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Author Topic: Everlasting Mecha War (Accept List Up, Still Open)  (Read 11530 times)

Tsuchigumo550

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #30 on: April 25, 2012, 09:16:05 pm »

Looks fine to me. Final reveiws are Friday, though, but no major engine changes should screw up your entry.
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Spinal_Taper

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #31 on: April 25, 2012, 09:49:39 pm »

I support the battlefield based location system.

My Base
Spoiler (click to show/hide)
Mechs:
Spoiler (click to show/hide)
Pilots:
Spoiler (click to show/hide)
« Last Edit: April 25, 2012, 10:43:22 pm by Spinal_Taper »
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Tsuchigumo550

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #32 on: April 25, 2012, 09:58:44 pm »

Only two mechs? With 75 space, you still have enough for another fully functioning one. Nonetheless, this is up-to-date.

Methinks I'm going with the number-line system, and I'm changing the front page to the finished rules page come tomorrow or Friday.
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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
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Spinal_Taper

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #33 on: April 25, 2012, 10:43:56 pm »

Just noticed that. Am planning a third mech, but currently going with a cheesy little father son gimmick.
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RAM

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #34 on: April 26, 2012, 12:03:01 am »

If you don't want to do weather/environment effects(which you may, it would give folk a 'home-field advantage' if they were fighting in a region for which they were optimised) then perhaps the different core types could operate differently. Maybe hybrid shields would be stronger, furnace shields would have the option to continue to function when deactivated, but at a reduced efficiency, perhaps losing three times as many shield points per point of damage dealt. And mechanical cores could recharge shields more efficiently, maybe two energy points per shield point...

P.S.
I worry that blade combo is too strong, but at two points you are going to have to deal with a useless point for a while, so probably just reserve the right to modify it if experienced melee combatants completely dominate the game. Another countermeasure is that folk probably want their experienced pilots away from the front line...
 Launcher capacity should probably be lower than rifle capacity because launchers generally have less ammunition than rifles. Also bear in mind that these currently favour weapons with low shots/round.
 And while I am on the topic, I believe that fixed accuracy increases favour low accuracy weapons.
 Not that favouring specific weapons is a bad thing, just bear it in mind when balancing stuff.
Spoiler: example (click to show/hide)

P.P.S.
meh, while I am here I may as well compare all the weapons...
Spoiler: Rifles (click to show/hide)
Spoiler: Launchers (click to show/hide)
Spoiler: Blades (click to show/hide)
Note increasing one of a pilot's stats will consistently improve both the weapon and the benefit gained from the other related pilot stat. So increasing both of a pilot's relevant stats will be better than the sum of the two.

P.P.P.P.S.
Father and son with a butler who fight crime while wearing costumes?
Or just close a mech bay and build another defence or agriculture? The Batman gimmick would probably work best with lots of research...
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Powder Miner

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #35 on: April 26, 2012, 12:06:20 am »

Here we go

Spoiler: Stuff (click to show/hide)
« Last Edit: April 26, 2012, 07:12:09 pm by Powder Miner »
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Spinal_Taper

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #36 on: April 26, 2012, 12:25:16 am »

Now I want my third mech to be for a butler rather than hot chick survivor. Probrably for the better, I suck at writing dialogue for people other than assholes.
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Tsuchigumo550

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #37 on: April 26, 2012, 02:36:46 pm »

Thankyouthankyouthankyou for doing the math. I didn't have my calculator where I could write this, but I remembered it today (so that I could be arsed to do it) and I see the magic you whipped up. I won't have the time to do ANYTHING today but everything will happen friday, even if it takes magic pixies. Damn english project is due tomorrow and I'm being dragged to a very long concert, fuuuu.
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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
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Luke_Prowler

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #38 on: April 26, 2012, 06:50:00 pm »

Right then, time to get stuck in!
Spoiler: Base (click to show/hide)
Spoiler: Mechs (click to show/hide)
Spoiler: Pilots (click to show/hide)

This is going to be so much fun
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RAM

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #39 on: April 27, 2012, 12:50:26 am »


Spoiler: Cores (click to show/hide)

I am wondering if it may be better if a basic weapon was intended to deal around 50 or 40 average damage. At present a pair of Youkai-II equipped HVAU-01s could punch each other for a couple of dozen turns... At 50 damage per turn 5 mechs could take out a Mythril-C equipped Kitsune in a single round, which may be a bit more lethal than you want things to start out. The obvious balance influences would be that energy regeneration would have less time to act and rushing past an opponent's sturdier mechs would be more likely to kill off their more vulnerable mechs before retaliation could take place. Speed would also benefit as with the value of one attack increasing, the value of being one attack ahead would also increase.

