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Author Topic: Everlasting Mecha War (Accept List Up, Still Open)  (Read 11531 times)

Tsuchigumo550

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Everlasting Mecha War (Accept List Up, Still Open)
« on: April 23, 2012, 05:34:22 pm »

So then, the idea behind this is post-apocalyptic mech wars- that never end.

First off, you need to create a [Base.]
You can spend up to 350 points on each of the three sections of a base, in blocks of 25 points.
Agriculture: 5 points supports one crew.
Hangar: Every 10 points allows for another mech to be stationed, however, it takes 25 per mech to be able to upgrade and repair.
Defense: Defenses are your base's defense against invaders. Every 25 points in this gives another 100HP to the health of your base.

Once your base is made, you'll require a [Crew.]
Crew members are as follows:
-Researcher: Once per turn, generates one Research point. You can spend these on weapon suggestions. More points means more chances to get the weapon, however, it must be reasonable (If it's got amazing power, it won't have much ammo or something.) If a request is bad, no points are lost.
-Engineer: They can repair a unit once per turn, and can use a Research point to increase one of your mech's stats.
-Backup Pilot: Not required. They can bring out a mech during an assault without the need of the base's controller to be online (I.E., you say 'Retreat at x HP, blah blah, and I'll do the fighting.)
-Speaker: Needed for trading between bases. If two players agree to a trade and have a Speaker, then it's a viable trade.
-Interrogator: Capturing an enemy unit and having this on base allows you to obtain one of the enemy technologies or mech parts you don't have.
---

If you really don't feel like messing with anything, grab an Engineer and two Researchers at start, then maybe grab a Speaker and Backup pilot.

---

Mechs have three components, shells, cores, and mods.
The shell is the most basic of the suit, determining how many weapon slots a mech has and all stats except for Shields and Energy.
Cores are generators, they determine sheild strength and generator power.
Mods are parts that modify the basic stats of a shell and generator. They are not mandatory, but they are the most common drops.
The first three starter shells are:
Spoiler (click to show/hide)
---

Weapons come in three variants, metal, heat, and chemical.

Metal weapons do not have any fun modifiers.
Heat weapons cut through a shield with damage x1.2, but do less to a shell at x0.8
Chemical are reversed, x0.8 shield damage and x1.2 shell damage.

Weapon stats depend on the type of weapon.

There are also starting weapons to choose from:

Rifles

[spoiler]

Anubis-I
Fire [10/3] (Damage and fire rate. 10 is base damage, 3 is the number of attacks and ammo consumption. This rifle, assuming all shots hit, does 30 damage.)
Ammo [30M] This shows ammo type and total. This weapon has 30 metal shots. M is metal, H is heat, and C is chemical.
Accuracy [80] The chances of an attack hitting out of 100. So this hits 4/5 times, theoretically.

Mantis-I
Fire [30/1]
Ammo [20C]
Accuracy [90]

Carat I
Fire [5/5]
Ammo [50H] Heat rounds use either ammo, or, if the box reads "HE", the number is the energy consumed by the rifle from the generator.]
Accuracy [75]

---Launchers---

Launchers have two extra stats, [type] and [launch]. Type is the missile type, which can be "Ballistic", "Charge", or "Chaff". Ballistic is straightforward, like metal bullets, Charge ignores shields but are often not very good to use other than this fact, and Chaff missiles are a guaranteed, but often cheap, hit. Launch is either [Horizontal], which has no fun additions, [Vertical] which hits the next turn, and [Angled] which always fire at the start of a turn.

-Dragonbreath 01
Fire [40/1]
Ammo [1]
Accuracy [80]
Type [Charge]
Launch [Vertical]

ERMS-01
Fire [15/3]
Ammo [9]
Accuracy [85]
Type [Ballistic]
Launch [Horizontal]
Lastly, there are blades.
Blades only have Fire and Accuracy stats.

Fox Fang
Fire [10/4]
Accuracy [80]

Scorpion
Fire [30/1]
Accuracy [85]

Rapier-X
Fire [50/1]
Accuracy [20]

---


So now you have your base and your fully built mech. Two last things before you're done though...

