Re: [Audyssey] require cheat codes and key bordcommandsforGMAtankcommander

2011-11-11 Thread john
You don't destroy it, your in a mine field and they know the way 
out.


- Original Message -
From: austin pinto Subject: Re: [Audyssey] require cheat codes and key 
bordcommandsforGMAtankcommander


i am just at the biggnning of the stage 4 and 1 more thing what 
should
i do with the atilearry truck? cause if i distroy it with gun or 
use
standard shells to distroy it my crou tells me that wasnt a good 
move


On 11/11/11, dark  wrote:
Hi Tom.
I wasn't actually thinking about rp characters in terms of 
specific
weaknesses like superman's criptonite, but character flaws that 
make the

characters interesting people to play.

For instance in the weakly mutants and masterminds game we play, 
my
character was based on the idea of who would be the worst person 
to pickup
an iron man type alien battle armour? A slightly dim, concert 
pianist with

good intentions.

he has no idea how his sute actually works (indeed interacting 
with the
sute's ai makes for a large part of the game), he doesn't know 
super science
or indeed magic, sinse it turns out the sute is an ancient 
egyptian wrelick.
yet, these are things I've kept, sinse I don't want to alter him 
as a

character specifically.

he's grown and changed during the campeign, but character wise 
there are
sitl things I'd like to keep the same, just because even though 
it would be
dam useful to have certain skills such as science or magic, it 
wouldn't be

in his character to have them.

That for me is the interesting thing about tabletop rp, using 
the system
dice and rules to make a character who is a distinct person on 
their own and

reacts dynamically to various situations.

interestingly enough i've just come back from a one off, just 
for fun game
where there were no stats and system at all! the gm rolled a 
couple of dice
to determine things like combat actions and initiative, but the 
game was

entirely ad lib.

While not something I'd want for a long period it was great fun 
to do for a

change.

getting back to computer games, it would actually be interesting 
to have
more text walkthrough's around really. There are a couple on 
audiogams.net
but there could deffinately be more, sinse I for one do enjoy 
reading them
even for games I've already finished just to see what other 
people make of

the games.

This is even more true now that we have more complex games like 
time of
conflict and castaways, where text could possibly be a clearer 
way of
explaning tactics and stratogies coherently than trying to 
explain at the

same time in a full on audio walkthrough.

Beware the grue!

dark.


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Re: [Audyssey] require cheat codes and key bordcommandsforGMAtankcommander

2011-11-11 Thread dark
The truck is on your side, you need to follow it through the mine field, 
that might actually be why you keep dying.


Just stay behind the truck and turn when it does and you should get through 
fine,  and certainly don't destroy it.


Beware the grue!

Dark.
- Original Message - 
From: "austin pinto" 

To: "Gamers Discussion list" 
Sent: Friday, November 11, 2011 5:18 AM
Subject: Re: [Audyssey] require cheat codes and key 
bordcommandsforGMAtankcommander




i am just at the biggnning of the stage 4 and 1 more thing what should
i do with the atilearry truck? cause if i distroy it with gun or use
standard shells to distroy it my crou tells me that wasnt a good move

On 11/11/11, dark  wrote:

Hi Tom.
I wasn't actually thinking about rp characters in terms of specific
weaknesses like superman's criptonite, but character flaws that make the
characters interesting people to play.

For instance in the weakly mutants and masterminds game we play, my
character was based on the idea of who would be the worst person to 
pickup
an iron man type alien battle armour? A slightly dim, concert pianist 
with

good intentions.

he has no idea how his sute actually works (indeed interacting with the
sute's ai makes for a large part of the game), he doesn't know super 
science
or indeed magic, sinse it turns out the sute is an ancient egyptian 
wrelick.

yet, these are things I've kept, sinse I don't want to alter him as a
character specifically.

he's grown and changed during the campeign, but character wise there are
sitl things I'd like to keep the same, just because even though it would 
be
dam useful to have certain skills such as science or magic, it wouldn't 
be

in his character to have them.

That for me is the interesting thing about tabletop rp, using the system
dice and rules to make a character who is a distinct person on their own 
and

reacts dynamically to various situations.

interestingly enough i've just come back from a one off, just for fun 
game
where there were no stats and system at all! the gm rolled a couple of 
dice

to determine things like combat actions and initiative, but the game was
entirely ad lib.

While not something I'd want for a long period it was great fun to do for 
a

change.

getting back to computer games, it would actually be interesting to have
more text walkthrough's around really. There are a couple on 
audiogams.net
but there could deffinately be more, sinse I for one do enjoy reading 
them
even for games I've already finished just to see what other people make 
of

the games.

This is even more true now that we have more complex games like time of
conflict and castaways, where text could possibly be a clearer way of
explaning tactics and stratogies coherently than trying to explain at the
same time in a full on audio walkthrough.

Beware the grue!

dark.


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If you have any questions or concerns regarding the management of the 
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Re: [Audyssey] require cheat codes and key bordcommandsforGMAtankcommander

2011-11-10 Thread Bryan Peterson
You're not supposed to destroy it. I suggest you pay better attention to the 
briefing.

