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Author Topic: Airship Combat: Rocket man.  (Read 73928 times)

Thearpox

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #570 on: August 11, 2013, 01:20:00 am »

At least until some indie game developer contacts piecewise for the right to his ideas.
You mean Toady? :P

I think we've seen pretty well that it's the DM who makes the game, not some random indie developer. But if Piecewise ever decides to develop and publish this, I definitely want to be in the loop and contributing.
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Why are 100% of my posts in ER? I already have another account. Created this one specifically for playing.

Not online every Friday evening till Saturday night. If I am listed as online, I am still not online, as my computer has an annoying habit of waking up to the tiniest distraction and then going off to sleep again.


List of links to charts and graphs here. Work in progress. Check it out?

Remuthra

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #571 on: August 11, 2013, 01:26:02 am »

I've been putting it off a while, mostly for fun, but I'll tell ya about the Fleshers now.


 They're the alternative to clockwork or steam ships, living airships and flying mounts. They're kinda neat in that you actually grow them; raising them from an egg and effecting their stats and physical characteristics using injected chemicals and proteins as they grow.

The fleshers themselves are a faction within the game, a secretive and almost cult-like organization that makes use of esoteric surface tech and reveres the planet encompassing meta-organism they call "The Worm". They're responsible for archiving what broken bits of knowledge remain from the days when man dwelt on the surface of the earth, and for keeping the floating machine city that the game takes place on airborne. They are often feared by the lower classes and ignored by the higher, but their influence is wide reaching and their effects on society are great. Players who start as one of them in the final game will find themselves playing very differently then players who decide to start from a more normal point; they have a lot of resources, but they're also very strict. You may find yourself doing patrols of the outer shell for a while before you manage to get hold of an Egg of the Worm and start raising your future mount.
((Oh god. Way to hype this up, Mr. Molyneux. Was ER your first DM'ed game? Because I think we will see a definite progression as you become more experienced. I so want to try out the different options and character builds now, a shame we will only have a single game going at once, with each of us playing a single character.))
Perhaps in the full game we could have multiple characters, and choose one to use for a specific mission?

Thearpox

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #572 on: August 11, 2013, 01:33:45 am »

I've been putting it off a while, mostly for fun, but I'll tell ya about the Fleshers now.


 They're the alternative to clockwork or steam ships, living airships and flying mounts. They're kinda neat in that you actually grow them; raising them from an egg and effecting their stats and physical characteristics using injected chemicals and proteins as they grow.

The fleshers themselves are a faction within the game, a secretive and almost cult-like organization that makes use of esoteric surface tech and reveres the planet encompassing meta-organism they call "The Worm". They're responsible for archiving what broken bits of knowledge remain from the days when man dwelt on the surface of the earth, and for keeping the floating machine city that the game takes place on airborne. They are often feared by the lower classes and ignored by the higher, but their influence is wide reaching and their effects on society are great. Players who start as one of them in the final game will find themselves playing very differently then players who decide to start from a more normal point; they have a lot of resources, but they're also very strict. You may find yourself doing patrols of the outer shell for a while before you manage to get hold of an Egg of the Worm and start raising your future mount.
((Oh god. Way to hype this up, Mr. Molyneux. Was ER your first DM'ed game? Because I think we will see a definite progression as you become more experienced. I so want to try out the different options and character builds now, a shame we will only have a single game going at once, with each of us playing a single character.))
Perhaps in the full game we could have multiple characters, and choose one to use for a specific mission?
40*3... oh dear. I don't think that would work. Not to mention the obvious metagaming that would be happening. Easier to have several games running, if it comes to that. Maybe if Piecewise quits his job, but I don't think that is possible.
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Why are 100% of my posts in ER? I already have another account. Created this one specifically for playing.

Not online every Friday evening till Saturday night. If I am listed as online, I am still not online, as my computer has an annoying habit of waking up to the tiniest distraction and then going off to sleep again.


