i don't plan to do that

    any other very nice anonymous have the time?
    >> Anonymous 02/25/09(Wed)00:08 No.3811729
    >>3810084
    It has plenty of good stuff, too. And whatever you are saying, I'ven't seen much of anyone else giving even a shot. Actions speak louder than words.
    >> Anonymous 02/25/09(Wed)00:13 No.3811751
    how're we doing virus herder virii? does anything distinguish them from normal virii other than the holds and programs loaded onto them? when will the virii herder have to take challenge tests to control their beasts?

    all questions which should be answered by someone whos good with crunch. feels like im good at bringing up issues and not much else :\
    >> Anonymous 02/25/09(Wed)00:16 No.3811763
    >>3811751
    At higher levels, virus herder could be given an option to create his virii entirely from scratch. That's when they would be different than normal. Until then, not so much.

    But of course, homebrew virii can be deadlier if they ever infect you, because there's no cure available - unless you make one of those too.
    >> Anonymous 02/25/09(Wed)00:21 No.3811785
    >>3811763
    Program Virii
    For each 20 points of stats you give your virii the challenge rating goes up by 1.
    The challenge rating is based on (unknown).

    distribute stats as if you were creating another character. your virii's integration must be at least 6.

    hows this for programming virii? if you bought skills for swarms or mounts you could increase or decrease challenge ratings or create more virii at certain skill allocations.
    >> Anonymous 02/25/09(Wed)00:23 No.3811794
    >>3809035
    If your integration drops to 0 then you can't act at all as you are basically cut off from the data flow
    >> Anonymous 02/25/09(Wed)00:25 No.3811808
         File :1235539504.png-(16 KB, 639x690, Server Crash Weapons&Wares.png)
    16 KB
    Reposting something from the Crunch thread, still looking for stats.

    Few weapons I drew up while reading the threads.

    Norton AntiVirus
    Big. Fucking. Gun. Also, Big Fuckin' Inaccurate Gun, due to its downright BROKEN targeting system that most users just rip right out. Big, heavy, unwieldy, and takes forever to reload. But MAN you should see the blast crater.

    AVG AntiVirus, aka AVG
    Basic, reliable weapon-a shotgun with varying ammo types: wide-area "pellet," direct-damage "slugs," and other, more exotic rounds like Anti-Malware.

    VirLoader.exe
    A nasty little bit of malware reforged into a gun. Load it up with bits of leftover code from dead viruses or whatever-anything you can fit in the Containment.rar.

    Not pictured: Everything else I'm considering.
    >> Anonymous 02/25/09(Wed)00:28 No.3811822
    >>3811785
    Swarm Virii Coding
    when programming a virii for each challenge rating under your (int) stat you may program up to 3x(cap) of that virii.

    Mount Virii Coding
    when programming a virii with a challenge rating over your (int) stat you may allocate 2x(virii int) stat during its creation. note you must choose your viriis (int) before you may use this skill.

    and as a drawback to virii herders.
    Long Road to Nowhere: all virii herders know their path will ultimately lead to corruption. each corrupt virii that spirals out of control leaves its trace behind on its "master".
    Whenever a virii you control becomes too corrupt to function you gain (virii int)/2 to your corruption. if your corruption raises by 15 points in this manner your (int) raises by 1.
    >> Anonymous 02/25/09(Wed)00:29 No.3811828
    >>3811808
    Antivirus guns can pretty much vaporize most of the virii, but I don't think they should actually make craters or anything: Floor isn't made of virus.

    There would be some general weapons that'd blow shit up, though.
    >> Anonymous 02/25/09(Wed)00:31 No.3811838
    >>3811828
    it could be logiced out that since most people tear out their norton targeting systems that the gun is no longer just targeting virii but everything in the area. thus it could delete data that isn't virii/cyber/corrupt
    >> Anonymous 02/25/09(Wed)00:35 No.3811860
    >>3811838
    But it'd still be loads better against virii.
    >> Anonymous 02/25/09(Wed)00:37 No.3811871
    >>3811860
    just saying to >>3811828 that it could make a blast crater too. for this rule of cool works. blast crater spewing data yes plz :]
    >> Anonymous 02/25/09(Wed)00:51 No.3811956
    >>3811871
    Yes for Rule of Cool! It's the best rule ever.
    >> Anonymous 02/25/09(Wed)00:57 No.3812005
    >>3811729
    Unfortunately, it's a two sided blade. I'd be happy to isolate it from a single person's control and return it to /tg/ as a whole. But in the process, of course, I'd gain identity. The best method is either someone entirely neutral and/or impartial seed the wiki/resources/whatever. Anyone who has interest in the project will ultimately taint said project by creating a home for it, either by their own sense of entitlement or by anon associating your face with everything wrong with the system, bitching about cleaning things up, etc.

    Besides, I have yet to educate myself on wiki management.
    >> Anonymous 02/25/09(Wed)01:01 No.3812026
    I blame communism.
    >> Anonymous 02/25/09(Wed)01:01 No.3812028
    >>3812005
    I can't see why you couldn't throw suggestions anonymously. I also can't see why being a tripfag is such a big deal that it'd prevent you from contributing to make a setting you apparently like playable.
    >> Anonymous 02/25/09(Wed)01:01 No.3812032
    Wasn't sure how to reply to >>3811828, but >>3811838 answered far better than I could, though I WOULD include >>3811860.

