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Author Topic: The Derail Games: A game of Awesome Chess.  (Read 171283 times)

mastahcheese

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Re: The Derail Games: Dawn of a new Era
« Reply #1935 on: December 31, 2014, 08:59:10 am »

Leave the seagull for now and enter a different room to clear your thoughts. Question why we had drugs in the apartment. Then go get them and set them on a plate for the seagull, and make sure the caltrops are in a drawer or something, not somewhere the seagull can reach.
Then drink some alcohol without thinking of how that interferes with the drugs.
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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

Execute/Dumbo.exe

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Re: The Derail Games: Dawn of a new Era
« Reply #1936 on: December 31, 2014, 09:01:14 am »

Leave the seagull for now and enter a different room to clear your thoughts. Question why we had drugs in the apartment. Then go get them and set them on a plate for the seagull, and make sure the caltrops are in a drawer or something, not somewhere the seagull can reach.
Then drink some alcohol without thinking of how that interferes with the drugs.
Ah, sorry, made a small edit, you actually fainted and found yourself in a fantasy land.
I actually made a previous edit, forgot to add that passage and instead removed one of the lines on the accidental double line split, then remembered about 5 minutes after.
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IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
15:52   IronyOwl   Whereas Dungbeetle is closer to "Fuck you."

Dorsidwarf

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Re: The Derail Games: Dawn of a new Era
« Reply #1937 on: December 31, 2014, 10:27:47 am »

Sunrise

You make the allocations, and buckle yourself into your commanding chair, in preparation for the shard jump.

"Shardspin complete, Captain", a commander calls.
"All stations report strapdown", another says.
"Main gun is charged"
"Engines pre-lit"
"Missiles stowed"

You bring the mic up to your mouth, and speak clearly into it. "Initiate jump".

A few seconds later, there is a shock unlike anything else in the galaxy, and you are forced back into your chair by an invisible hand. The bridge lights explode, one after the other, leaving emergency strips glowing red in their wake. The Gate begins to shake violently, across the hall from you, a commander's seat tears free, hurling him around the room like a broken doll. The shaking grows more and more intense, and ducts rattle as the world begins to blur out.

And then it stops.

"Shard jump complete!", calls Engines.
"All stations reporting in!", Crew announces
"Main gun still charged!", Gunnery speaks out.
There is a brief silence.
"Missiles?" You ask.
"Missiles is dead. Seat failure."
"Final jump assessment: A-class, neglible damage"


The buckles and straps snap open, and you climb out.
You glance up at the tactical map which has clattered down on its castors from above. "I'm seeing seven ships here, Sensors".

"Roger that sir, one must have jumped in just now"

"Orders?" says Gunnery

Deaths this turn: 20

SHIPCOMS: 395/500 - Allows orders to be given. Very tough, requires few crew to man.
SHARDCOMS: 10/20 - This tiny structure, situated above the bridge, allows for superluminal conversion with Orion Command
BRIDGE: 889/1000 - The control center. Keep this running at all costs! Requires minimum of 500 crew to man
MAIN GUN: 3990/5000 - This relic weapon has splintered planets, burned fleets, and is the main armament upon the Gate. It requires 4000 crew to man fully, but is capable of operating with barely a thousand, as long as "Rapid fire" is nowhere on your list of plans.
REACTOR 1:2000/2000 - The only fully-manned part of your ship, and the only part you don't understand, or particularly feel like experimenting with in battle.
REACTOR 2: 300/500 - Backup reactor, in case of critical damage to the main. Will just about let you spin up the Shard and flee, if operating with full capacity and Reactor 1 is offline.
SHARDDRIVE: 1499/1500 This superluminal warp fragment, no larger than a fist, and encased in a containment block the size of a city, allows you to travel both interplanetary and interstellar. If you lose this, the ship will either detonate instantly or just be stranded.Either way, you'll be removed from command.
ENGINES: 693/1000 skyscraper-sized rocket pods for in-system movement. Largely autonomous, each one is manned by just twenty crew. You have a lot.
SUBWEPS: 0/6000 : This refers to all your multitude of other weapon systems, such as ICBMs, point defenses, interceptors, rail turrets the size of office blocks, and so on. There are no crew on these systems, and they have been securely stowed.

« Last Edit: December 31, 2014, 10:32:18 am by Dorsidwarf »
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Re: The Derail Games: Dawn of a new Era
« Reply #1938 on: December 31, 2014, 10:35:18 am »

We will have horse archers

Also I don't mind what kind of advisor I am
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Dorsidwarf

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Re: The Derail Games: Dawn of a new Era
« Reply #1939 on: December 31, 2014, 10:42:36 am »

We will have an army composed entirely of cavalry and ballistae. Maybe even ballistae on chariots. Or just on the backs of horses. awww yeah

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Re: The Derail Games: Dawn of a new Era
« Reply #1940 on: December 31, 2014, 11:06:52 am »

What advisor do u want to be Mr team-mate
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Dorsidwarf

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Re: The Derail Games: Dawn of a new Era
« Reply #1941 on: December 31, 2014, 11:27:05 am »

Artilleriser-General
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mastahcheese

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Re: The Derail Games: Dawn of a new Era
« Reply #1942 on: December 31, 2014, 11:31:23 am »

You freeloaders have an actual thread now, I already gave you archers and ballistae.
Get off my lawn!