P.S.
 I am likely to fiddle with my my mech roster a little, maybe swap in a sturdier mech and add some weapon variety.
« Last Edit: April 27, 2012, 01:08:46 am by RAM »
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HailFire

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #40 on: April 27, 2012, 02:13:35 am »

Placeholder post- my entry is a work in progress, but I suddenly discovered it was two in the morning.  :P
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Tsuchigumo550

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #41 on: April 27, 2012, 08:33:13 am »

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 [42M] This shows ammo type and total. This weapon has 42 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 [12C]
Accuracy [90]

I think maybe 16 would be better if this was a main weapon, but if I did that, this gun's damage would be nerfed slightly.

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] (lowered due to balance and what the recoil would be.)

High ammo gun that, while weak in power, offers a lot of shots should any miss.

---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 during your next turn, and [Angled] which hits at the end of your opponents next turn.

-Dragonbreath 01
Fire [25/1]
Ammo [4]
Accuracy [80]
Type [Charge]
Launch [Horizontal]

ERMS-01
Fire [15/3]
Ammo [15]
Accuracy [85]
Type [Ballistic]
Launch [Horizontal]

Missiles are supposed to be like half rifle half blade- rifles for their ease of use and limited use, blades in effectiveness. If someone wants to take a shot at balancing these better, be my guest.

Lastly, there are blades.
Blades only have Fire and Accuracy stats.

Fox Fang
Fire [10/3]
Accuracy [80]

Scorpion
Fire [25/1]
Accuracy [85]

Rapier-X
Fire [50/1]
Accuracy [15]

Blade ver 1.0. Any balancing troubles will be fixed if and when they arise.

---


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 : Increases accuracy for rifles by x0.2 per point, maxing out at 98% accuracy. increases range by 1 for each 5 points.
Launcher Aim : Above, but for launchers.
Blade Combo : Increases blade's attack number by x0.2 per point. Can only increase a blade's swings by three points.
Rife Capacity : Increases ammo of a rifle by x0.2.
Launcher Capacity : Same as above for launchers.
Blade Critical : Damage with a blade goes up by x0.2, but only counts for the first attack of the blade (IE, a blade with Fire [20/3] and two points here would do 28/20/20 damage, assuming all hit. If the first missed, the damage would be 0/20/20.
Escape: One point here allows a pilot to use the escape pod even in critical systems failure. Basically, it allows them to live, but time spent in the healing chamber left them feeling rusty (The point values are cut into fourths. Meaning: a stat with 3 points drops to 1. A stat with 5 points would drop to 2. A stat with 16 points would drop to 4. This means, in formulaic terms, where n equals points total before escape:
(n/4). (I think? I'm not sure how the rounding would work, but basically, all numbers are grouped by the multiple of 4 they fall underneath.)

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.


Ok. Balancing sucks. I know. I'll work on that now. I have a headache atm, so any errors, point them out, please.
I'm going to get you all the formulas, I promise. Just not today. My head feels like an iron spike is stuck in it.

The battle engine comes in three variants, Pvp, Mission, and Base Assault

PvP is the most staightforward, each player involved sets a number of mechs to send out (Like each player uses 1, 3, etc.) and they fight it out. Players can bet beforehand on things, such as research points, base blocks, entire mechs, etc. Show me the results, and I may reward you with a randomized drop- I will balance these, I swear- much like researching a weapon core, or shell would do.

Mission is fighting predetermined suits. They come in solo, which is mostly one-on-one fights where the rewards are set beforehand, and multi, where three mech teams fight a preset three mech team. Again, with preset drops.