    So, if people are willing to wait for about half an hour (I use MSPaint, obviously, and a laser mouse that's fiddly at best) I'd be willing to draw more stuff.
    A few random concepts:
    >> Anonymous 02/25/09(Wed)01:02 No.3812038
    >>3812032
    Virus Cores
    Upon the destruction of a virus, occasionally there'll be code left over-a Virus Core. The very basic center of a Virus, its original method of function and prime directive, are all contained within.
    That said, they make damned good weapons when thrown.
    Kill 'Em All/Chernobyl
    Designed to cause random rearrangement (Chernobyl) or randomization (Kill 'Em All), the most common affect seen when a Kill 'Em All or Chernobyl (aka CIH) Virus Core "detonates" is a massive decompiling of local data into an unstable or completely vaporous form. CIH and KEA craters usually form a rough-edged, semispherical crater filled with randomized data.
    It has been known for data to completely reform into new programs or datafiles, but more often than not they are corrupted in some way. Such windfalls should be considered dangerous until proven otherwise, and Quarantined by the corresponding fire mode of an AVG or Norton antivirus.
    Archiveus
    Usually used to capture or detain wanted cybers, programs, or felons, Archiveus causes lockup and minor damage from conversion into an encrypted state. Most often used by Janitors not given full Mod powers.
    CTX
    A rarer form of Virus Core most often used in the rapid-fire programs known as Worm Launchers, CTX is a common variant of the Cholera round. Causing the usual slowdown of Worm infection (and the associated disturbing visual effects), CTX also inverts the target's vision and visible color scheme until an antiviral is administered.
    MyDoom
    Roughly equivalent to a Meatworld shrapnel bomb, MyDoom detonates in a spray of worms that burrow into whatever they can reach. A word to the wise-that means you too, if you don't have the right armor on.
    That's all I can think of for now.
    >> Anonymous 02/25/09(Wed)01:03 No.3812042
    >>3812005
    But here's what I do know. Someone slapped their own name on Server Crash, and started dictating how development should go. By doing this, it stopped being /tg/'s project and started becoming HIS project, either by his own or by the impression anon has of him.

    Had it gone up on 1d4chan with no name, and we kept the TRIPFAG A WANTS THE GAME TO GO THIS WAY bull away from it, the ball could keep rolling.

    Why? Because that's how these /tg/ settings are. If it's OUR game, everything is well and good. If it's ERIK'S game we're all working on... it really kind of kills the motivation.
    >> Anonymous 02/25/09(Wed)01:08 No.3812078
    >>3812042
    It's not. He just chose to have a name and has contributed more than the rest of us. We can challenge him about the rules all right.

    It's still /tg/'s project, and I'm sure Erik would agree too.
    >> Anonymous 02/25/09(Wed)01:13 No.3812105
    Honestly, kinda wished this had stayed a setting rather then a system.
    >> Anonymous 02/25/09(Wed)01:13 No.3812107
    >>3812042
    well at this point it feels like ideas are being created again so how bout you help us random anons eh?

    i kinda wanna know what peoples ideas on my virii stuff are. balance issues etc
    >>3811822
    >>3811785

    also the virus cores sound pretty cool. it'd be some other loot other than porn and pix which is useful since we don't have much in the way of loot. plus visualization of it is cool
    >> Anonymous 02/25/09(Wed)01:14 No.3812109
    >>3812078
    >contributed more than the rest of us

    ... I'm just going to shut up now. Because it's a stupid argument that I shouldn't be making and takes away from the content of the thread. I'm just going to highlight that one phrase and be done with it.
    >> DybMouse 02/25/09(Wed)01:14 No.3812113
    first thread of this I read.


    I really fucking like it.


    any games running on IRC?
    >> Anonymous 02/25/09(Wed)01:19 No.3812152
    >>3812109
    Well, the rest of us are all anonymous, which makes it a bit hard to determine who is saying which, but I'm fairly certain that if we counted how many people posted here, then took all the crunch someone other than Erik came up with, and calculated the average, Erik would still have contributed the most.

    But I agree, this is a stupid argument. Let's just concentrate back on crunch.
    >> Anonymous 02/25/09(Wed)01:25 No.3812195
    >>3812113
    why hello thar nah we don't have games yet we're still crafting it. you could help us if you want look at http://1d4chan.org/wiki/Server_Crash and the archived threads at http://suptg.thisisnotatrueending.com/archive.html?tags=Server%20Crash and contribute some stuff.
    >>3812152
    >>3812109
    no more fighting this thread was rerailed quite painfully and we have some stuff going. lets keep it up fa/tg/uys
    >> Anonymous 02/25/09(Wed)01:25 No.3812196
    >>3812038
    This, with the Virus Cores, just feels a bit too 'lol MMO random drop'. I think such a thing should be extracted from a virus, and encoded properly by a programmer in the appropriate field into a stable, 'dormant' Core for handling.
    >> Anonymous 02/25/09(Wed)01:29 No.3812218
    >>3812196
    if we force everything to be pulled from corpses by programmers and coders then it'd be essential to have one. mebbe we could have cores drop very sparsely and you would need to go back to a webfort to extract/clean it up for grenade/ammo use?
    >> Anonymous 02/25/09(Wed)01:41 No.3812308
    >>3811808
    This kind of leads to a divide in weapon design. Some would obviously be meant for combating 'native' threats, but would logically be almost completely ineffective against other humans. Since there is a definite presence of raiders/pirates/unsavory fellows that would equally cut your throat for their own profit in cyberspace, one should have arms that do well against all forms of data.

