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Author Topic: Warmachine: Mecha Suggestion Game  (Read 7329 times)

adwarf

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Re: Warmachine: Mecha Suggestion Game
« Reply #30 on: October 01, 2014, 07:41:21 pm »

((Sorry for the delay on the update, this is a mini-update with a full one coming tomorrow.))

"We'll be practicing in the bay?"

"Yes, though the entrance to the bay will be opening and the practice area will encompass the bay itself and a fair chunk of the ocean beyond marked by electronic markers and buoys which both you, and your training partners will be restricted within this area so there will be no unfair advantages like that. At least this time around."

Mr. Sanders grins at his last sentence, and you get the feeling he's having far to much fun with this situation ...
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Cryxis, Prince of Doom

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Re: Warmachine: Mecha Suggestion Game
« Reply #31 on: October 01, 2014, 10:29:08 pm »

Anything I've got to do before training?
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3man75

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Re: Warmachine: Mecha Suggestion Game
« Reply #32 on: October 01, 2014, 10:42:47 pm »

Anything I've got to do before training?
+1
An how many opponents?
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evilcherry

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Re: Warmachine: Mecha Suggestion Game
« Reply #33 on: October 02, 2014, 10:46:02 am »

Change to mixed range. Long range weapons aren't really useful under water unless you play like a sub.

Parsely

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Re: Warmachine: Mecha Suggestion Game
« Reply #34 on: October 02, 2014, 11:43:34 am »

Why do you say that? Underwater, and especially this close to shore, there are no natural obstacles significant enough to affect line of sight, even if we were standing on the bottom of the bay. At the most there's a couple feet of coral which could prove an issue for walking upon, but the practice mechs are 30 feet tall. My point is the more range the better because with no obstructions we should be able to hit whatever we can see.
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3man75

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Re: Warmachine: Mecha Suggestion Game
« Reply #35 on: October 02, 2014, 12:06:01 pm »

Why do you say that? Underwater, and especially this close to shore, there are no natural obstacles significant enough to affect line of sight, even if we were standing on the bottom of the bay. At the most there's a couple feet of coral which could prove an issue for walking upon, but the practice mechs are 30 feet tall. My point is the more range the better because with no obstructions we should be able to hit whatever we can see.

+1 to this.
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adwarf

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Warmachine: Mecha Suggestion Game
« Reply #36 on: October 02, 2014, 08:07:42 pm »

Long-range.
Anything I've got to do before training?
An how many opponents?

Sanders nods, and takes a moment to speak into a headset he had hidden in his pocket to tell the engineering crew to prepare the long range setup for the practice model before addressing your questions.

"Training will be held immediately, everything else including introductions to the engineering crew for the practice model will come after you've done your first day of training since we need to get data in immediately. Today's training will have you facing off against six opponents, these six units are <MSV-III Barracudas> which our company produces for the Alliance's sub carriers, the <Barracudas> are remote controlled and partially autonomous underwater assault drones used to support underwater operations which currently only consist of submarines. Naval units such as ships, subs, and units similar to the <Barracuda> are likely the only opponents you will be facing in the field since as far as our nation knows the Alliance is the only group creating aquatic mechs. Now follow me to the garage, once you're settled into the practice model we'll brief you on the exact specifics of today's test."

You nod, and fall into step with Sanders as he makes his way towards the garage, you're quick to notice the two rather well built men in suits that start following Sanders a few feet behind and the fact that they have pistols strapped to their hips. You do your best to ignore them as Sanders leads you from your new home to the garage you had checked out yesterday though this time around you enter through the garage door facing the bay and the equipment on the rack next to the practice model is quite a bit different. Where an assault rifle had sat you find a rifle that's almost as tall as the mech is with two magazines sitting on a rack beneath that while to the right of that is a large knife, and a bulky pistol whose magazine is far large than the pistol's size should need.