Base Assault is where one player can challenge another player. The player attacked can use every resource in defending themselves they have, but in the case of them not responding in any form over the course of 24 hours, hopefully they had an automated defense plan- if not,  I'll just see what I can do about that. Remember that after the skirmish is over, a team has (10 minus [Turn number of skirmish at end /2]) to destroy your wall and take what they want!

Winning players can take one of the following three items:
One base block.
One mech part not in use by one of the mechs at the base.
Up to five crewmembers.

Battle is turn based, and here's how it works:
Energy is needed to run shields, move, and to use certian heat weapons.
Shields automatically consume the second digit in their stats, leaving the core with whatever energy it generated extra up to it's capacity.

PvP battle is done on a number-line like system, missions involving many enemies will be grid-style. You can move in any of the eight directions on a grid, each square costs 5 points. In the number line, each unit is 5 points of your core's available energy.

For 1v1, or 3v3 battles (like a tag-team, one dies or retreats, the next one is sent out) a number line is used, spanning from -11 to 11. Each mech starts on one end at -8/8.

To retreat, just move to your end of the number line (-11/11). This is a safe distance to disengage.

Grids are like chessboards but every peice can move like the queen (Except, of course, with energy limitations) and these boards are also capable of having terrain/ weather effects.

Terrain is explained on the map "legend", but weather comes in a few new variants...
Drizzle: Light rain. Energy weapons suffer a very minor loss in damage (.9, only visible in high-damaging H and HE weapons).
Rain: Regular rain. Energy weapons and Chemical weapons suffer a loss in damage (.8) and shields have 5 less HP
Storm: Heavy rain. Energy weapons and chemical weapons suffer a major loss in damage (.6) and shields cannot be recharged.
Breeze: No effect.
Gust: Metal weapons lose some range (-1, minimum stat of 1)
Gale: Metal weapons lose range (-2, minimum stat of 1)
Hurricane: Heavy Rain+Gale. Are you even sure you should FIGHT in this?
Sandstorm: Visibility is lowered, shields are battered to the point of being unable to block anything. (You cannot see your enemy in a      sandstorm unless you are 2 spaces away in any direction. Shields must be kept up, but do not block attacks. If your shield has no energy to      run, the sandstorm batters your mech's sensory equipment and you lose the ability to fight.)
Cloudy: No effect.
Sunny: No effect.
Hail: Shields take 5 damage to durability every turn.
Snow: All weapon ranges -2, minimum of 1.
Blizzard: All weapon ranges -3, minimum of 1.
Lightning Strikes: Can be stacked with other weather effects. Every turn, one grid space is chosen at random. If they are inside, the building blocks the lightning, if not, it hits. If a mech is hit it is disabled, the lightning completely frying it. A shield with 50+ HP can survive a lightning strike, but is drained to 0 at once.

Next up is attacking- you can use one weapon per turn. Pilot abilities or mods may change this later. Thinking of ways to balance this.

Types and Weather for cores has been removed until further notice. Make according changes now.
Chaff missiles have been changed to homing missiles. Homing missiles do not miss, but the need for computer control limits their explosive payloads.

So hopefully everything is more balanced now? I hope? Any concerns or problems can be made known still.
Furthermore, I'll put all the formulas here after they're written.
Mech Hangars:
Each mech needs at least 10 points of Hangar to be stored- this allows it to go on missions or autodefend- but their HP will not be reset after a fight and they won't be able to be given new parts.
If you have 25 points for one mech, they are fully repaierd after battle and their loadouts can change at any time not in battle. A mech that has participated in a battle cannot swap hangars until 24 hours later, for balance issues. (No. You can't use one hangar to repair everything.)

Did I miss anything? Speak up. I'll get this thing airborne, I promise. Go ahead and change your loadouts now, and if anyone sees one that is broken, inform the person and or me. I can't check everyone's work, not with the amazing amount of people already joining... Should have been ready. I apologize.

Bear with me. I feel like shit due to some minor food poisoning or something, but I said this was getting done today, and I wasn't lying.

All right. These are finalized as of now. I'll work on who's been accepted once the first mission pages are up (the next few posts.)