    Of course, we could keep going down this route and have a 'weapon triangle' of sorts, similar to Fire Emblem. 'Corrupt Data' trumps 'Pure Data' trumps 'Antiviral' trumps 'Corrupt Data'.

    In that example, Corrupt Data weapons are viral, and work against non-corrupt data extremely well, but against security enabled targets it has a weakened effect.

    Pure Data weapons are those created to cause damage by number crunching processing force, churning through data like a chainsaw. It causes secured targets to take more damage due to the immunization and firewalls unable to keep up with the processing power needed to form the dynamic caluclations, but the highly mutable Natives (Virii, Cybers) aren't as susceptible.

    A Antiviral weapon works to stop malignant code. Against a 'clean' entity (humans, for example), there is no malicious code, so it sweeps through, only catching a few hiccups in the code. A Native, however, will feel the brute force of the Antiviral weapon, due to that same mutable code that protects them from Pure weapons.
    >> Anonymous 02/25/09(Wed)01:43 No.3812329
    >>3812218
    You'd need a coder with you in order to make it yourself, sure. But that doesn't mean you can't BUY them from a trader. Hell, its a plothook to help out a programmer in a 'farming' session. I recall one piece of fluff of a trader that kept an extensive viral stock.
    >> Anonymous 02/25/09(Wed)01:45 No.3812346
    It really is an MMO mentality to have 'do it yourself' EVERYTHING. Take a look at DnD. You COULD have one player be a item creation whore, or you could just, you know, go and buy the shit.
    >> Anonymous 02/25/09(Wed)01:48 No.3812372
    virus cores being able to be found as raw data after some kills or particularly epic virii or cybers sounds legit to me. but if others disagree then i dont mind. i was thinking you could find one very rarely or uncommonly and take it to town to see a coder if you dont have one who can refine it with you
    >> Anonymous 02/25/09(Wed)01:52 No.3812409
    Wait, this actually seems cool. I saw something in an earlier thread that made me ignore all subsequent threads.
    >> Anonymous 02/25/09(Wed)01:53 No.3812416
    >>3812372
    Viral data itself in some form of inert 'grenade'? Not really. A 'ghost' code blueprint that you can use to form your own copies of such by the magic of COPYPASTA? That would work a bit better logically. All you would need to do is apply whatever programming 'effort' into the Ghost to form an inert copy for use.
    >> Anonymous 02/25/09(Wed)01:58 No.3812458
    >>3812416
    To expand upon the Ghost idea, very rarely and/or depending on the method to subdue the enemy, you could get their 'Ghost'. Copies produced by a Ghost aren't as stable as their natural form. Viral Ghosts let you create consumable Viral Bombs, which cause a immediate but short-lived outbreak of whatever virus. A Cyber Ghost would be like a summon charm, letting you briefly create a copy of the Cyber in question to perform some simple activity.
    >> Anonymous 02/25/09(Wed)01:58 No.3812461
    >>3812416
    well i was running off the original description which calls viral cores the "The very basic center of a Virus, its original method of function and prime directive, are all contained within." so getting a core is the raw data. a coder refines it by turning it into a "grenade".

    the grenade really just releases the original code fo the virii on what hapless victim it was used on. if you can't find a coder you could always pawn off the core to travelling merchants or whoever.

    maybe there are collectors of rare virus cores. who knows they could be used for alot of things. maybe making more accurate firewalls, synthesized into virii herder mounts. make the virii core rare and useful.
    >> Anonymous 02/25/09(Wed)02:03 No.3812508
    >>3812461
    Well, I'm just trying to toss a bit of logic at the idea. It's an alright concept. I'm all for enemies leaving misc. data around, making 'native' hunting profitable. But the effect needs to be thought about just a bit further. You shouldn't be able to pick up a fragment of a virus and just toss it around later like a waterballoon. What's stopping the thing from going viral and spreading throughout your backpack?
    >> Anonymous 02/25/09(Wed)02:16 No.3812616
    >>3812508
    a coder refines it by turning it into a "grenade".
    i know i already changed my idea on it a while back :P but your ghost idea works too whatever anon feels is better/logicy is fine by me.

    and theres nothing stopping it from backfiring thats half the fun :P
    >> Anonymous 02/25/09(Wed)02:36 No.3812755
    >>3812409

    The sckript kiddie writfag
    >> Anonymous 02/25/09(Wed)03:40 No.3813256
    anyone archive this one? i dont know how
    >> Anonymous 02/25/09(Wed)06:47 No.3814083
    >>3813256
    Y'know I'm not sure if we even need to archive these at this point. As long as everything discussed is either added to the rules or deemed silly and forgotten, there's not much point anymore.

    Eh, it's archived already, but still.
    >> Erik 02/25/09(Wed)08:41 No.3814331
    My intent is that you guys will take my crunch, say "This sucks." And go and post better/modified/agreed on stuff on the wiki! This is 4chan after all. The wiki is just a place we can save this stuff instead losing it in tl;dr archives.

