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Turn length?

1 hour turns (current)
- 3 (21.4%)
5 hour turns
- 5 (35.7%)
Day turns
- 4 (28.6%)
Other
- 2 (14.3%)

Total Members Voted: 12


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Author Topic: The Planeskippers — Turn .5 (10/8)  (Read 26827 times)

Lillipad

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #120 on: May 02, 2012, 04:43:57 pm »

words

And this is, of course, under the assumption that the battle is known about. It could take even longer if the fight isn't known about.

hour-long turns are just too long for combat. Hard to know where to split the difference.

Depending on how the fight is handled, an hour long fight would be fairly reasonable. If the prince guy didn't care about damaging Bucket's ship or the civilians/workers, he'd probably have just attacked at the first sign of hostilities and blown everything to bits. A fight between allied forces can take an incredibly long time depending on the mindset each side has.
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agertor

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #121 on: May 02, 2012, 07:15:50 pm »

Have the scouts come home, resume resource gathering of trees and fish. Attempt to try and obtain the wheat-like plant and see if it is edible/farmable.

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Base "New Beginning":
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(I didn't like emo Ice cube, so I brought out Sassy Parrot)
« Last Edit: May 02, 2012, 07:19:37 pm by agertor »
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #122 on: May 04, 2012, 09:29:42 pm »

I think we're just waiting on Evil Marahadja/Jamnan Tatarev to redo his turn submission.

Here are turns for everyone else:
Agertor Archmagus
Sergej Genja
Gregorin Atmos
Salavev De Ravenov
Azalyn Kementari
Argus Kaledos
Leonard Fallswood
Entren Armeni

There is a turn listed for Jamnan Tatarev here, but everyone seems to agree that it's invalid.

Evil Marahadja, care to resubmit a turn?

Skyrunner

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #123 on: May 04, 2012, 09:38:26 pm »

Actually, it's because I have some tests tomorrow. I usually would just omit any unsubmitted turns normally, usually a day per update.
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Evil Marahadja

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #124 on: May 05, 2012, 04:23:54 am »

Well, just skip my turn for the round then. Don΄t have much to do but wait for my lumberers to finish anyway.
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Haspen

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #125 on: May 05, 2012, 04:30:37 am »

Actually, it's because I have some tests tomorrow.

Good luck on your tests, then :3
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Skyrunner

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #126 on: May 05, 2012, 01:15:00 pm »

Turn 0.4, 4 hours after the exodus.

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Spoiler: map key (click to show/hide)

Due to slight laziness, no coordinates today.
The small scale map, out of spoilers, will have the river & basic notation of units soon. Maybe by next update.



Entren

You send the scouts a-scouting.
The main fleet first lowers wooden plank to check the acidity of the grass - it is not. It then lands. The clippers start constructing cabins, while the seeders start to create farmland. The civilians are set to pitch tents.

[3 clippers - 3 cabins, 1 turn
3 seeders - 3 plots, 1 turn]

Your flagship and the arcani return to the fleet, and are about two map-squares away from it.


Leonard

The fleet heads southwards. It seems that the hills, or at least some of them, are acidic, according to one of the other fleets.


Argus

Your fleet continues its current vector. The water slowly opens itself up, revealing a vast amount of choppy, churning, wave-filled ocean or sea.


Azalyn

Each of your combat-ready ships fire.

4 cruisers:
Spoiler (click to show/hide)

8 scouts:
Spoiler (click to show/hide)

2 strafers:
Spoiler (click to show/hide)

Imperial ship -> cruiser
[12 + 8 + 4] vs [3 + 5 + 0] - damaged.


You surprise the imperial ship's passengers by firing unexpectedly. Blooms of fire erupt on the imperial flagship's hull, while many other cannons simply skid off the hull or miss entirely. One of the scouts managed to hit a structural weakness in the thing and dealt critical damage, compromising a lot of the ship's integrity. The imperial ship, while inhibited, returns fire and half-damages a cruiser.

The artillerymen inform you that they can shoot either grapeshot (to kill the sailors) or chainshot (to destroy the sails) in the next hour, or continue with regular shot.

The enraged high noble contacts you directly this time, instead of the writing last time, and demands to know what you are daring to do against the Heavenly Lord's ship, his son, and his nobles.

Meanwhile, the construction clippers are sent to the ground to build a drydocks (though all airship docks are dry, it is a term left over from the age of nautical sail). All three concentrate on building the docks. You are not able to spare a medical ship, due to the possibility of being attacked and destroyed by the menacing imperial ship.

