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Author Topic: Arena Deus! (The End: Closure)  (Read 53257 times)

superBlast

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Re: Arena Deus! (Game I - Round 12: Miss)
« Reply #165 on: March 13, 2013, 11:13:01 pm »

Damn chest! Open up!

Try to get my shield back again.
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TCM

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Re: Arena Deus! (Game I - Round 13: Turnabout)
« Reply #166 on: March 14, 2013, 04:02:41 pm »

Game I - Round 13: Turnabout

Diana continues firing at !ku im La!ee. (5-1 vs. 1) In a turn of events, Diana manages to shoot !ku in the Torso! (-5 HP) The force of the shot slams the Kogan into a nearby wall, which smashes zer Hand Glasscannon into pieces!

!ku im La!ee fires back at Diana, only to find nothing but shattered remains in zis hand.

Ryan keeps fiddling with his chest. "Come on!" (4) He opens it and gets his shield back.




2 TURNS REMAINING



Spoiler: Scoreboard (click to show/hide)
Spoiler: Participant Statuses (click to show/hide)
Spoiler: Arena Environment (click to show/hide)
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Because trying to stuff Fate/Whatever's engrish and the title of a 17th century book on statecraft into Pokemon syntax tends to make the content incomprehensible.

scapheap

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Re: Arena Deus! (Game I - Round 13: Turnabout)
« Reply #167 on: March 14, 2013, 04:12:06 pm »

Rush stab him while he downish.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

superBlast

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Re: Arena Deus! (Game I - Round 13: Turnabout)
« Reply #168 on: March 14, 2013, 05:53:59 pm »

Right... Running out of time. Well hiding won't help me much anymore.

Wait for those two to kill each other. Shield bash the survivor. If both are still alive, prioritize the one that is most dangerous.
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"Come oooooon, a little insanity never hurt anyone.... Well except for that one guy, but never mind him." -superBlast

I gots a new livestream! Check it out here at http://www.twitch.tv/iamsuperblast

GreatWyrmGold

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Re: Arena Deus! (Game I - Round 13: Turnabout)
« Reply #169 on: March 14, 2013, 10:09:18 pm »

Gah! And so close!

Fly out of range. Fly as high as I can. While doing so, take extra care to dodge. In fact, make sufficient evasive action to give me a +1 to dodging my first priority.
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

TCM

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Re: Arena Deus! (Game I - Round 14: Coup de Grace)
« Reply #170 on: March 15, 2013, 04:06:01 pm »

Game I - Round 14: Coup de Grace

Diana sees an opportunity to finish !ku im La!ee and charges zer. (5+1 vs. 1) Diana thrusts her rapier right through !ku's neck, and zhe starts bleeding out. Finally, the Kogan stops.
Diana has slain !ku im La!ee!
She is awarded 10 Points!


As Ryan sees Diana enjoying her victory, he runs behind her and slam his shield into her. (6 vs. 1+1) He cracks his shield into her skull, (-7 HP) and she falls on top of !ku im La!ee's body, making a small pile.


Ryan has slain Diana!
He is awarded 8 points!

AS THE FINAL SURVIVOR, RYAN WINS THE GAME!



The crowd goes up in cheers as Ryan hoists his shield into the air. He will be the first to win the Arena games, but not the last.

Stay tuned for Game II!




So, this game was really just a vanilla test to see how the systems worked. I've decided I'll change some things in the future.

For example, I noticed that a lot of people would gang up on a single other player before the victim even got to post. To counter this, turns will randomized and the ordering of posting will not determine where you turn is.

And since this was just a test run, expect the next game to have more arena features and RP'ing and good stuffs. I'll get started on that now. Thanks for playing! :3
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GreatWyrmGold

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Re: Arena Deus! (Game I - Round 14: Coup de Grace)
« Reply #171 on: March 15, 2013, 04:14:14 pm »

Another suggestion: Killing half the arena and dying to a lucky shot shouldn't put you out of the running. Maybe have a score penalty for dying. Also give the killing player a portion of the victim's points, say 10-25% of them, on top of a flat number; killing a kogan with several kills should be more momentous than killing a random horse. Perhaps the score penalties for death could also be based on the score of the killer, more if the kill err was dozens of points behind but less if you're just another in a series of murders by an awesome player.
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TCM

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Re: Arena Deus! (Game I - Round 14: Coup de Grace)
« Reply #172 on: March 15, 2013, 04:29:42 pm »

Another suggestion: Killing half the arena and dying to a lucky shot shouldn't put you out of the running. Maybe have a score penalty for dying. Also give the killing player a portion of the victim's points, say 10-25% of them, on top of a flat number; killing a kogan with several kills should be more momentous than killing a random horse. Perhaps the score penalties for death could also be based on the score of the killer, more if the kill err was dozens of points behind but less if you're just another in a series of murders by an awesome player.

I see your point, but I specifically like the way it is. I find there's some sort of twisted, ironic beauty in a character on a kill-streak getting killed randomly. The player has to choose either an offensive or defensive strategy, or something in the middle. In this case, defense worked. Besides strategy, I think the other thing to be factored in this game is the gambling aspect: Is it worth going for something and risking getting hurt, or not getting it and risking falling behind in the end?
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Greenstarfanatic

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Re: Arena Deus! (Game I - Round 14: Coup de Grace)
« Reply #173 on: March 15, 2013, 04:37:12 pm »

I KNEW IT!