    Why am I creating this stuff just to get changed/modified? Well, before, Anon complained "No one is working on crunch!" Now I did and at the very least we have a resolution system.

    Besides, basic crunch is daunting and mathy.

    The people who want to run this already are probably running it with whatever generic system they want. Fluff is always more important.

    Fluffers fluff away.

    Questions for crunchers still interested:
    Skills: Are they D20 style (cheap skill ranks gives you a +1 to your check) or are they WoD style (every rank costs more, but are exponential?)

    Roles: Are we going with D20/WoW style (everyone has a role), or are we going with WoD style (every class can fill multiple roles, but have a unique way to do it?)
    >> Anonymous 02/25/09(Wed)08:59 No.3814374
    >>3814331
    >My intent is that you guys will take my crunch, say "This sucks." And go and post better/modified/agreed on stuff on the wiki!

    Worked fine so far. And your crunch does have some good stuff among it, too.

    >Skills: Are they D20 style (cheap skill ranks gives you a +1 to your check) or are they WoD style (every rank costs more, but are exponential?)

    I'd go with WoD on this one.

    >Roles: Are we going with D20/WoW style (everyone has a role), or are we going with WoD style (every class can fill multiple roles, but have a unique way to do it?)

    WoD again.
    >> Anonymous 02/25/09(Wed)10:50 No.3814815
    >>3814331
    WoD feels like it would be the best way to go. Make each rank ease the challenges on whatever it applies to.
    >> Anonymous 02/25/09(Wed)11:55 No.3815166
    Hey, I had an idea. But I'm not sure it's stupid. Could viruses lead to zombie like things? A certain type of virus corrupting people and then using them to carry on the infection? A whole legion of corrupted PCs trying to corrupt the others. Not having control of any of their functions but still being their watching what they were doing.
    >> Anonymous 02/25/09(Wed)12:03 No.3815230
    >>3815166
    There are plenty viruses in the world, and plenty more would have appeared in the hundred-odd years between the setting and present day. Zombies would not be entirely impossible.

    In fact, basically everything that infects people and turns them like itself could be brought into this setting as a virus. There could be equivalents of vampires and werewolves, for instance: They would have a stable infection that'd keep them more or less sane and conscious, but give them all kinds of nasty powers and the ability to infect more people.

    But of course, all this would have to be made in an unique way, instead of just turning them to data and being like "Eh, good enough". We don't want this setting to become Yet Another Generic Fantasy Setting Except In INTERNETS.
    >> Anonymous 02/25/09(Wed)12:03 No.3815232
    making zombies could be a viral function. but we can always leave that till after the game works before we start adding all the interesting virii and cybers
    >> Anonymous 02/25/09(Wed)12:04 No.3815235
    >>3815230
    I've been thinking lately, about what would be this setting's very loose equivalent to the undead, and I believe I have found it. Antivirus = Turn Undead and other holy stuff.
    >> Anonymous 02/25/09(Wed)12:43 No.3815551
    >>3815230
    How about instead of being still conscious it's instead just an intelligent virus in control of you?
    >> Anonymous 02/25/09(Wed)12:48 No.3815584
    Zombie.exe
    a virii that works its way around by taking hosts. it works by going through movement subroutines and taking control of any programs guiding a creatures control. hijacking them it gains a form and a way to spread itself.

    upon a successful attack the zombie.exe virii may infect others. the malignant code is quite obvious making zombification difficult. however in larger swarms zombie.exe hosts can be quite deadly
    >> Anonymous 02/25/09(Wed)12:49 No.3815604
    >>3815584
    allows for the virii to control people and for infections to be cured. but you would be fully conscious during the process. it wouldnt control the hosts speech either so that could be akin to the tradition "zombie moan"

    also given enough time your (int) would progressively raise until you hit 10 and release a new cloud of zombie.exe virii. O.O scary scary
    >> Anonymous 02/25/09(Wed)12:52 No.3815630
    Would a Virus herder be able to use the Zombie virus? Controlling a zombie army would be cool... provided there was a risk they might turn on you and then you're fucked.
    >> Erik 02/25/09(Wed)13:44 No.3815996
    So, if WoD sounds good, I've got 2nd Ed Vampire floating I can get a feel for WoD style powers...

    Minor abilities should be 5 points, Major abilities should cost 10.

    Now about ROLES, to have things covered by all classes, time to fill in the blanks!

    Social (How they deal with others)
    Virii Rider: Fame; because they're crazy enough to deal with Virii and control them, they've obtained a celebrity status.
    Hacker: Buff their interface stat.
    Cracker: Use Probing to change "attributes" to make his character more likable by what you're talking to.
    Script Kiddie: ???
    Lurker: ???

    Combat Offensively:
    Virii Rider: "Sic 'em, boy!"
    Hacker: Spam and glitch them, then use a weapon while they are in a weakened state.
    Cracker: Write an exe on the fly to target the code directly.
    Script Kiddie: Run his Batch Files, chain together his exes and RIP & TEAR!
    Lurker: Ignore defenses and attack it's weak spot.