If we know which enemy ship jumped in, fire on them. Otherwise, fire at nearest enemy.
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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

Dorsidwarf

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Re: The Derail Games: Dawn of a new Era
« Reply #1943 on: December 31, 2014, 01:05:29 pm »

I can't find it anywhere.
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Remuthra

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Re: The Derail Games: Dawn of a new Era
« Reply #1944 on: December 31, 2014, 01:06:51 pm »

You freeloaders have an actual thread now, I already gave you archers and ballistae.
Get off my lawn!

If we know which enemy ship jumped in, fire on them. Otherwise, fire at nearest enemy.
Don't you make us invade this thread, now.

mastahcheese

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Re: The Derail Games: Dawn of a new Era
« Reply #1945 on: December 31, 2014, 01:18:07 pm »

Alright, I'm placing the thread up.

Since Cyan, Blue, and Purple all get strong melee units, I'm giving Red better archers and siege.

Go PTW in here for when I start the game some time.
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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

Dorsidwarf

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Re: The Derail Games: Dawn of a new Era
« Reply #1946 on: January 01, 2015, 07:03:14 am »

Sunrise

As you look closer at the tacmap, you see that one ship is further out from the planet than the others. This is likely the ship which just jumped in, and as such you order it destroyed first. You bark out the command, and orders are repeated into mikes, engines fire as the ship orientates to bring the main gun to bear.

"Load sequence complete"
"Beam stable"
"Engine pods burning to track"

You stare out into the void and reflect briefly on what drives men to abandon their posts, to rebel, to refuse to comply, and then put such thoughts aside. "Fire."

There is a roar, spitting and snarling, ripping through the Gate, and a beam of blue light, pale and wavering lances out with impossible speed, lashing and curling across the void before it embraces the target in a balmy glow. For a few seconds, you see engines on the ship fire as it desperately tries to leave the crosshairs, and then with an earsplitting scream, a white line connects your ship with theirs, blindingly bright, and the viewports polarise. When the light fades enough to see out, there is nothing left, and for an instant it is like the ship, dimly lit by the red emergency lights, is alone in the universe
"Firing successful"
"Other hostiles moving inwards, vectors say gunnery range in five"
"Main gun charging, ten percent"
"Hostiles will be here before the main gun is at full power."

"Firing options are full charge or attempt low-power shots"
"Standing by your orders"



SHIPCOMS: 395/500 - Allows orders to be given. Very tough, requires few crew to man.
SHARDCOMS: 10/20 - This tiny structure, situated above the bridge, allows for superluminal conversion with Orion Command
BRIDGE: 889/1000 - The control center. Keep this running at all costs! Requires minimum of 500 crew to man
MAIN GUN: 3990/5000 - This relic weapon has splintered planets, burned fleets, and is the main armament upon the Gate. It requires 4000 crew to man fully, but is capable of operating with barely a thousand, as long as "Rapid fire" is nowhere on your list of plans. It is not charged yet.
REACTOR 1:2000/2000 - The only fully-manned part of your ship, and the only part you don't understand, or particularly feel like experimenting with in battle.
REACTOR 2: 300/500 - Backup reactor, in case of critical damage to the main. Will just about let you spin up the Shard and flee, if operating with full capacity and Reactor 1 is offline.
SHARDDRIVE: 1499/1500 This superluminal warp fragment, no larger than a fist, and encased in a containment block the size of a city, allows you to travel both interplanetary and interstellar. If you lose this, the ship will either detonate instantly or just be stranded.Either way, you'll be removed from command.
ENGINES: 693/1000 skyscraper-sized rocket pods for in-system movement. Largely autonomous, each one is manned by just twenty crew.
SUBWEPS: 0/6000 : This refers to all your multitude of other weapon systems, such as ICBMs, point defenses, interceptors, rail turrets the size of office blocks, and so on. There are no crew on these systems, and they have been securely stowed.

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Quote from: Rodney Ootkins
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mastahcheese

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Re: The Derail Games: Dawn of a new Era
« Reply #1947 on: January 02, 2015, 01:26:32 pm »

Pull 200 men off the engines and switch them to subweapons
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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

TalonisWolf

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Re: The Derail Games: Dawn of a new Era
« Reply #1948 on: January 02, 2015, 05:21:01 pm »

It's "heroes", not "heros"
DOES IT LOOK LIKE I CARE ABOUT SPELLING?

  'Mastah' instead of Master, 'Heros' instead of 'Heroes'... you, sir, are the Anti-Grammar-Nazi.

 I salute you.
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Remuthra

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Re: The Derail Games: Dawn of a new Era
« Reply #1949 on: January 02, 2015, 05:23:08 pm »

It's "heroes", not "heros"
DOES IT LOOK LIKE I CARE ABOUT SPELLING?

  'Mastah' instead of Master, 'Heros' instead of 'Heroes'... you, sir, are the Anti-Grammar-Nazi.

 I salute you.
The term is Grammar Commie.
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