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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 49043 times)

10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #30 on: April 11, 2012, 10:15:43 am »

Hero's stats use the same system as normal stats, but you shouldn't go above 10.000. Stronger heroes will see less immediate progress, as I figure out stuff and rebalance. (Also, maxing out stats + 2 strong abilities won't work.

As for buildings stats, I'm a bit lost on that too. Some things are beneficial in some situatsuions( Like size for barricades) while being bad in others. ( Large buildings are hard to fit in.)

Ah, so we pay for our hero unit aswell?

If you want to, we can do my "battle for the military base" before the real game start. It could be usefull to have some testing before the game starts, and it will make sure that I don´t slow the others down with a battle at the beginning.
No you don't, but yout hero unit can't be worth more then 10.000 credits. Taking one weaker then that will result in stronger abilities and such.

And nah, the battle won't happen that early. If you look at the map you can see that the horde hasn't reached your base yet. Besides, I have already drawn up several missions and I think the game's system is robust enough to whistand a little asynchronous turniness.
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #31 on: April 11, 2012, 10:21:31 am »

Oh, I thought that I had to retake the base, that is was overrun with zeds or something like that. My bad.

I am not sure weather to have 3 squads in my close combat force, or 2 stronger. Right now the gamesystem seams to favor fewer stronger squads, but that depends on what kind of enemies we are facing.

« Last Edit: April 11, 2012, 10:23:02 am by Evil Marahadja »
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #32 on: April 11, 2012, 11:27:10 am »

Oh, I thought that I had to retake the base, that is was overrun with zeds or something like that. My bad.

I am not sure weather to have 3 squads in my close combat force, or 2 stronger. Right now the gamesystem seams to favor fewer stronger squads, but that depends on what kind of enemies we are facing.
Al long as the squads can avoid being overrun, stronger seems to be better. However zombies tend to specialise in numbers. Then there's always the infecton, which can kill/convert even with a little wound.
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #33 on: April 11, 2012, 12:05:25 pm »

Oh, I thought that I had to retake the base, that is was overrun with zeds or something like that. My bad.

I am not sure weather to have 3 squads in my close combat force, or 2 stronger. Right now the gamesystem seams to favor fewer stronger squads, but that depends on what kind of enemies we are facing.
Al long as the squads can avoid being overrun, stronger seems to be better. However zombies tend to specialise in numbers. Then there's always the infecton, which can kill/convert even with a little wound.

Cool, I am looking forward to defending my base, will probably be an huge disadvantage to be located down at the south, but, its fun. Oh, and shouldn't´t Hephaestus units have another ability, they are mechanical, and therefore immune to the infection?
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #34 on: April 11, 2012, 12:58:53 pm »

So, i dont know how to make spoilers, was going to be one of the first, but never found a guide. Help?

EDIT: Actually, only spoiler NAMING is the problem.

EDIT2: Im also going to need a custom base it seems...
« Last Edit: April 11, 2012, 01:03:33 pm by Donuts »
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #35 on: April 11, 2012, 01:05:21 pm »

So, i dont know how to make spoilers, was going to be one of the first, but never found a guide. Help?

EDIT: Actually, only spoiler NAMING is the problem.

EDIT2: Im also going to need a custom base it seems...
[*spoiler=name here] [/spoiler] Just remove the Asterisk*

For a custom base, just give me a general idea of what you want it to look like, and where you want it to be.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #36 on: April 11, 2012, 01:19:41 pm »

-Name Mercenary Company: The Black Ravens
-Name PC: Alfred Nimar
-Funds: 10900-11.100
-Base Smuggler's Nest
   -Resources stored:100/100
   -     Fuel stored:50/50
-Hero unit:
Spoiler: Alfred, the Deadeye (click to show/hide)

-Merc company units


Special structures:

Spoiler: Hunter Mines (click to show/hide)

Governement support units:

Spoiler: APC (click to show/hide)
]

-Name: Crow Guard
-Name: Karl-Heinz Crow aka Brother Alpha-Zero
-Funds: 1200That is, using the costs you noted, not the ones that I calculated
-Base: Cargo Airport
   -Minerals stored: 300/300
   -     Fuel stored: 150/150

Hero Units:



Special structures:
Spoiler:  Trench System (click to show/hide)

Governement support units:



Spoiler:  APC (click to show/hide)
This looks like fun. I'll fill the boxes out over time.

-Name: The Green Men
-Leader Name: Nieren
-Funds: ?
-Base: Civilian Airport
   -Resources stored:100/100
   -Fuel stored:50/50
-Hero unit:

Spoiler: Nieren (click to show/hide)

-Merc company units
Spoiler: Green Men (click to show/hide)

Spoiler: Little Green Men (click to show/hide)

Special structures:
Spoiler: Prefab Fortifications (click to show/hide)

Spoiler (click to show/hide)

Governement support units:


More changes to come.