    Virii Rider: Soaks Integration damage, resistance to corruption.
    Hacker: Uses spam to slow down opponents, stays at range.
    Cracker: Can put up the strongest firewalls.
    Script Kiddie: Can take it and counter attack just because he has a high corruption threshold.
    Lurker: Can't hurt what you can't see.
    >> Anonymous 02/25/09(Wed)13:52 No.3816054
    >>3815166
    >>3815230
    >>3815232
    How about rather than go for traditional zombies, we take a page from the hacker term instead?

    http://en.wikipedia.org/wiki/Zombie_computer

    By this method, it might be a little closer to the original voodoo term. The zombie doesn't himself realize he's infected. However, the hacker, at the flip of a switch, turns the individiual into a living weapon, spewing data at whatever his target should be.
    >> Anonymous 02/25/09(Wed)14:09 No.3816181
    I still think script kiddie is a pretty bad name. More so since Wikipedia article classifies them, as much as they can without breaking the neutrality rule, retarded assholes.
    >> Anonymous 02/25/09(Wed)14:21 No.3816258
    >>3816181
    personally i like the script kiddie name i think its pretty funny for a combat class to be a kiddie :P but if people dont like it we can always change right?
    >>3815996
    script kiddies are very straight and to the point. just like when they fight they want to be efficient and get their dealings done with.

    lurkers dont manipulate others but they seem to fall in line with what lurkers generally want.
    >> Anonymous 02/25/09(Wed)15:11 No.3816533
    >>3816258

    Maybe Script Kiddie is just what everyone calls them. They might have any number of cooler names for themselves, but everyone else on the Net ignores this and calls them scriptkids.

    On an unrelated point, would Spybots work as a very weak class of virus? I imagined them as a tiny, almost undetectable creature that latches onto a larger host and then sends information about it bakc to its master - where it's prey is, where its been, where its going, some of its weaknesses, stuff like that. They would be the "entry level" virii that are given to apprentice Riders - they learn to control viruses with ones that won't corrupt them into so much data slag if they lose all control.
    >> Anonymous 02/25/09(Wed)15:13 No.3816548
    >>3816054
    I don't see why both can't exist. One's a more stable weapon while the other... isn't. A high enough level Virus Rider MIGHT be able to control the viruses but it'd be a big risk.
    >> Anonymous 02/25/09(Wed)15:24 No.3816611
    >>3816533
    I see spybots more as AIs.
    >> Anonymous 02/25/09(Wed)15:42 No.3816735
    In the darkest places of the internet, there lie dark relics of the past. Before the Crash, these relics were mere hinderences. Now that the Internet is a much more dangerous place, these artifacts are chemical weapons of mass destruction.

    They often come in the form of large metallic briefcases. Contained within are several metallic, opaque vials containing millions of microscopic viruses. They lie dormant in the air and even when they come into contact with potential victims, they still remain sluggish, carrying no negative effect. They simply breed inside their victims, leaping from those victims to other victims. Very quickly, countless humans can become hosts to this strange virus.
    There is another section to the briefcase. A keyboard, a screen, a key and a keyhole. Often, the screen contains the name of a long lost webfort. A new name can be entered, of a new webfort. The key can be inserted into the hole and the key can be turned.
    Suddenly, throughout the internet, the virus gains control of the host's interface and begins to mass produce at a massive rate, leaving a trail of mist behind it as it sprints towards its location like a rabid dog. In less than a second, the webfort finds itself overwhelmed by countless victims of the virus, all of them spewing out that horrible mist. The mist becomes a fog. The fog becomes a barrier. All it takes is another second and all that is left of the webfort is a massive green cloud. Nothing comes in, nothing comes out. Not even communications. The virus-cloud breeds and breeds, expanding and expanding until it has no further energy to spend - it cannot breed any further. Eventually, each virus dies and the cloud swindles. The process takes days but eventually the mist parts and all that is left is a ghost town.

    The briefcase has one more trait. On it, are four letters.
    "DDoS".
    >> Anonymous 02/25/09(Wed)16:02 No.3816885
    >>3816735
    And that, my friends, is how cyber zombies work
    >> Anonymous 02/25/09(Wed)16:03 No.3816892
    >>3816885
    Just slower, hopefully.
    >> Anonymous 02/25/09(Wed)16:08 No.3816925
    >>3816892
    >>3816885
    That was just an example of how DDoS works.
    It something players will never get their hands on except in a railroad situation. It's a weapon of mass destruction that can render webfort useless for days. Sometimes, the people who weren't caught in the middle of the attack can come back days later.

    By the way, since this is the Internet, everything moves a lot faster.
    To Internet dwellers, our second would seem like hours to them.
    "Days" would be more like years to them.

    When the DDoS attack finally breaks up, the webfort can be repopulated. It's happened before, it can happen again.
    >> Anonymous 02/25/09(Wed)16:15 No.3816985
    >>3816925
    see the link
    >>3816054
    The fluff basically describes how a zombie computer works to create a DDoS attack.
    >> Anonymous 02/25/09(Wed)16:44 No.3817230
    Couple Crunch questions.
    If we're gonna nWOD this, does anyone have a copy of the rulebook they can share with this anon?