By the time you turn to ask Sanders what you should do the old man is already entering the control room with one of his guards, shrugging you look around for a way to get into the mech itself. Its not long before you find a ladder setup behind the mech leading up to an open hatch slightly bigger than your average person, climbing up into the hatch you find yourself in a somewhat cramped tube with a seat, and three monitors surrounding it. To your surprise the monitors don't show the outside of the mech but instead show diagrams and diagnostics of the mechs current situation, and the seat has indents a few inches in diameter placed along where your neck and spine should be. You hear a female voice start talking as you stand beside the seat, hesitant to sit down in it.

"Trainee Lokisson this is Chief Mechanics Analyst Julius, I'll be the one assisting you in controlling this practice model and aiding you during your training sessions to achieve the best results possible in your skill growth. As you've probably noticed by now the seat in front of you has some indentations where your spine will be when you sit in the chair, this is to allow connection of your mind to the <Concept Drive> which will let you control this mech like its your very own body. Please take a seat, you'll notice a slight shock of pain as the <Concept Drive> initiates, and then after that you should be fine to proceed out into the bay where your training will begin."

Sighing you slide into the seat with tension filling the air, as soon as you come to rest you hear the hatch behind you close with a hiss as the capsule starts to pressurize followed by a slight hum as the seat itself light ups. Within moments thin metal bars slide out of the trio of indentations and surround the base of your neck and your torso before clamping down, you feel needles entering your spine followed by a crippling pain that makes your vision turn to black for a split second before fading completely. When your vision returns you stare at the scene before you in shock, your view of the cockpit was replaced with a view of the garage you were in ... you were seeing out of the mech's sensors like they were your own eyes. If you had to compare the two then the mech's sight was far superior to your own, you could see most fine details even on the tools used to maintain, and repair the mech as if they were right in front of your face.

Julius' voice comes through the comms bringing you back to the current situation,

"It looks like everything is going well, synchronization rate with the <Concept Drive> is 95%, the <Apostle Field> has fully powered on and stabilized, power generation in optimal, and all systems are green. Trainee you are clear to collect your armaments and then begin the training mission, for today you will be facing six <Barracudas> whose weapons are loaded with simulation munitions that work in tandem with the practice model's systems to simulate real combat damages. Your weapons also use simulation munitions so fire at your own discretion, you'll cause very minimal collateral damage with it. Today's training scenario has one win condition, and one lose condition. The win condition is defeat four of the <Barracudas>, the lose condition is your practice model becoming disabled. Good luck Trainee Lokisson."

You voice your acceptance, and start gathering your armaments and (in the case of the pistol and knife) placing them on the prepared hard points to keep them near at hand. As you do this you contemplate how to proceed into the bay since presumably the training begins the moment you enter the bay ...

Spoiler: Hektor Lokisson (click to show/hide)
Spoiler: Practice Model (click to show/hide)
« Last Edit: October 02, 2014, 11:24:05 pm by adwarf »
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Parsely

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Re: Warmachine: Mecha Suggestion Game
« Reply #37 on: October 02, 2014, 11:22:42 pm »

Quote
you could see much fine details
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Parsely

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Re: Warmachine: Mecha Suggestion Game
« Reply #38 on: October 03, 2014, 09:51:00 pm »

Hit the water and test the boosters to see what kind of emergency maneuverability we've got. Can we break water if we get a running start and use max thrust (don't physically test this just use our judgement)? Once that's done, sink to the bottom. Walk along the bay floor and try to reach level ground. Scan around with our sensors. What kinds of sensors do we have available? IR, low-light, active and passive sonar?
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3man75

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Re: Warmachine: Mecha Suggestion Game
« Reply #39 on: October 03, 2014, 10:43:48 pm »

Hit the water and test the boosters to see what kind of emergency maneuverability we've got. Can we break water if we get a running start and use max thrust (don't physically test this just use our judgement)? Once that's done, sink to the bottom. Walk along the bay floor and try to reach level ground. Scan around with our sensors. What kinds of sensors do we have available? IR, low-light, active and passive sonar?