The Spetsnaz Guards
-Name ”Papa Bear” Vladimir Baikov
-Funds: 10.000
-Base: Military airport
   -Resources stored: 100
    Fuel stored: 50


”Papa Bear” Vladimir Baikov

The Spetsnaz Guards


Spoiler: Ironclaw (click to show/hide)

Spoiler:  Red Fang (click to show/hide)


Special structures
 
Spoiler:  Advanced Barracks (click to show/hide)

Governement support units:

Im am not entirely sure what stats my soldiers should have yet, because I don´t know whats "good". If you want to give them, go ahead, otherwise I will do it soon.

How long is a miniturn? (I am considering a ability, or more like a drawback for my support units, that for some time after they deployed, they only fire at half capacity since they will need some time to deploy the machine guns.) 10 miniturns in a turn. i might increase that number.




[/quote]
-Name: Hephaestus Automated Security
-Name PC: AI Command unit C1043-S ‘Arbiter’
-Color: Orange
-Funds: 10.000
-Base:  Seaside Airport
   -Resources stored: 100/100
   -     Fuel stored: 50/50

-Hero unit:

- Merc units



Special structures:



Governement support units:
Spoiler:  Verticopter (click to show/hide)


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Ghazkull

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #37 on: April 11, 2012, 01:38:46 pm »

ah crap...your actuall right...:/

EDIT: corrected...
« Last Edit: April 11, 2012, 01:46:00 pm by Ghazkull »
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #38 on: April 11, 2012, 01:55:23 pm »

Everything looks good on my side. Do we wait until the last person join or start early?

And how does unit recruitment work?
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #39 on: April 11, 2012, 02:09:08 pm »

Everything looks good on my side. Do we wait until the last person join or start early?

And how does unit recruitment work?
1.Build barracks
2.Recruit unit
3.????
4.Profit
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #40 on: April 11, 2012, 02:16:35 pm »

Can you reserve a spot for me? Going to bed. Thanks for the answer. Also, i'd like something like a abandoned mine for base. (like smugglers den, part underground)
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Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #41 on: April 11, 2012, 03:25:01 pm »

My group look good?
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #42 on: April 11, 2012, 03:26:27 pm »

My group look good?
If you think so. I made some balancing changes but it seems I forgot to mark them. Just read through the details and see if there's anything you want to change.
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #43 on: April 11, 2012, 04:03:09 pm »

Hmm, since vehicles get a discount, I'm thinking of beefing up the Razorback a bit more. At the least, I want to give it additional fuel units. Just how quickly does a vehicle go through fuel anyway?

And as for the Tesla array, that's fine for the cover bit. Maybe it can have a set chance of revealing stealth units per turn, or maybe increasing the 'automatic reveal' distance from a unit.

EDIT: Got the new stats for the Razorback

Price: 12000-20%(being a vehicle and therefore requiring fuel)=9.600
Amount of squads:1
Vehicles per squad: 1
Fuel: 15/15 (50 per extra fuel capacity)
Health: 50
Armor: 7
Speed: 5( Campaign map speed: 4 tiles(If you ever decide to evacuate with this thingy.))
Range: 7
Damage: 5-15 (Heavy ion particle cannon)
Abilities:
-Mobile bunker:  One squad can ‘garrison’ this vehicle and benefit from its armor and speed.
Description: The Razorback follows the opposite logic than the Locus mechs. Rather than focusing on mass producing mechs, the Razorback was made to pack a punch, move quickly, and above all, take whatever punishment was directed it’s way. It was built to work with the Locus Mechs, though it can function as a shelter for any infantry unit.
« Last Edit: April 11, 2012, 11:03:38 pm by Fortis »
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #44 on: April 12, 2012, 12:08:09 am »

Merc Company Name: Swift Ops
PC Name: John Richards
Funds: 10.000
Base: Abandoned Mine (Waiting for that thing :3)
   -Resources stored: 100/100
   -Fuel stored: 50/50
-Hero unit:
Spoiler:  "Quick" John (click to show/hide)

-Merc company units
Spoiler:  Swiftfoot Agents (click to show/hide)

Spoiler:  Hardfoot Agents (click to show/hide)

Special structures:
Spoiler:  Mining Shaft (click to show/hide)

Spoiler:  Electro-Fence (click to show/hide)
Governement support units:


Oh, and if i can, i would like a custom "Paradrop Plane" :3
« Last Edit: April 13, 2012, 10:36:41 am by Donuts »
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