    Also, I've been trying to work on a character sheet and possibly some class skill tables. Any good ideas for general skills that any class can use?
    >> Anonymous 02/25/09(Wed)17:03 No.3817413
    >>3817230
    Decipher Code - While you don't have the knowhow to actually program, this skill teaches you certain key terms in a number of programming languages. This lets you know the gist of what what a certain string of code does. Sort of Use Magic Device meets Decipher Language.
    >> Anonymous 02/25/09(Wed)17:15 No.3817518
    >>3817230
    Some non-class specifics... lessee...

    Social Networking (knowing how to find individuals of certain types)
    Blogging (Knowing how to research(/bullshit) and report(/attentionwhore) media for other's consumption.
    Emote (the skill to convey complex ideas and emotions using a simple series of emotes, image macros and the choice curse word.)
    >> Anonymous 02/25/09(Wed)17:17 No.3817532
    >>3817230
    Is "Google Search" treated as a skill?
    >> Anonymous 02/25/09(Wed)17:28 No.3817621
    >>3817532
    Go with "Search Engine" instead.
    Basically, you know how to navigate the horrible, beast-infested wastes of Google, Yahoo!, Alta Vista, whatever you care to name.
    Also, another skill would be "Programming". Basically an equivilant to crafting - this probably needs several subsections. Firewalls, .exes, Viruses, etc.
    >> Anonymous 02/25/09(Wed)17:47 No.3817808
         File :1235602054.jpg-(192 KB, 954x1524, Lurker.jpg)
    192 KB
    some drawfaggotry ive been doing for the classes and what not.

    its good to see the thread isnt completely dead yet.
    >> Anonymous 02/25/09(Wed)17:48 No.3817822
         File :1235602125.jpg-(358 KB, 1602x1717, Lurker Code Tear.jpg)
    358 KB
    more drawfaggotry. ive got one more picture to upload. last one was more the ranger side of lurkers this one is the rogue side :]

    kind of how i visualized the intro to lurker story in the fluff.
    >> Anonymous 02/25/09(Wed)18:01 No.3817942
    auto saging gtfo D:?!
    >> Anonymous 02/25/09(Wed)18:25 No.3818151
         File :1235604330.gif-(597 KB, 1392x1194, Script Kiddie-gif.gif)
    597 KB
    last bit of server crash draw fagging i did
    >> Tierfag 02/25/09(Wed)18:27 No.3818176
    Sorry about the lack of posting, I've been busy. I'm reading the archived threads to catch up. Are we still using the tiered character sheet with plugins and abilities as HP?
    >> Anonymous 02/25/09(Wed)18:42 No.3818301
    Accidentally posted a new thread with part of my attempt at a creation section of a rulebook- my bad

    >>3818275
    >> Anonymous 02/25/09(Wed)19:03 No.3818460
         File :1235606620.jpg-(144 KB, 832x1000, domwarfinopti - (Mike P Mitche(...).jpg)
    144 KB
    I found this picture recently, thought it might make a good medium/high level virus herder with a slightly different type of herd then the usual insectile abominations. It was the mechanical arm in >>3818151 made me remember that I had it.
    >> Tierfag 02/25/09(Wed)19:09 No.3818505
    >>3818460
    That's pretty cool. From the look of his face, it seems he's starting to become infected as well.
    >> Anonymous 02/25/09(Wed)19:12 No.3818523
    >>3818505

    Yeah, that's one of the reasons I thought it would be appropriate. That, or he's quite highly intergrated and has modded himself to appear more like his pets. Being high integrity would explain the giant claw as well.
    >> Tierfag 02/25/09(Wed)19:16 No.3818545
    >>3818523
    The claw looks more like a nice .exe to me. It could be either way though.
    >> Anonymous 02/25/09(Wed)19:24 No.3818593
    >>3818176
    i believe we are using a tiered system for the skill trees but there hasnt been talk of the skill trees with plug ins as hp for a while.

    personally i think that sounds really cool. it would give the game a complete different feel than other games. but no interest in it atm it feels like.
    >> Tierfag 02/25/09(Wed)19:28 No.3818619
    >>3818593
    That's disappointing. The ability layout as HP idea was really unique and interesting. It'd definitely set the game apart as a unique system.
    >> Anonymous 02/25/09(Wed)19:30 No.3818636
    >>3818619
    you could always develop it out in parallel to eriks version of the game. anon could always fuse the two if they both work out. the two arent comepletely different.

    erik so far has been trying to figure out fighting. you could work off of some of the ideas here and other threads to flesh out skill trees. sadly server crash seems to slowly be bleeding out :\
    >> Tierfag 02/25/09(Wed)19:44 No.3818714
    >>3818636
    Alright then. Off the top of my head, here's a basic combat system that integrates decently with Erik's skill resolution system.

    >Subtract your relevant skills vs. opponent's relevant skills or static challenges, minimum of 1
    Easy enough, the relevant offensive skill minus a defensive value (Firewall seems like the best candidate).

    >Success levels
    A failure of any kind is just that - a failure. Do not hit, do not pass Go. Critical failures might have nastier consequences, but we can leave that for another time. A success is a regular undirected hit. Damage and effect may vary with the ability, but for a basic attack this means you deal one 'hit' to your opponent's outermost tier. This hit is undirected, meaning your opponent chooses what skill takes the blow. An improved success means a directed hit - you choose what you hit. Finally, a major success is akin to a critical hit. Perhaps improved damage, perhaps damage to a lower tier - I'm not quite certain exactly what a crit entails yet.