List of links to charts and graphs here. Work in progress. Check it out?

piecewise

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #573 on: August 11, 2013, 01:40:13 am »

Finished my sheet
Gentlemen.
I can't access that so...Nope.


>I'll join, Making a character right now:

Stats:
Dex:4
Agi:2
Chr:0
Int:0
Str:0
Per:2
End:0
Will:0

Skills:
Dual Weilding (ranged) - 5
Stealth - 3
I'll assume we put 1 into skullduggery and then 2 into stealth so that actually works.


Sure.

Toastarrr

(Anything not listed is 0)

Stats:

Dex: 4
Agi: 2
End: 2

Skills:

Stabbing/Piercing: 3
Hand Guns: 5

I'll take a rapier and a SMG.
Same with you. I'll assume 1 into melee, 1 into ranged, 3 into hand guns and 3 into stabby-pierce

Raalup

Stats:
Agi: 5
Dex: 1
End: 2

Slashing and Cutting 5
Rifle 3

Items:
Sword
Rifle

Tada!

You said not to be specific...
And again.


Well... Both. I've seen professionally written rule sets that handle things a lot worse than what you have. Plus my emotions tend to handle a bit like a sledgehammer - I'm not very emotionally subtle, so to speak. Anyways, IN.

Dave Stevens

Stats:
Dex: 0
Agi: 3
Chr: 0
Int: 0
Str: 1
Per: 1
End: 3
Will: 0
Skills:
Ranged Weapons:1
    Handguns:2
    Rifles?:2
Medical:1
    First aid:1
Melee:1
Preferred weapons:
Shotgun
Uzi
I think I got that right.
Looks ok.


Raalup

Stats:
Agi: 5
Dex: 1
End: 2

Melee 1
Slashing and Cutting 3
Ranged 1
Rifle 3

Items:
Assault Rifle
Longsword

This better then?

Oh, there you are...That looks better. Good.

Cromwell Jackson

Stats:
Dex: 3
Agi: 2
Str: 3

Melee 1
-Crushing/Hacking 1
Ranged 1
-Sprayers/Explosives 3
Fighting Opposites 2

Items:
Halberd
Rocket Launcher
Senor Carlos Danger and his rocket launcher. Good and good.



Alright, lets see thats...5 people. Rolling...2 and 4...thats...Toastar and Octobomb! Now lets just....



https://www.dropbox.com/s/at7b9lfflwh8ld3/octobomb%20sheet.png

https://www.dropbox.com/s/9f13cyw0e09qlbp/toaster%20sheet.png

And

https://www.dropbox.com/s/lmicujen70afgak/test%20arena.png

Toaster is Red, Octo is Blue. Light gray is low cover, Dark is high. Light has 5 hp, gray has 10. And at this point neither of you have a shot at the other.  So you can either post your action here or PM it if you want to get a drop on the other guy. If you have any questions, feel free to ask them.

mastahcheese

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #574 on: August 11, 2013, 01:42:47 am »

Those are the coolest looking character sheets I've ever seen.
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The Derail Thread

Thearpox

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #575 on: August 11, 2013, 01:44:21 am »

Those are the coolest looking character sheets I've ever seen.
Not the coolest, but astronomically better compared to ER. Where'd ya get them? Or Paint?

Also, not Toasterrr, bit Toastarrr

PS: Any ideas for how to make the values in the character sheets match vertically? Copypasting the numbers from Excel might work, or have a vertical line to match them off. Alternatively, maybe someone on this forum can make a program for these. It shouldn't be too hard.
« Last Edit: August 11, 2013, 01:49:43 am by Thearpox »
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Why are 100% of my posts in ER? I already have another account. Created this one specifically for playing.

Not online every Friday evening till Saturday night. If I am listed as online, I am still not online, as my computer has an annoying habit of waking up to the tiniest distraction and then going off to sleep again.