Pilot Stats
This is simple. For every 3 kills a pilot gets, a level point is given. Level points are used on these:
Rifle Aim : Rifles gain +5 accuracy for each point, but cannot reach over 95 for a rifle.
Launcher Aim :Above with rifles.
Blade Combo : For every two points, gives another strike with blades.
Rife Capacity : Each point raises total rifle ammo by 5.
Launcher Capacity : Same as above with rifles.
Blade Critical : Each point gives a 5 percent chance to deal an extra 10 blade damage
Escape: One point allows a pilot to be retained after death. If he/she loses in combat, this point is removed along with three out of every four points in other stats. In such a way that 2 points becomes 1 point, and 5 points becomes 2 points.

Pilots need a name, age, gender, and page with all the information from this page. People in your base can be given as littte of a description as "researcher" to something more dwarfy.

With pilot stats down, a base, and a mech, there's just one last step, i pwomise.

Location. This has no effect until we get 8+ people. You can have any of the four theatres: Northern, Eastern, Southern, and Western. Each has it's own common weather, battlefields, and tasks to do when not PvPing.

It sounds really complicated, but it will get easier once everything is made. Changing something out is a simple copy/paste. You have near direct control over new weapons, and they can always be whored through tasks...

Tasks: There are things to kill. Go do it, and you get rewarded with some random drops. If you do well, you may get to name a never-before-seen part, mod, or weapon.

« Last Edit: April 27, 2012, 10:17:08 am by Tsuchigumo550 »
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adwarf

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #1 on: April 23, 2012, 05:58:27 pm »

Base:
Name: North Star
Owner: AUTUMN Corp. (This base runs them)
Locale: Northern

6 Agriculture Blocks (150 Points, Supports 30 People)
5 Mecha Hangers (125 Points, 5 Fully Upgradable Mechs)
3 Defense Blocks (75 Points, +300 HP to Base)

Crew
19 Researchers
5 Engineers
2 Traders
3 Backup Pilots
1 Interrogator

Mecha:
Straight-Shot
Shell: Kitsune
Core: Mythril-C
Weapon: Mantis-I
Pilot: Lilian Karken

Nine-Banger
Shell: HVAU-01
Core: Youkai II
Weapon: Carat I, Dragonbreath 01
Pilot: Halford Hinders

Frontline-01
Shell: Kitsune
Core: Law-001
Weapon: Carat I
Pilot: Finley Daners

Frontline-02
Shell: Kitsune
Core: Law-001
Weapon: Carat 1
Pilot: Stanley Daners

AUTUMN's Blade
Shell: Kitsune
Core: Mythril-C
Weapon: Fox Fang
Pilot: Leon

Pilots
Name: Leon
Age: 19
Gender: Male
Bio: An orphan Leon grew up on the street, and was quickly chosen by the AUTUMN Corp. when they started their mecha program.

Name: Lilian Karken
Age: 25
Gender: Female
Bio: N/A

Name: Halford Hinders
Age: 35
Gender: Male
Bio: N/A

Name: Finley Daners
Age: 17
Gender: Male
Bio: N/A

Name: Stanley Daners
Age: 17
Gender: Male
Bio: N/A
« Last Edit: April 27, 2012, 03:38:47 pm by adwarf »
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Draxis

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #2 on: April 23, 2012, 07:14:19 pm »

Spoiler: Old Post (click to show/hide)

I will keep an updated player sheet here.

Spoiler: Base Information (click to show/hide)

Spoiler: Mechs (click to show/hide)

Spoiler: Pilots (click to show/hide)

Spoiler: Default Defense Orders (click to show/hide)

RAM keeps a post with player sheets and links rules and missions to  here: http://www.bay12forums.com/smf/index.php?topic=108060.msg3221935#msg3221935
« Last Edit: April 28, 2012, 10:26:22 am by Draxis »
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adwarf

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #3 on: April 23, 2012, 07:15:59 pm »

That one I'm going to arm with experimental equipment, mods, etc.
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Draxis

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #4 on: April 23, 2012, 07:21:34 pm »

No, they can carry up to 3 or 4 guns each.
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adwarf

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #5 on: April 23, 2012, 07:22:25 pm »