[3 clippers - drydocks. Done in 1 turn]


Salavev

The two cruisers and two scouts break off from the fleet and fly ahead. The watchman report the sound of cannonfire from the north-east.

The river slowly becomes less wide, and curves off to the south-west.

Gregorin

You head north, and the scouts spread out a bit more. You see the hint of the sea to the north; the river loops around and heads towards the south-west, and there is some grey matter ahead.

Do you have any specific experiments for you and your mages to conduct?


Sergej

You land and create a temporary base. [3 seeders work on a farm plot - .3 turns to completion]
[1 clipper heads to lumber. Completion in .5 turns.]

One cruiser is sent out and plops a plank every one hundred feet. It quickly returns and tells you that as soon as the tall grass distinctive to the plains end, the acid starts. The people on the ship have noted that there seems to be a vine-like plant, reddish-purple with green leaves, that only live on the hill and not on the plain.


Argetor

The scouts obtain some of the wheat-plant on the way home.

On closer look, it has a flattened, thin, and yellow structure that is composed of elongated hexagons. It smells like wheat.

How will you test the edibility?


Jamnan
You hear the resounding roar of cannons trading fire to the east, over the river. The imperial ship and Azalyn's red fleet are fighting. As you watch, the imperial ship takes severe damage and dishes out less wounding than it took.

Would you have prepared the fleet to intervene? If so, you can move and enter the fray next turn.


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EagleV

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #127 on: May 05, 2012, 01:22:35 pm »

(I actually meant to build a base about 15 tiles north - but this'll do)

"Hills don't seem to end for now. Not necesarry to keep looking. Let northernmost scouts explore north of settlement. The others, try to gather some of the vine plant. No closer than one meter above ground at all times."
"Seeders can get much more done than that one plot, it seems. Make it three. When lumbership returns with lumber, research properties of wood, especially strength."
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Re: The Plane Skippers — Colonize. (10/8)
« Reply #128 on: May 05, 2012, 01:28:13 pm »

Gregorin Atmos' fleet follows the coast, heading over the grey matter.
Mages investigate any changes in the behavior of raised corpses, metal grafted to flesh, flesh grafted to metal, anomalies in the function of techno-magical devices and the effectiveness of general cantrips.


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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #129 on: May 05, 2012, 03:58:58 pm »

Note: Edits to correct misunderstandings cleared up in subsequent posts

The enraged high noble contacts you directly this time, instead of the writing last time, and demands
to know what you are daring to do against the Heavenly Lord's ship, his son, and his nobles.

:

Quote
[16roll + 5stats + 0size] vs [4 + 8 + 4] - damaged1
[20->7 + 5 + 0] vs [9 + 8 + 8] - damaged2
[12 + 8 + 4] vs [3 + 5 + 0] - damaged.

So...

 * We can only fire one volley per turn
 * combat rolls are d20
 * cruisers, scouts and strafers are all the same size
 * Cruisers and scouts have the same combat stats: +5. Strafers have +10.
 * the imperial flagship has +8 stats and +4 size bonus
 * A natural 20 gives a reroll that is added to the total
 * A ship can take considerable damage with no effect on its combat rolls. Even after taking 6 3 points of damage, the imperial flagship still had the full +8 stat bonus on its counterattack
* Our own personal flagships are apparently not combat ships?

Questions:
 * What's the difference between scouts and cruisers? They appear to have both the same stats and size
 * I notice that the stats bonus of my cruiser is the same whether on offense or defense. So...my flagship doesn't provide an area effect bonus? The protection bonus applies only to itself? If so, then...
  a) How come my flagship didn't fire?
  b) What's the difference between the protection and military perks?
  c) Flagships don't do anything? My ship has the protection specialization, and I specified to reduce incoming fire, but the stats for my cruiser were the same whether attacking or defending, so my ship wasn't providing any kind of protection bonus. They apparently can't attack and they don't modify combat values of other ships?

 * How is damage handled? If my interpretation is correct, I delivered 6 points of damage to the flagship 3 points, which was listed cumulatively for each additional hit rather than listing damage for each hit
  a) How much damage can ships take?
  b) Do ships have a single hp value, or separate values for different target areas?

Quote
[16roll + 5stats + 0size] vs [4 + 8 + 4] - damaged1
[20->7 + 5 + 0] vs [9 + 8 + 8] - damaged2
[19 + 10 + 0] vs [2 + 8 + 4] - damaged3
[12 + 8 + 4] vs [3 + 5 + 0] - damaged.

So then...