They're coming to take me away, ha-haaa!
- Original Message - 
From: "austin pinto" 

To: "Gamers Discussion list" 
Sent: Thursday, November 10, 2011 10:18 PM
Subject: Re: [Audyssey] require cheat codes and key 
bordcommandsforGMAtankcommander




i am just at the biggnning of the stage 4 and 1 more thing what should
i do with the atilearry truck? cause if i distroy it with gun or use
standard shells to distroy it my crou tells me that wasnt a good move

On 11/11/11, dark  wrote:

Hi Tom.
I wasn't actually thinking about rp characters in terms of specific
weaknesses like superman's criptonite, but character flaws that make the
characters interesting people to play.

For instance in the weakly mutants and masterminds game we play, my
character was based on the idea of who would be the worst person to 
pickup
an iron man type alien battle armour? A slightly dim, concert pianist 
with

good intentions.

he has no idea how his sute actually works (indeed interacting with the
sute's ai makes for a large part of the game), he doesn't know super 
science
or indeed magic, sinse it turns out the sute is an ancient egyptian 
wrelick.

yet, these are things I've kept, sinse I don't want to alter him as a
character specifically.

he's grown and changed during the campeign, but character wise there are
sitl things I'd like to keep the same, just because even though it would 
be
dam useful to have certain skills such as science or magic, it wouldn't 
be

in his character to have them.

That for me is the interesting thing about tabletop rp, using the system
dice and rules to make a character who is a distinct person on their own 
and

reacts dynamically to various situations.

interestingly enough i've just come back from a one off, just for fun 
game
where there were no stats and system at all! the gm rolled a couple of 
dice

to determine things like combat actions and initiative, but the game was
entirely ad lib.

While not something I'd want for a long period it was great fun to do for 
a

change.

getting back to computer games, it would actually be interesting to have
more text walkthrough's around really. There are a couple on 
audiogams.net
but there could deffinately be more, sinse I for one do enjoy reading 
them
even for games I've already finished just to see what other people make 
of

the games.

This is even more true now that we have more complex games like time of
conflict and castaways, where text could possibly be a clearer way of
explaning tactics and stratogies coherently than trying to explain at the
same time in a full on audio walkthrough.

Beware the grue!

dark.


---
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--
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Re: [Audyssey] require cheat codes and key bordcommandsforGMAtankcommander

2011-11-10 Thread john
Where are you in the sector? if your north of the second forest, 
your talking about the bunkers. My advice (those things are 
brutal) is to stay in the second forest (the farthest you need to 
be away from it is 10 meters north) and take out the bunkers from 
there, as they can't see you. Also, if you've got smoke, you can 
run by them an shoot from behind.


- Original Message -
From: austin pinto Subject: Re: [Audyssey] require cheat codes and key 
bordcommandsforGMAtankcommander


hi all i managed level 2 and 3 but face problem in level4 from 
the

hidden fire i dont know whare it comes from and how to distroy it

On 11/10/11, Charles Rivard  wrote:
Animal trucks?  I think you'd better go through the 
documentation and listen
to the description of the second mission that was radioed to you 
while

crossing that bridge.

---
Be positive!  When it comes to being defeated, if you think 
you're finished,

you! are! finished!
- Original Message -
From: "austin pinto" cheets its real fun but i am having problem in stage 2 ive 
distroied
all the 4 tanks but cant spot and distroi the animal truks can 
any1

please! Help me with how to spot and distroy the animal truks

On 11/9/11, dark  wrote:
Hi tom.

Well as I said cheats were a thing I used fairly constantly on 
the amigar
sinse a lot were available, but as I've grown up I pretty much 
stopped

that
precisely because it's more satisfying to play without as you 
said.


In roleplay terms it is irritating, though to be honest the 
thing I

dislike
most in tabletop games are people who play them as if they were 
automated
and just minimax their characters choosing only the best 
abilities and
skills combo without any thought of what their character 
actually does.

The
interest in a tabletop game should be dynamic story and 
character
interaction with the rules and dice used as an aide to story 
telling

rather
than them being just the point of the game as some people seem 
to think

they
are.

Getting back to computer games though, I'll admit I do use 
walkthroughs,
though usually in my case I use them to substitute for game 
instructions

and
item descriptions or as aides for game text. Mega man zero 
would've been
impossible to play without walkthroughs, sinse it has about 70 
different
items all of which appear pretty jumbled on the select screen, 
so if I
didn't check the faq and see what items were in the next level 
and where
they were I wouldn't know what I'd found, and that's not 
counting the

mission select, menues and dialogue sequences in the game.

metroid zero mission on the other hand I finished for the first 
time

without
the aide of any walkthru, and only checked one when i was going 
for a 100

percent items run, ditto with super castlevania.

The first game I ever read a walkthru for was mega man x 2 on 
the snes,
however I'd got catagorically rustrated with the game up to that 
point

after
playing for a solid six months, pluss I didn't actually realize 
I'd

already
found some of the key items sinse they made the same pickup 
sound as when

you got an extra life.

These days I actually read some walkthroughs just for fun and to 
see how

other people tackle bits of various games.

All the best,

Dark.


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