Ah that, theres nothing else I want to arm them with. Anymore gear they'll get will be my inventions
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thatkid

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #6 on: April 23, 2012, 07:49:29 pm »

I'll bite. Since I can't seem to find a skeleton, I'll just copy adwarf's wholesale. I'm assuming I can have as many mechs as I can fit in my hangar, if not just ignore any that aren't marked as upgrade+repairable

Spoiler: Base and Crew (click to show/hide)
Spoiler: Mechs (click to show/hide)
Spoiler: Pilots (click to show/hide)
« Last Edit: April 26, 2012, 09:05:26 am by thatkid »
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Draxis

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #7 on: April 23, 2012, 08:21:37 pm »

I should point out that the missile launchers are terrrible, because they have far fewer shots than guns and not much better damage per shot.
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thatkid

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #8 on: April 23, 2012, 08:22:56 pm »

Good thing everyone comes with a rifle and sword (or two rifles) along with it, at least for my dudes.
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filiusenox

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #9 on: April 23, 2012, 08:28:10 pm »

Posting to reserve until I figure out the maths.

Also: Can I just create one Mech? I like the idea of a Lone-wolf Pilot~
« Last Edit: April 23, 2012, 08:30:04 pm by filiusenox »
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Trapezohedron

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #10 on: April 23, 2012, 08:41:17 pm »

Spoiler (click to show/hide)

I hope I got them math formulas right.

E: Can you elaborate on some of the game mechanics, specifically the upgrade mechs thing? More general info would also be appreciated, so that I can alter my sheet properly.

« Last Edit: April 26, 2012, 09:47:05 pm by New Guy »
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filiusenox

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #11 on: April 23, 2012, 10:18:56 pm »

My app.

Base
Name:Asrel
Owner: Trickster Inc.
Location: North
6 Agriculture Blocks (150 Points, Supports 30 People)
3 Mecha Hangers (125 Points, 3 Fully Upgradable Mechs)
5 Defense Blocks (75 Points, +?? HP to Base)

Mechs.
Geass
Shell:Kitsune
Core:Youkai II
Weapons:
Scorpion
Rapier-X
Anubis-I
Pilot: "Denial" Deplume

Lotus
Shell:Kitsune
Core:Youkai II
Weapons:
Scorpion
Dragonbreath 01
Anubis-I
Pilot: Kita Sarcos

Heavy Hitter
Shell:HVAU-01
Core:Mythril-C
Weapons:
Dragonbreath 01
Rapier-X
ERMS-01
Anubis-I
Pilot: Johnny Agrhn

Crew
21 Researchers
4 Engineers
1 Traders
1 Speaker
2 Backup Pilots
1 Interrogator

Pilots
Name: Danial Deplume
Age: 20
Gender: Male

Name: Kita Sarcos
Age: 21
Gender: Female

Name: Johnny Agrhn
Age: 29
Gender: Male
« Last Edit: April 24, 2012, 12:37:06 am by filiusenox »
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RAM

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #12 on: April 23, 2012, 11:44:47 pm »

Spoiler: ignore (click to show/hide)

Current rules
I'll add this to the rules before I forget...
All rifles have a base range of 2-6 squares. They are maximally effective at 3-6 squares. Their accuracy suffers slightly (0.8) at 2 squares.
Launchers have a base range of 4-8 squares. They have no range stat modifiers.
Blades have a base range of 1-1 squares. They must be used when you are adjacent to an enemy.
RAM's Rules Rewrite!
Current missions and mission descriptions.

RAM's Raiders!!!
Spoiler: everything (click to show/hide)
adwarf
thatkid
New Guy
filiusenox
kingfisher1112
Draxis
Tsuchigumo550
Spinal_Taper
Luke_Prowler
HailFire
Draxis
« Last Edit: April 28, 2012, 04:40:07 am by RAM »
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I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
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Read the First Post!

kingfisher1112

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #13 on: April 23, 2012, 11:49:00 pm »

Reserved.
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Trapezohedron

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #14 on: April 24, 2012, 12:32:08 am »

Spoiler (click to show/hide)

You don't seem to have added a base name or location.
« Last Edit: April 24, 2012, 12:33:53 am by New Guy »
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