Oops. Forgot to balance anything but Rifles. Derp.
« Last Edit: April 27, 2012, 10:10:53 am by Tsuchigumo550 »
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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
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Tsuchigumo550

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #42 on: April 27, 2012, 09:42:07 am »

Mission Lists:
North:
[Investigate Crash Site]
[Grid:1:10:Easy:Lavish:Common:Neutral]
[Hijack Carrier]
[Grid:3:15:Medium:Great:Uncommon:Evil]
[Attack Rouge Agricultural Site]
[TeamVsWave:1:10:Easy:Little:Uncommon:Good]
East:
[Destroy Local Rouge Op]
[TeamVsWave:3:15:Medium:Average:Rare:Good]
[Destroy Queen Bee]
[TeamVersusPilot:1:3:Medium:Sparse:Rare:Neutral]
[Capture Rouge Intel]
[Grid:1:15:Easy:Average:Uncommon:Neutral]
South:
[Stop Pirate's Ship Launch]
[Grid:3:15:Medium:Great:Uncommon:Good]
[Destroy Local Rouge Op]
[TeamVsWave:3:15:Medium:Average:Rare:Good]
[Attack Company Factory]
[TeamVsWave:3:15:Medium:Lavish:Rare:Evil:AffectTrade]
West:
[Assassinate Political Figure]
[TeamVsWave:3:15:Medium:Sparse:Rare:Evil]
[Stop Company Surveillance Op]
[Grid:1:10:Easy:Average:Common:Evil]
[Attack Rouge Factory]
[TeamVsWave:3:15:Medium:Lavish:Uncommon:Good]

Each of these missions are different,  but here's an explanation of the [tags.]
[Grid, TeamVsPilot, TeamVsWave]
Determines what the battle looks like. Grid is played on a map (which are being created as we speak.) and TeamVs is played on a number line. TeamVsWave allows you to switch out pilots at will but only between waves, and there are three number lines in this mode- you can jump to one adjacent to you (Move to 8c from 8b costs 5 energy)

TeamVsPilot is your team (which is much smaller in these modes, only allowing a maximim of 5 ever, mostly only 3) takes on a rouge, company, or lone wolf pilot leader. They often don't drop a lot but what they do is worthwhile. This mode also lets you switch mechs at any time.

BrawlPilot is a mode not shown yet. This is the numberlines of TeamWave, with one enemy. This lets you dispatch all your mechs at once... You'll notice the differences when it comes around.

---

The next two numbers are the minimum mechs you can take with you and the maximum you can take with you. Minimum is rarely above 3.
After that is Difficulty, shown as:
Easy- The easiest missions, early missions
Medium- Difficulty is ramped up a bit but nothing that's very hard
Hard- This takes some skill, and good equipment.
Crazy- This is some pretty hard stuff. These missions generally lose their edge because teams are allowed to collaborate on these.
Insane- Like the hard version of Crazy.
OMGWTFBBQ- A challenge for everyone! MWAHAHAHA

Rarely will you see a mission above Crazy, and at that difficulty and above, multiple bases can work together. They also get separate loot.

Next up is the Loot Amount. This is a general guideline to the amount of loot you'll see- but depending on how you do or what conditions are met, you may end up with more, or less than expected.
From least to most:
Sparse- You might get 2 items, rarely 3.
Few- You're looking at about 4 things.
Average- A grand total of about 6 things.
Great- A good spread of 8 things.
Lavish- 10+ drops.
Exceptional- 15 items+. This is never given by a mission alone, only by clearing it without taking damage, or meeting some other hidden insane requirements. Lavish is enough. These are also given in Crisis Missions to players who did more than their part.

Next is Loot Grade, which determines not the average loot but rather the highest possible loot grade in the mission.
Common stuff is generally at the level of your mechs or lower. These quickly lose value.
Uncommon stuff is a little better, and they aren't replaced as soon.
Rare stuff is generally slightly above what you're used to and fetches a nice market price... not that you'd really want to sell.
Very Rare is something that you'll hold on to for a long, long time.
Unique is not something ever handed out in missions, they are given to prototype weapons, weapons a base has developed and not sold nor lost in combat, some drops from mission pilots, and has no real indication of quality- it's just a weapon that is super hard to find.

