REDKeep them off the guns!
Sometimes my existence is so simple. Shoot things, then shoot more things. Don't worry about trying to outmanoeuvre, just keep shooting.
You try to turn the gun to face the other ship but it won't reach that far. You spend the next several seconds banging away uselessly, trying to turn the gun farther then it's designed to.
"COME ON, CAP' YOU TOOK THEM OUT OF DAKKA RANGE!"
((Okay, I call shenanigans. The Blues had to turn 45 degrees in order to fire at us. That is supposed to take up an entire turn. I can accept that they were able to fire at us for the purpose of keeping this turn-based, even if real-time they would not have been able to. But at the same time, we didn't need to turn as we were passing them. Exactly how were they able to fire first?!
By the way, another suggestion. When we are turning and moving, it would be neat if our movement path was an arc, not turn and then move.
Also, it's kind of hard to use W/E/N/S when turning. If we were squares, sure, but not as ships.))
Red Team
Name: Vlad
Perhaps we should begin turning a different direction now, that one of our sides is badly damaged. That way we will be able to fight on equal footing again.
Check if Danath is okay. Administer care. (I hope my intelligence will help here.)
Also, if we get another turn before tomorrow night, Remuthra can take charge of my character.
You scramble back down the stairs and over to Danath, who is still laying against the wall.
[T4. R6. S4]
You pull the shrapnel from his leg and bandage the wound shut with some cloth torn from your shirt. It looks like it will hold and should stop the bleeding.
SLOAN
MORE DAKKA! MORE BOOM! FIRE! FIRE!
You watch as the Blue ship drifts away. It gets close, but you can't get a line of fire on the blasted thing! GOD DAMN IT ALL, YOU MUST HAVE BLOOD! YOU MUST HAVE DEATH! BLUE MUST BURN!
Red- Danath
Wait as Vlad tries to fix my leg. Help if possible. Once that's done, reload the cannons, ready to fire again.
Also Cheesecake, I would advise specifying a target, like the engines or the back of the cockpit, not just boom boom :S
Vlad helps you to your feet and you immediately begin loading the cannons again.
[R9. S4]
You reload the two available cannons, carrying one shell with each hand. The ship is fully loaded again, ready to fire.
"Dammit! Why didn't you idiots fire the cannons?!?"
Shout at the crew. Slow down to Speed 2 and turn right more. I'd be going west at that point. Prepare to dodge cannonfire by leaping down the ladder if anything shoots at me somehow.
[T2. R9. S4]
You adjust the throttle and the ship's heading, constantly ready to dive head first down that ladder. Better maimed then dead.
BLUE((Okay, I call shenanigans. The Blues had to turn 45 degrees in order to fire at us. That is supposed to take up an entire turn. I can accept that they were able to fire at us for the purpose of keeping this turn-based, even if real-time they would not have been able to. But at the same time, we didn't need to turn as we were passing them. Exactly how were they able to fire first?!
I don't claim to fully understand everything, but what turns the ship and what propels the ship are two entirely different systems. One can be operated independently of the other, so I assume the hard turn was swung while the ship was already in motion, giving a quick shot at the ship.
"Arr har har! Come back and have at ye!
Toastarrr: Help reload shells! If there's any way in hell I can get a shot off from a cannon, take it instead!
[R2. S2]
An opportunity to shoot never presents itself, but you manage to get a single shell loaded in the mean time. You return to your position at the cannon afterwards.
Steven,Blue
Reminisce in the awesome shot while reloading the cannon.
[R4. S1]
You get the shell out of the ammo dump and roll it over to the cannon, but can't manage to lift it up and into the barrel. You eventually set it back down and spend a few moments resting and thinking back to the shot you made. God, that was a good goddamn shot. You hope someone was standing behind that cannon. You hope it freaking crushed them.
Tell the captain to ram, ready my saber.
You run up to the cockpit and begin demanding that the captain "Prepare for ramming speed.", insinuating that if he didn't he was "A spineless sack of baby hearts without the courage required of a captain."
Chance way missed, Damien instead books it down to Engineering, to make sue things are going well.
You climb your way down to the third deck and look around. Everything seems to be running smoothly; the engine is running hot enough to turn the entire lower deck into a steamy, 120 degree mechanical hell hole; but at speeds like these you have to expect such things.
You jump over the wreckage of the forward right cannon and take up position at the middle one.
[T4. R6. S2]
You fire, the recoil of the gun pushing you back despite its bindings to the deck. You don't see it hit; you don't see the shell hit the blue ship. You must have missed. You move to the next gun.
[T4. R6. S3.]
Another miss. You pound your fists on the cannon.
Uhhh. Why did he shoot twice?
Also, what about my suggestion about limiting speed change to a single level per turn?
Vowel: realize the effect of my singing on morale. Try to take out another point out of singing (for a total of -1) and put it into piloting. Also, turn left aka NW and speed up to 3.
[t2 R4 S3]
You change heading and keep singing, drowning out the threats from the man beside you.