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Author Topic: You are a new God  (Read 223053 times)

kytuzian

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Re: You are a new God
« Reply #510 on: January 12, 2013, 10:31:01 pm »

I think we're focusing too much on an army.

Remember the first time we converted someone? By helping them, not by conquering. Obviously we'll need some kind of army to defend ourselves with, but I would prefer to be a generally benevolent god, and most NPCs are likely to support a god of life over a god of unnecessary chaos.

Eldric would stay, and probably grow more mushroom houses, so we don't have to waste any more mana with it. Maybe give a few farmers boons, but not too many. The
priests/mages don't really need fire boons, and as previously said, healing is popular, so life boons will probably go over better for converting.

Also, I think CHAOS boons should only be given to people who have proved themselves with other boons first, so we know they are capable of handling the power.

Other than that, I generally agree. We need to send caravans, because that is the best way to communicate with the outside world at the moment.
« Last Edit: January 12, 2013, 10:35:30 pm by kytuzian »
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Ukrainian Ranger

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Re: You are a new God
« Reply #511 on: January 12, 2013, 10:39:57 pm »

Stop that dozens of types of bizzare creatures direction, please... Don't you understand that messing with world like that will have many unneeded consequences? And bookkeeping will be a hell

And we need human army to not look as army of monsters that everyone desire to destroy
We need humans to escort traders, too

And we need to improve economics, not the army. We have no war domain. Maher is quite busy right now and our forces are adequate to protect against possible dangers

We slaughtered those orcs without even using majority of our forces


And don't be greedy, many boons will kickstart economics of our village way more, then hundreds of types of troops
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

rabidgam3r

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Re: You are a new God
« Reply #512 on: January 12, 2013, 10:44:51 pm »

Stop that dozens of types of bizzare creatures direction, please... Don't you understand that messing with world like that will have many unneeded consequences?

You mispelled Awesome.
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gman8181

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Re: You are a new God
« Reply #513 on: January 12, 2013, 10:49:05 pm »

So if they're not humans they're monsters huh?  Speciesists like you make me sick  >:(

Anyway building up armies is very useful.  We shouldn't focus exclusively on it, but it would be nice to cover all our bases for the military so that we can be powerful.  Of course we'll also do nice things for our subjects too and a lot of the "bizarre military creatures" that we've made thus far also are perfectly capable of helping our peasants in peacetime.  They can fill roles like beasts of burden, transportation, efficient labor and when we need it a defensive or offensive fighting force.  Most of what we're suggesting is capable of filling in for multiple purposes.

Also it's not like we're making any more horrible changes to the world than snake people, undead monstrosities and orcs.

The one thing I do agree with though is that we should be careful about making too much work for our GM.
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Rolepgeek

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Re: You are a new God
« Reply #514 on: January 12, 2013, 10:52:23 pm »

Army is good though. Anyway, the ammo;

Pollen is short for Fire Pollen; burns through armor and people on it's way past.
Thorns are more accurate, and more effective against lightly armored troops, but of course cannot penetrate thick armor very effectively.
Spores are our fungus spores to turn our organic and lightly armored foes into servants of Chaos. I mean Life. Yeah. That's what I meant.

Spines is big, heavy, and goes through armor easily. Finned ones go farther, hit harder, and are more accurate, but need special weapons to fire.
Quills are light, fast, and thin, penetrating light armor and killing people with poisoned edges.

Seed pods explode on impact violently, blasting away large portions of our foes.
Bulbs explode into constricting and poisonous vines which wrap and entangle enemies, as well as killing infantry.
Spore bombs have hundreds of spores, if not thousands, that burst out to engulf and convert our adversaries.

Messing with the world is kindof what we do. We're Chaos, but more than that, we're a young god. We need to make our impression on the world.

And I don't think he rolls for battles. So far, looks like he just looks at our forces, our tactics, and then thinks up something really cool. So bookkeeping isn't really hell. Especially since it would be harder to have lots of similar creatures; 'So which beetles are your cavalry again?'

Boons of life will help how, when our plants already grow in a few days? A few boons here and there is good, but too generous and we overextend ourselves. Why do you think I advised the Fire Nectar and the Webbers? As well as the Spine-Sheep and various other improved animals for an economy?

As for army of monsters...why would we be attacked for having a weird monster army when everyone else has one too? From the undead of Maher, the orc hordes of Grumugga, or the Basilisk tanks snakes of Krait...everyone has a non-human army. Why? Because monsters are not only better, customizable, and don't worship you, but they're cheap, relatively. We're getting around six dozen Plant Soldiers, every few days at the least. Having a monstrous army simply fits in with our Chaos aspect.

We can have monsters escort traders, and mages. Don't waste boons on people we don't even know the names of. They're expendable otherwise.