 * Quantity of damage is not dependant on difference of combat rolls. Scoring 15 higher than an opponent delivers no more damage than scoring one point higher.
* d is different from d1 Ships do one point of damage per successful hit regardless of size or class
* A natural 20 either adds one point of damage, or doubles damage
* d is presumably one point of damage, d1 is two points, d2 is three points, etc.
* The imperial flagship has a base damage of 1, scouts and cruisers both have a base damage of 2 and strafers have a base damage of 3?
 * The imperial flagship took not 6 but 9 points 3 points in total of damage?

Quote
grapeshot (to kill the sailors)
chainshot (to destroy the sails)
regular shot

My goal is to disable the ship if possible and destroy it if not. What effect will destroying the sails have? I would guess it would simply prevent it from moving, but the cannons would still be intact and it would still be able to fire. And the sailors would all still be alive if they decide to attempt to repell a boarding action. Taking out the sails doesn't disable the ship, it just stops it from moving, yes? Is takingout the guns an option? What effect does the regular shot have, just reduces the hp total without disabling systems? What happens if the ships hp is reduced to zero? Does it lose the ability to move and fire, or does it fall from the sky and shatter on the ground below? For that matter, does destroying the hull have any effect other than breaking the ship apart? Are the ships enchanted to remain airborne even if reduced to pieces, or does the magic fail after the structure takes sufficient damage?

How does this work?

I'd like to disable the ship without destroying it, but from the options I've been given I would guess that killing the sailors is the only way to do that. Is that accurate?

LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #130 on: May 05, 2012, 04:12:48 pm »

Jamnan

Would you have prepared the fleet to intervene? If so, you can move and enter the fray next turn.

: Captain Malokov, I am presently engaged in battle with the imperial flagship. The battle goes well, and I do not appear to require any immediate assistance. However, if any ships from the other 7 fleets attempt to join the battle, you are to move immediately to my position to assist.

You're closer to my position than any other fleet commander. You could be here before they arrive.

Skyrunner

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #131 on: May 05, 2012, 04:13:01 pm »

The flagship has only taken 3 damage. Notice the sup tags. It was damaged once, twice, then three times.

The protection specialization gives a bonus to your own ship's protection, and is not an area effect.

Military effect gives a +5 to short-range attacks.

Regular shot breaks the ship up.

Destroying a ship makes it crash.

Ripping up sails makes it unable to move.

Killing the crew makes it open for salvage or boarding.

Single HP value.

Flagships can fire. I assumed you were using the mages on your ship to try and cast a shield spell thing.

Uh...the son has never contacted you directly. It's the high noble whatshisname that is doing all the talking. For all you know, the emperor's son might not even be on the ship, and the noble lying through his teeth.
« Last Edit: May 05, 2012, 04:17:50 pm by Skyrunner »
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IronyOwl

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #132 on: May 05, 2012, 04:16:28 pm »

Salavev De Ravenov, Black Chrysanthemum


Message to all vessels:

Scouts report cannon fire. Is all well?
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Lillipad

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Re: The Plane Skippers — Colonize.
« Reply #133 on: May 05, 2012, 04:17:02 pm »

Report to all military personnel within own fleet: "Men and women of my fleet. We will be landing by the river soon. Constant travel aboard a military fleet will only bring unwarranted stress to the civilians we are protecting. Be on guard for any and all dangers. Your current orders are to protect the civilians until we can land."
Move southeast

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Spoiler: ships (click to show/hide)

I plan to move two tiles right and one tile down a total of seven times over however many turns that will take.
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #134 on: May 05, 2012, 04:23:41 pm »

Uh...the son has never contacted you directly. It's the high
noble whatshisname that is doing all the talking.

Who contacted me then? So far the only "High Noble" mentioned has been High Noble Ariterean. Isn't he the heavenly lord's son?  Oh...those semicolons were intended to indicate a list of signers to the message? Ok. So then Ariterean is the acting commander of the imperial flagship and the heavenly lord's son has as of yet not been named?

I just assumed it was him speaking about himself in the third person all this time.

Quote
The flagship has only taken 3 damage. Notice the sup tags. It was damaged once, twice, then three times.

...ahh. Ok, so then you were listed cumulative damage, not damage per shot...and natural 20s give no crit bonus. I'll update the list.

Quote
Flagships can fire. I assumed you were using the mages on your ship to try and cast a shield spell thing.

Ok, that's fine. But if I was doing that, why did my cruiser that was fired upon receive no bonus to its defense roll? The offense and defense stat bonuses were identical.

Quote
Killing the crew makes it open for salvage or boarding.

Unfortunate.





Also, confirm that cruisers and scouts have identical combat stats? What's the difference between the designs?
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