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Which game-mode should we play for Round 4? [If you want a mod post in forum]

5 CP - Both Teams try to capture all 5 CP's for the win!
- 3 (20%)
Arena - Eliminate all enemy players to win!
- 2 (13.3%)
Capture the Flag - Capture the intelligence to gain points!
- 0 (0%)
Freak Fortress - One boss versus an entire team! Last team standing wins!
- 0 (0%)
King of the Hill - Both Teams try to keep the CP for 10 cumulative turns.
- 2 (13.3%)
Mann to Mann to Mann - A 3-way variant of King of the Hill. Hold the CP for 5 turns.
- 1 (6.7%)
Payload - One team tries to get the cart to the end. The other team tries to stop them.
- 1 (6.7%)
Payload Race - Both team try to get their payload to the end first.
- 3 (20%)
Zombie Fortress - Humans Vs Zombies. 1 zombie to start. Dead humans switch teams. Try to survive.
- 3 (20%)

Total Members Voted: 14


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Author Topic: Team Fortress 2: Board Game [Round 3 in sign-ups]  (Read 66904 times)

Mopsy

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #240 on: October 28, 2013, 05:31:27 pm »

Action PM'ed.

(I believe our honorable GM forgot to update the charge on EnigmaticHat's Buff Banner.)

Regarding maps with Z-levels, I suspect that it would, in general, be very difficult to determine lines of fire in a map like that. Some kind of 3D or isometric visualizer might help, but I'm still not convinced that it would be worth the trouble. Multi-layered maps where the layers are only connected by elevators or manholes, allowing no firing between layers, seem like an attractive alternative to me. You get all the possibilities for larger, more complex maps, without any of the tedium of trying to use stacked 2D maps to estimate 3D trajectories.
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scapheap

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #241 on: October 28, 2013, 06:48:34 pm »

Move to E7
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TCM

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #242 on: October 28, 2013, 06:50:27 pm »

Dash to H11, Shoot EvilCherry.
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GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #243 on: October 28, 2013, 07:40:46 pm »

Action PM'ed.

(I believe our honorable GM forgot to update the charge on EnigmaticHat's Buff Banner.)

Regarding maps with Z-levels, I suspect that it would, in general, be very difficult to determine lines of fire in a map like that. Some kind of 3D or isometric visualizer might help, but I'm still not convinced that it would be worth the trouble. Multi-layered maps where the layers are only connected by elevators or manholes, allowing no firing between layers, seem like an attractive alternative to me. You get all the possibilities for larger, more complex maps, without any of the tedium of trying to use stacked 2D maps to estimate 3D trajectories.
What about pits?
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Mopsy

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #244 on: October 28, 2013, 07:58:06 pm »

If a player jumped into one, it would work like a very fast one-way elevator.
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mastahcheese

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #245 on: October 28, 2013, 08:54:30 pm »

Run to K11, get murdered!
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #246 on: October 28, 2013, 09:21:45 pm »

Action PM'ed.

(I believe our honorable GM forgot to update the charge on EnigmaticHat's Buff Banner.)

Regarding maps with Z-levels, I suspect that it would, in general, be very difficult to determine lines of fire in a map like that. Some kind of 3D or isometric visualizer might help, but I'm still not convinced that it would be worth the trouble. Multi-layered maps where the layers are only connected by elevators or manholes, allowing no firing between layers, seem like an attractive alternative to me. You get all the possibilities for larger, more complex maps, without any of the tedium of trying to use stacked 2D maps to estimate 3D trajectories.

Fixed that mistake. As for determining lines of sight it'd likely just add +1 to the number of squares. I'd have to test that out though.



I'm going to PM Erils and Rolepgeek early this time around because... Well they're the two to hold us up last time.
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Erils

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #247 on: October 29, 2013, 01:08:20 am »

Sorry I wasn't here for a while.

Move to I4 and switch to flaregun

what is the range on my flaregun? Sorry if I already asked this but I couldn't find the answer.
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Mopsy

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #249 on: October 29, 2013, 08:35:04 am »

what is the range on my flaregun? Sorry if I already asked this but I couldn't find the answer.

Complete weapon data is given in a Google doc, on the tab "Weapons and Specials". Basic rules (and a link to the Google doc) can be found in the first post in this topic. Your flaregun has max range 10, although its range-dependent accuracy matters a lot, too. Accuracy tables are on the tab "Weapon Accuracy".

As for determining lines of sight it'd likely just add +1 to the number of squares. I'd have to test that out though.

I was more concerned about cover than about distances. Using the line tool in mspaint won't cut it when there's a 3rd dimension. If you can come up with a set of rules for cover in 3D maps that is manageable for human brains and still makes any sense, then that's great.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #250 on: October 29, 2013, 10:19:19 am »

Someone on BLU should post for Rolepgeek.
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GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #251 on: October 29, 2013, 10:24:50 am »

Build a Teleporter Entrance, right outside the spawn room. Or in it, if possible.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #252 on: October 29, 2013, 11:21:41 am »

Spoiler: Map (click to show/hide)

Spoiler: Turn (click to show/hide)

Spoiler: Player’s Status (click to show/hide)

Tip: You cannot move diagonally past walls.
Tip: The GM will usually follow the intent, rather than the letter, of your turn.
Tip: For each full turn of controlling the point your team will gain +1 point.


Still no update to the rules, though it looks like that might be changing soon.
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GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #253 on: October 29, 2013, 12:01:38 pm »

Tip: The GM will usually follow the intent, rather than the letter, of your turn.
Glad to hear it!

Respawn.
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Greenstarfanatic

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #254 on: October 29, 2013, 12:33:32 pm »

Respawn as Demoman equipped with Grenade Launcher, Splendid Screen, and Eyelander.
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