Wait, what's the name of the priest? I meant for him to have the Chaos boon, not the merchant.

It's not hundreds, it's maybe a dozen at most. Our villages economy is already excellent; from the monsters we've made. Our Webbers will be making incredibly good armor for any Booned Ones(the only humans that should be fighting), as well as excellent trade material as the market will soon be flooded with Fire Nectar and it's value will drop, and if we make our Spinesheep have ivory...well there's another source of income. What else is valuable...oh yes, spices, which we can make. Really, the only stuff we can't make which is valuable is metals. And if we get some Mining Moles...
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GreatWyrmGold

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Re: You are a new God
« Reply #515 on: January 12, 2013, 10:55:22 pm »

Here's an idea.

Limit ourselves to one new species every turn, tops, unless we actually need more.
For now, create species which are useful in both peace and war.
I'd suggest something like the Saps--big guys are useful in war and heavy labor.
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gman8181

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Re: You are a new God
« Reply #516 on: January 12, 2013, 10:58:08 pm »

Here's an idea.

Limit ourselves to one new species every turn, tops, unless we actually need more.
For now, create species which are useful in both peace and war.
I'd suggest something like the Saps--big guys are useful in war and heavy labor.

Tower plants are useful for both...
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GreatWyrmGold

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Re: You are a new God
« Reply #517 on: January 12, 2013, 11:14:56 pm »

Here's an idea.
Limit ourselves to one new species every turn, tops, unless we actually need more.
For now, create species which are useful in both peace and war.
I'd suggest something like the Saps--big guys are useful in war and heavy labor.
Tower plants are useful for both...
True. We also already have them.
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Rolepgeek

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Re: You are a new God
« Reply #518 on: January 12, 2013, 11:26:59 pm »

My ideas are long-term suggestions. I don't think we should make anything yet, save maybe some big yak things to carry the carts.
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G D

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Re: You are a new God
« Reply #519 on: January 13, 2013, 12:11:59 am »

What about creating immobile commander unit that would look like big corrupted tree with abilities like:
1) Corrupting trees around it to create and slowly expand corrupted forest.
2) Gather information about everything that those corrupted trees see.
3) Grow living fence around village.
4) Maybe spawn some plant soldiers seeds to start their production in village.
5) Coordinate actions of local plant soldiers, trees and other plant based creatures to deal with lesser threats and tell Donut about bigger threats.
6) Maybe also maintain local ecosystem, for example by increasing growth of bluemelons or bloodmelons when there is not enough food for villagers or spiders.
7) Some chaos trap for those who try to “hack” this commander, that will shred mind of those hacker with power of chaos, or give us opportunity to do so with all our power, if this hacker is another god.
So basically this unit mostly useful for new villages, where we don’t want to spend a lot of time for creating all defenses by ourselves. This thing should also have some mana upkeep.
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jaass

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Re: You are a new God
« Reply #520 on: January 13, 2013, 12:17:16 am »

We are getting a little ahead of our selves so far I think we should stick with the Plant Soldiers with the ability to modify their arms into weapons or shields. We should also ask if any the mages have any type of magic skills.
« Last Edit: January 13, 2013, 12:23:40 am by jaass »
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Koliup

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Re: You are a new God
« Reply #521 on: January 13, 2013, 01:16:52 am »

We are getting a little ahead of our selves so far I think we should stick with the Plant Soldiers with the ability to modify their arms into weapons or shields. We should also ask if any the mages have any type of magic skills.
They're kids, I think. We should probably set up some target dummies, and get them to just let loose. See what they can do.
Beetles would be acceptable pack animals, or, if you've seen Starship Troopers Animated, pack animals+those butt bugs. Self Propelled Guns.
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Urist McBeanie

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Re: You are a new God
« Reply #522 on: January 13, 2013, 01:40:43 am »

My ideas on booning:

5) Grant Ustan Life\Fire boon  and make him firejackets and firedrakes commander and caretaker
Perhaps Firejackets but I don't think we should grant the control of warbeasts (firedrakes) to a merchant. He just isn't the right one for the job.

Otherwise I agree with sending a missionary and some plant soldiers with the next caravan. And have the alchemist start experimenting, nothing specific yet. Oh yeah, and upgrade Eldrick's boon.
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Donuts

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Re: You are a new God
« Reply #523 on: January 13, 2013, 03:27:59 am »

Stem Gun: Shorter range, faster RoF. Fires the same ammunition for Plants, fires Spines, Quills, or Sacs. Usable by both 'breeds'.
Is that a plantified Sten Gun by chance? :P
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scapheap

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Re: You are a new God
« Reply #524 on: January 13, 2013, 03:46:57 am »

No to army increase. Yes to priest healer missionary. Let save some mana for now.
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