This. I wish I watched more gundam as a kid.
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Cryxis, Prince of Doom

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Re: Warmachine: Mecha Suggestion Game
« Reply #40 on: October 03, 2014, 11:44:51 pm »

Before entering the bay as what the 5% of missing connection can affect and if the suit gets damaged will it physically damage me then head out to the bay as the others suggested
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adwarf

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Warmachine: Mecha Suggestion Game
« Reply #41 on: October 09, 2014, 08:06:27 pm »

Hit the water and test the boosters to see what kind of emergency maneuverability we've got. Can we break water if we get a running start and use max thrust (don't physically test this just use our judgement)? Once that's done, sink to the bottom. Walk along the bay floor and try to reach level ground. Scan around with our sensors. What kinds of sensors do we have available? IR, low-light, active and passive sonar?
Before entering the bay as what the 5% of missing connection can affect and if the suit gets damaged will it physically damage me then head out to the bay as the others suggested

"Before we begin the training exercise, what exactly does my synchronization rate with the <Concept Drive> being at 95% mean?"

You ask as you begin to maneuver the practice model into the bay, checking the boosters real quick you find another display lights up and shows some basic information on your boosters along with fuel levels. From the looks of it you have enough fuel in the tanks to keep the boosters going continuously for about ten minutes, thankfully you can use the full ten minutes of fuel since there's no need to dock with a ship. As you're checking the displays once more Julius replies,

"The standard synchronization rate has been recorded as 90% for pretty much all users of the <Concept Drive>, no one in history has been recorded with a rate higher than 98% and those who go above 95% are extremely rare. Effectively what your rating means is how connected to the <Concept Drive> you are, the higher the number is then the less lag there is in the machine carrying out your thoughts and actions, it can be considered a second reaction speed for pilots. Aside from that there should be no effects on you or the machine due to your connection with the <Concept Drive>."

Nodding you turn your focus back to the practice model itself and resume full control of it, leading it down through the water you hear the slight sound of last minute pressure changes in the cockpit moments before the water comes up above the machine's head completely. You continue on down until you're about a three feet beneath the water before testing the thrusters themselves, just one quick burst at full power launches you forward a good ten feet, while it uses a decent chunk of fuel you get the feeling you'll be able to move quite quickly in emergencies this way. Doing some quick thinking you get the feeling that using just the thrusters you could break out of the water and to the surface using about a minutes worth of fuel.

With your testing done you sink to the bottom, and grasp the Hyperion Model F with both hands as you begin to scan your surroundings for the <Barracudas> you've been tasked with taking down. A quick test reveals that the practice model's main sensors have low-light and infrared modes while the machine itself has passive sonar as evident by four red diamonds appear across your vision, two far out in front of you, and one to your left and right according to the sensors. Swallowing hard you contemplate how to engage them with two of them missing ...

Spoiler: Hektor Lokisson (click to show/hide)
Spoiler: Practice Model (click to show/hide)
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Cryxis, Prince of Doom

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Re: Warmachine: Mecha Suggestion Game
« Reply #42 on: October 09, 2014, 08:28:24 pm »

Activate infared sensors and look for the other two while engaging any that become an immediate threat
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Parsely

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Re: Warmachine: Mecha Suggestion Game
« Reply #43 on: October 09, 2014, 08:32:32 pm »

Hit the infrared and back up towards the shore a touch without breaking the surface of the water. Fire at the Barracudas as we buy ourselves extra time.

According to Adwarf, the shore is directly to our back, we're about twenty feet plus or minus beneath the surface of the water, the bay is all silt and gravel so no coral or obstructions. So those two Barracudas must be just beyond the detection range of our passive sonar.
« Last Edit: October 09, 2014, 08:34:43 pm by GUNINANRUNIN »
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Xanmyral

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Re: Warmachine: Mecha Suggestion Game
« Reply #44 on: October 10, 2014, 06:51:44 pm »

Hit the infrared and back up towards the shore a touch without breaking the surface of the water. Fire at the Barracudas as we buy ourselves extra time.
+1
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