    I'll go work on what exactly hits and such entail.
    >> Anonymous 02/25/09(Wed)19:50 No.3818758
    So instead of a Cyber corrupting your code, he attacks your skills?
    >> Anonymous 02/25/09(Wed)19:57 No.3818805
    >>3818714
    I already wrote a critical table for higher-than-normal success in combat.
    >> Anonymous 02/25/09(Wed)19:57 No.3818808
    >>3818758
    the damage to your skills is the corruption taking place in your code. damaged routines wont function so well and since high level skills arent fully integrated into you yet they have a higher chance of taking a hit.

    thats how i saw it working when it was first suggested. certain things like dummy plugs and dead ends could allow you to take hits before you lose good skills. meanwhile for lurkers it could show how they get past your defense by letting them attack more basic functions of your skills.

    imagine a 3 trees coming out in a circle. the lurker hits one of the upper branches of your skills and the subsequent branches stop functioning as well.
    >> Anonymous 02/25/09(Wed)20:02 No.3818839
    >>3818808
    That is overcomplicating the system and is completely ridiculous.
    >> Anonymous 02/25/09(Wed)20:08 No.3818881
    Interesting. Possibly instead of directly attacking the skill table - keep a corruption meter, and your skills need a certain amount of "Noncorrupt" code to function? This way the players get a number to look at for their health.
    >> Anonymous 02/25/09(Wed)20:09 No.3818887
    >>3812078
    >[Erik] has contributed more than the rest of us
    BWAAHAHAHAHA!
    HA HA HA!
    HA HA, oh!
    >> Anonymous 02/25/09(Wed)20:11 No.3818900
    Samefag - do we have a rough estimate of how deep the tiers should go?
    >> Anonymous 02/25/09(Wed)20:13 No.3818914
    >>3818881
    We could just say that a certain number of ranks in each skill are lost as a temporary effect of corruption. This makes sense when you take in the fact that human minds and complicated programs both experience graceful degradation.
    >> Anonymous 02/25/09(Wed)20:17 No.3818951
    I like that. However I think that there should be a meter of Corruption, instead of the player having to keep track of how many skill ranks are gone.

    Also - would it attack your basic skills, advanced skills first, or player/gm choice?
    >> Anonymous 02/25/09(Wed)20:19 No.3818968
    >>3818951
    No, it's a universal penalty. A minus to every skill. Lower levels would be useless faster. Also, there IS a Corruption meter.
    http://1d4chan.org/wiki/Server_Crash#Damage_and_the_Corruption_Stat
    >> Anonymous 02/25/09(Wed)20:23 No.3818986
    *lightbulb*
    >> Anonymous 02/25/09(Wed)20:27 No.3819018
    >>3818986
    Care to share with the rest of the class, Jimmy?
    >> Anonymous 02/25/09(Wed)20:29 No.3819031
    General, oh, Duh, why didn't I see that.
    >> Anonymous 02/25/09(Wed)21:23 No.3819452
    While we're at the crunch, someone needs to come up with specific stats for various cybers/virii.
    >> Anonymous 02/25/09(Wed)21:30 No.3819500
    >>3819452
    We should finalize all the different types, if we actually are going to.
    >> Anonymous 02/25/09(Wed)21:32 No.3819526
    >>3819500
    Having drawfaggotry of the types wouldn't hurt, either.
    >> Anonymous 02/25/09(Wed)21:48 No.3819665
    We have an official enemy unit, now. It has stats and everything!
    It is based on the ARPANET program Reaper, coded to delete the first ever wild virus, Creeper.
    >> Anonymous 02/25/09(Wed)21:50 No.3819684
    Virus Rider start off for Class Skills
    TierL vs TierR is the specialization in either Big Virii, or Swarm Virii. Can't do both.

    1st Tier - Tame Virus (X Ranks)
    - Allows the Virus Rider to attempt an Interface Check to bring a virus under his control. The Virus Rider may tame a number of Virii whose challenge rating is equal to or lower than his Level.
    -Spending more points in this skill will add modifiers to the Interface checks, and increase the amount of Virii that the Rider may tame.

    2rd Tier - Ride Virus
    - You are familiar enough with your Virus/Virii to be able to ride them, increasing your travel speed, and letting you both attack at the same time.
    -Additional Ranks in this skill will increase speed and decrease ms for joint attacks.

    2nd TierL - Amplification Specialization
    - You've decided that you prefer Virii that are large, scary, and can take most things out with one shot.
    - There are no additional ranks for this skill

    2nd TierR - Swarm Specialization
    - You've decided that the best way to victory is in the middle of a swarm of reprogrammed Virii.
    - There are no additional ranks for this skill

    3rd Tier - Viral Resistance
    -The Virus Rider understands enough on how Virii attack humans to code into himself an anti viral corruption code. While basic at first, as the Rider gains experience and strength,and tames and studies more powerful virii, his immunity will grow as well.
    -Spending more points in this skill will increase the modifier to the Rider's defense against Virii

    3rd TierL - Amplify Virus
    - You have a program that temporarily increases your Virus' Power during battle.
    -Additional ranks in this skill will further strengthen your virus