List of links to charts and graphs here. Work in progress. Check it out?

piecewise

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #576 on: August 11, 2013, 01:50:01 am »

At least until some indie game developer contacts piecewise for the right to his ideas.
You mean Toady? :P

I think we've seen pretty well that it's the DM who makes the game, not some random indie developer. But if Piecewise ever decides to develop and publish this, I definitely want to be in the loop and contributing.
I intend to, once it's all put to paper, throw it up somewhere like Drivethrurpg as a "Pay what you want". Of course by that point it will probably consist of 3 booklets like this, one for standard player stuff, one for the ship building and related items, and one for the GM which would include world stuff like lore, roll tables, maps of the Cloudbearer, etc. Not sure how far off that is, but I'm working my way there, slowly.

Those are the coolest looking character sheets I've ever seen.
MSpaint. Not normally called "Cool".

Those are the coolest looking character sheets I've ever seen.
Not the coolest, but astronomically better compared to ER. Where'd ya get them? Or Paint?

Also, not Toasterrr, bit Toastarrr
Made'em. And I'll change that if toaster actually cares. If not, I'll go take a nap.

mastahcheese

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #577 on: August 11, 2013, 02:02:23 am »

MSpaint. Not normally called "Cool".
I call it cool, it's all I know how to use.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

DaveTheGrave

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #578 on: August 11, 2013, 02:31:07 am »

You should definetly sell this game, it could totally become more popular then DnD.
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miauw62

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #579 on: August 11, 2013, 03:48:08 am »

You could also post about it in other places, like /tg/ or so.
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GreatWyrmGold

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #580 on: August 11, 2013, 06:11:20 am »

Wow. That is a pretty complete rulebook.

Spoiler: Pilate the Pilot (click to show/hide)
This is the pvp test :P.
It is?
...
Dangit. I forgot weapons too. Well, don't do this kind of thing late at night...new character incoming. Except that the test is starting.

You should definetly sell this game, it could totally become more popular then DnD.
I doubt it. It has great potential, though.
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Octobomb

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #581 on: August 11, 2013, 06:29:57 am »

Your move, Toastarr. Sent my pm, but will probably end up dying or something. Anyway, PM sent!
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Remuthra

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #582 on: August 11, 2013, 12:59:34 pm »

Moe Ridger

Stats:
Dex: 0
Agi: 0
Chr: 0
Int: 0
Str: 2
Per: 0
End: 6
Will: 0

Skills:
Crushing and Hacking 8

Items Desired:
Sledgehammer
Flamethrower
Clerical errors have it in for me :/.

Toaster

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #583 on: August 11, 2013, 01:50:25 pm »

I'd actually prefer one point in stabby moved to general ranged, but it's not really a huge deal for the test.

PM sent.
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piecewise

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #584 on: August 11, 2013, 02:20:20 pm »

Currently working on the airship design documents. Basic body design continues to advance; with the current system you can create ships of any size or shape and the system should be able to deal with them. Damage models may require a bit of abstract thought though; what with having to mentally "stack" the different levels of blueprints to see the whole in your head.

Preliminary tests with the indomitable doughnut ship are looking positive. Powerful cannonballs punch through multiple walls, buzzblades ricochet around inside the structure and the Ultra cannon's explosive shell plows straight through the thing so fast that it doesn't even have time to detonate. Next we test the "Snake" a ship, a ship that looks sort of like a sin wave, undulating up and down across several vertical levels and requiring many sets of stairs.

Now, on to that melee...





Toastarrr and Dave begin their dual with an immediate sprint to cover, the central high cover blocking any chance they have to shoot at each other until the very instant they reach their destinations and dive behind cover. Toastarrr decides to hold his fire; technically he could take potshots at Dave's hiding place, but Dave seems to be hunkered down and not showing himself, giving Toastarrr no chance to hit.


https://www.dropbox.com/s/lmicujen70afgak/test%20arena.png
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