I BLOODY KNEW IT!

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scapheap

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Re: Arena Deus! (Game I - Round 14: Coup de Grace)
« Reply #174 on: March 15, 2013, 04:39:30 pm »

Clap clap well done superblast.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

GreatWyrmGold

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Re: Arena Deus! (Game I - Round 14: Coup de Grace)
« Reply #175 on: March 15, 2013, 04:40:07 pm »

Another suggestion: Killing half the arena and dying to a lucky shot shouldn't put you out of the running. Maybe have a score penalty for dying. Also give the killing player a portion of the victim's points, say 10-25% of them, on top of a flat number; killing a kogan with several kills should be more momentous than killing a random horse. Perhaps the score penalties for death could also be based on the score of the killer, more if the kill err was dozens of points behind but less if you're just another in a series of murders by an awesome player.
I see your point, but I specifically like the way it is. I find there's some sort of twisted, ironic beauty in a character on a kill-streak getting killed randomly. The player has to choose either an offensive or defensive strategy, or something in the middle. In this case, defense worked. Besides strategy, I think the other thing to be factored in this game is the gambling aspect: Is it worth going for something and risking getting hurt, or not getting it and risking falling behind in the end?
It would be, if the answer wasn't obvious: Hide and hope to be the last killed. Let the others kill each other and hope you prevail when it's down to you and one or two others.
That's not fun, if everyone does it, and not doing it puts you at a disadvantage.
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Xantalos

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Re: Arena Deus! (Game I - Round 14: Coup de Grace)
« Reply #176 on: March 15, 2013, 04:43:27 pm »

Another suggestion: Killing half the arena and dying to a lucky shot shouldn't put you out of the running. Maybe have a score penalty for dying. Also give the killing player a portion of the victim's points, say 10-25% of them, on top of a flat number; killing a kogan with several kills should be more momentous than killing a random horse. Perhaps the score penalties for death could also be based on the score of the killer, more if the kill err was dozens of points behind but less if you're just another in a series of murders by an awesome player.
I see your point, but I specifically like the way it is. I find there's some sort of twisted, ironic beauty in a character on a kill-streak getting killed randomly. The player has to choose either an offensive or defensive strategy, or something in the middle. In this case, defense worked. Besides strategy, I think the other thing to be factored in this game is the gambling aspect: Is it worth going for something and risking getting hurt, or not getting it and risking falling behind in the end?
It would be, if the answer wasn't obvious: Hide and hope to be the last killed. Let the others kill each other and hope you prevail when it's down to you and one or two others.
That's not fun, if everyone does it, and not doing it puts you at a disadvantage.
Isn't that exactly what Ryan did?
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Greenstarfanatic

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Re: Arena Deus! (Game I - Round 14: Coup de Grace)
« Reply #177 on: March 15, 2013, 04:46:36 pm »

Another suggestion: Killing half the arena and dying to a lucky shot shouldn't put you out of the running. Maybe have a score penalty for dying. Also give the killing player a portion of the victim's points, say 10-25% of them, on top of a flat number; killing a kogan with several kills should be more momentous than killing a random horse. Perhaps the score penalties for death could also be based on the score of the killer, more if the kill err was dozens of points behind but less if you're just another in a series of murders by an awesome player.
I see your point, but I specifically like the way it is. I find there's some sort of twisted, ironic beauty in a character on a kill-streak getting killed randomly. The player has to choose either an offensive or defensive strategy, or something in the middle. In this case, defense worked. Besides strategy, I think the other thing to be factored in this game is the gambling aspect: Is it worth going for something and risking getting hurt, or not getting it and risking falling behind in the end?
It would be, if the answer wasn't obvious: Hide and hope to be the last killed. Let the others kill each other and hope you prevail when it's down to you and one or two others.
That's not fun, if everyone does it, and not doing it puts you at a disadvantage.
But the whole thing with that is, if everyone does it, one person will just pop out and slowly go about killing someone. PLUS, this is all a game of luck. And BECAUSE it's not fun to hide, nobody will do it. The object of this arena game isn't to kill everyone, it's just to have fun and try to survive. If you don't, oh well, there's always next time.
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Xanmyral

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Re: Arena Deus! (Game I - Round 14: Coup de Grace)
« Reply #178 on: March 15, 2013, 04:49:43 pm »

I'm surprised you two didn't just try and go for a temporary alliance to kill him. It was kind of obvious what would of happened, you two would fight and he would kill the severely weakened person from said outcome. Both of you wrote him off as harmless, which is kind of silly.

Just my outlook on this however. I approve of what TCM is doing outcome wise simply because it encourages fighting smart, as well as temporary alliances, backstabbing, and so forth instead of just attack attack attack, or taking pot shots at people near death to rack up as many points as possible. I do think points should play a larger role though, as for now they don't quite do much, and there isn't a way to earn them outside of killing people. Hopefully this will be changed as future rounds are played, and things start to shake up from the various ideas flowing around.

scapheap

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Re: Arena Deus! (Game I - Round 14: Coup de Grace)
« Reply #179 on: March 15, 2013, 04:52:53 pm »

I worked out the odds, GWG was the worst enemy for me with his flight and range, if I pull through with a little more health, superblast would of be easy picking. The dices roll against me.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game
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