    3rd TierR - Multiply Virus
    - You have a program that temporarily creates clones of your virii swarm. You gain an extra d6 attacks this combat, but at +? MS
    -Additional ranks in this skill will decrease the MS penalty, and maybe increase number of attacks
    >> Anonymous 02/25/09(Wed)22:18 No.3819931
         File :1235618323.jpg-(16 KB, 223x248, bunny vs. catgirl.jpg)
    16 KB
    Maybe if I use troll material, the thread will come to life again.
    >> Anonymous 02/25/09(Wed)22:19 No.3819946
         File :1235618399.jpg-(16 KB, 210x181, captain-crunch.jpg)
    16 KB
    Crunch time!
    >> Anonymous 02/25/09(Wed)22:21 No.3819967
    >>3819931
    No, but my dick has. Fapfapfapfapfap
    >> Anonymous 02/25/09(Wed)22:25 No.3820006
         File :1235618749.png-(29 KB, 239x237, what.png)
    29 KB
    >>3819931
    >bunny vs. catgirl
    >vs.
    >> Anonymous 02/25/09(Wed)22:30 No.3820052
    >>3819931

    That is some horrible art.
    >> Anonymous 02/25/09(Wed)22:34 No.3820097
    >>3807131
    Letting them have a maximum of 10 ms wait is beyond stupid and breaks the game. Stop fucking things up, Erik.
    >> Anonymous 02/25/09(Wed)22:59 No.3820336
    How should we handle non-class specific skills? Also tiered? Or just ranks?
    >> Anonymous 02/25/09(Wed)23:02 No.3820368
    >>3820336
    Well, we already have a fag dedicated to tiers, and I don't see why we'd have two different skill systems going.
    >> Anonymous 02/25/09(Wed)23:06 No.3820416
    I was under the impression that there were general skills, like Search Bar:, Programming, Decipher Code, maybe CQC and Long Range skills that every class could use - and then the class specific skills like the Virus Rider's Create Virus, and the Lurker's Sneak Attack.
    >> Tierfag 02/25/09(Wed)23:24 No.3820592
    >>3819684
    I disagree on the 'can't do both' bit. As a free point buy system, the players should be free to spend their points in both. If those who specialize in a straight swarm get a ton of tiny guys, and those who specialize in a single virus get one hueg RIPNTEAR machine, then players who get the basic abilities from both branches should be able to control a few moderate size virii. Limiting class roles is boring, I'd rather keep it as free as possible. In fact, all this talk of classes is bothering me. I thought we agreed that classes were more of archetypes than actual you-must-go-this-way class paths.

    >>3818714
    More on this:
    A single skill can take a number of hits equal to its tier number. Thus, although you have fewer skills in the upper tiers, they should take comparable amount of times to go through. It also means that higher tier skills are still valuable (they won't be gone after the first hit).

    Also, I have a slight issue with the resolution mechanic. The fact that you cannot succeed unless you have an opponent's value beat by 2 seems a bit ridiculous. Perhaps add an additional baseline d10?
    >> Anonymous 02/25/09(Wed)23:40 No.3820756
    Alright, that's easy enough to sort out when we decide how many ranks and such the skills have. I've just been organizing it into classes cause it makes it easier on me.

    I like that bit about how much damage the skills take. What constitutes a hit? 1 corruption or 1 attack that dealt you any number of corruption damage?

    Any ideas on how many tiers per "archetype" and if there should be general skills or not?
    >> Anonymous 02/25/09(Wed)23:41 No.3820770
    Samefag. Also then if players can take both virus types, changing multiply to increasing number instead of #of attacks.
    >> Tierfag 02/25/09(Wed)23:49 No.3820859
    >>3820756
    My ideas on hits and such are here >>3818714
    >> Anonymous 02/25/09(Wed)23:50 No.3820877
    Also - if players can pick and choose skills from all the archetypes, what's to stop someone from going with a lot in Cracker to get high damage output, but then throw some in Script Kiddy so he can have a big beefy firewall at the same time?
    >> Tierfag 02/25/09(Wed)23:50 No.3820881
    >>3820756
    Also, I dislike the idea of the corruption mechanic in general. The skills as HP idea is much more interesting.
    >> Tierfag 02/25/09(Wed)23:53 No.3820911
    >>3820877
    Crackers can't do their stuff through firewalls, so that wouldn't be much help.

    Besides, you have a limited number of points. You can only get so much if you don't specialize.
    >> Anonymous 02/25/09(Wed)23:59 No.3820981
    >>3820911
    I like the skills as HP as well, so I'm fine with tossing corruption. Also, sorry if I'm being a pain in the ass, but I'm just trying to make sure this isn't too easy to break and make an uber-character.

    >>3820592
    missed this, but I agree with the adding baseline d10.

    So what now?
    >> Tierfag 02/26/09(Thu)00:04 No.3821054
    >>3820981
    Completely understandable. It will definitely take some effort on our part to balance.

    Anyways, thread is about to autosage. New thread?
    >> Anonymous 02/26/09(Thu)00:07 No.3821074
    New thread sounds good to me. Do you want to archive this one?
    >> Tierfag 02/26/09(Thu)00:15 No.3821150
    >>3821074
    It's already archived.

    New thread is here >>3821147



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