Lastly is Morality and Affect.
Only one mission has an Affect right now (Yes. That should be an E, but in the mission context, it Affects something. If you reeeealy want this changed, tell me.)
That mission says "Affects Trade" with an "Evil" morality.
Morality is Good, which makes people and the capital like you
Neutral, which does little but builds credibility and exp
and Evil, which makes people and the imperial capital hate you

Missions will slowly sway in the direction of whatever the theatre's morality is. If everyone is acting evil, then more evil missions open up.

Affects depend on morality and change things.

If you attack a company in a mission with [AffectsTrade], then they won't like you and you'll suffer not being able to buy anything from them- if they're a Rifle-making company, for instance, and you want high-grade barrels, it will take longer to get, more research points to get, or research will fail. Try not to make companies you like too angry with you.

The mission in question has the option of attacking three companies:
Sakata Inc, a syndicate owned-and-operated Core-producing company,
Laplace LTD, which manufactures Launchers at the target location, and
Rigel Araments, which makes rifles.

-Repeating a Mission-
Repeating a mission is not an option. Only different bases may take on the same mission.

However, complete all your missions and want more? Submit a Work Order-
in which you can ask for preferred tags-
and three more missions will be given to you! Tags will not always match, but the Imperial Capital will do their best!

(Work orders are simple. Just post "Work Order: (Base Name)"
then under it in bold any tags, even conflicting ones, you want.
For instance, if you wanted anything evil:
Work Order: ExampleBase
Evil

Lets say you wanted to take on a pilot or take on a grid mission.
Work Order: I'mABase!
TeamVsPilot, BrawlPilot, Grid
No mission would have all three, but that weeds out TeamVsWave missions.

You could also do this by doing like so:
Work Order: WeHaveFancyText
Evil, Rare
TeamVsWave, Common, Uncommon

That says "I want an evil mission with rare loot, and won't like any TeamVsWave missions or any with Common or Uncommon loot."
Again, it won't always match.

tl;dr? Missions are almost out. Going to start accepting, and you can go ahead and start asking for missions or PvP missions once you're accepted.
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Tsuchigumo550

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #43 on: April 27, 2012, 10:14:30 am »

Ok, accepted list is following, if someone sees that someone on the list has something wrong, tell me.
Accepted!
adwarf
thatkid
New Guy
filiusenox
RAM
kingfisher1112
Tsuchigumo
Spinal Taper
Powder Miner
Luke_Prowler
HailFire

Not Acceppted/Reason
Draxis: Check that math for the blocks. I think there's a typo there somewhere, because 9 blocks does not = 150 points, but either that number or the block number is off.

Holy crap. This is growing really fast.
« Last Edit: April 27, 2012, 12:49:04 pm by Tsuchigumo550 »
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

RAM

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Re: Everlasting Mecha War (Infinite slots/ jump in at any time)
« Reply #44 on: April 27, 2012, 10:22:27 am »

[Stop Pirate's Ship Launch]
[Grid:3:15:Medium:Great:Uncommon:Good]

I suppose I may as well deploy all of my mechs. Can we be attacked while our mechs are away on missions?
5 mechs, 3 service bays
model/name/pilot/mods
*Leviathan 1A/Crazed Lawyer/Frank
Harpy 1A/Manic Carpenter/RCDXXIV
Harpy 1A/Mad Astronomer/Awkward Beige
*Leviathan 1A/Loony Athlete/Undie
*Medusa 1A/Manic Butcher/B.S. XII

If I need to choose now then the ones with asterisks are in fully functional bays. Otherwise I will choose based upon the loot I get and how badly damaged the mechs are...

If I am unavailable(I should be going to sleep about now) then my backup pilots will, umm, well I only have 4 so I will probably leave the medusa at home. The Harpies will hang back and bombard a smaller and nearby mech with dragonbreath-01s. Unless they run out of dragonbreath ammo or see a chance to remove a target immediately with ERMS-01s. Leviathans move forward to cover the harpies, and use ERMS-01s at range. when ERMS-01s lose accuracy, switch to Carat against shields and mantis when shields fall. If anyone closes to melee range then leviathans should stand their ground with fox fangs.
Mechs should fall back(to extreme range preferably) if their shields are much lower(1/4) than their companions' and retreat if they have fewer than 110 HP. Energy should be liberally transferred to shields, there should be plenty of energy available for running away if the shields aren't there to eat it all...
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