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Author Topic: Skies of Alzeran [7] - *THOOMP*  (Read 18069 times)

Eric Blank

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Re: Skies of Alzeran [8/?] - A duel.
« Reply #300 on: January 01, 2015, 08:42:24 pm »

So speed could work as a roll to decide which weapons fire first and if they get to fire again the same turn, with a damage penalty on any secondary and further penalty on tertiary(?) attacks' damage?

Gonna have to mull over utility modules concept.
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Rolepgeek

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Re: Skies of Alzeran [8/?] - A duel.
« Reply #301 on: January 03, 2015, 05:16:04 pm »

Haven't had much time/energy devoted to working on the system, sorry chaps.

But, I will try and outline the various 'Types' of Weapons, Defenses, and Utilities. The Type determines how it functions in the capacity it does.

Weapons: more might be added to this, but as it is, I can see Weapon Type being a combination of the manner/form the weapon takes, and the type of projectile.
For the first part, a sample list of what I've come up with: Turret, Fixed/Missile(mostly because that's about the only thing it'll be used for, and different types of missile might be better for projectile), Drones, Psychic, Squad, Ram(?).
Each of them mean different things, each of them are just generic descriptions for things that might be other stuff; a Fighter Jet Squadron would be Drones, a rift in Space Time appearing randomly at the target might be Psychic even if it's done with Tech/Magic, and a group of mages launching fireballs would be Squad, as examples.
Projectile types could include: Beam, Kinetic, Explosive/Missile(?), Magic(dunno whether this should be it's own type or split into multiple others), Mental, Incendiary(maybe?), Small Arms(???), RAM(!?!).
Why any of this? Well, partially because now Specialization can mean something without debates about whether it applies to X or not(we haven't had those, mostly because Specialization hasn't been doing anything)

Defenses would be a bit simpler, thankfully. Mostly they would come in, I think, three types(I'd like four, one for each stat, but I can't think of one). Active, Passive, and Armor(Tanking is a bit meta of a name, and regardless of the shape it takes, it's basically armor). Each one prefers a different stat, because Defense stats would affect them ever so slightly differently(maybe? or maybe they just get a little extra boost from the stat they prefer. I dunno.).
Active defenses are things like Flak Turrets, Counter-Magic, Interceptors(although those would be better as Weapons, for reasons you'll see in a minute); things that actively take down enemy attacks. They like Effectiveness the most, because it's most necessary for them to do their jobs, and they tend to be fairly specialized.
Passive are things like electronic countermeasures, invisibility magic, cloaking devices, chaff pods...they make it harder to hit the airship in the first place, basically. Versatility is their favored stat, as something like that tends to be just one or two of per ship, so you want to make sure it applies.
Armor is fairly obvious, though it can include things that aren't; force fields, damage absorbers, and the like. Basically, the ship was hit, and now this stuff is reducing, using, or just plain taking the damage instead of the Ship itself; Durability is obviously what they like most.
Specialization, as applied to any of these(still not sure if Defenses should just plain have that as a stat, or to use Effectiveness as a facsimile), is mostly for special abilities and the like; self-repairing Armor, Projectile attracting and subsequent consumption Passive, damage returning Active...

Oh, and the big difference between Weapons, Defenses, and Utilities: ask yourself: is it Proactive, Reactive, or simply Active?

Utility Types, unlike the other two, are mostly just descriptions of what they do, as there's gonna some basic ones that we can get out of the way: Engines, Repair Bays, Engineering Bays(or Sectors, or whatever), Sensors, Power Plants, Construction Bays, Crew Quarters...
These can be combined, as well, depending on the fluff, which can be beneficial or harmful in some ways.
Example; You could have one Engine, one Repair Bay, and one Power Plant, or three Drone Reactors(just needed a name; combination of the three modules) with 1/3 of the capacity each. If one gets destroyed, in the first example, you're either dead in the air, unable to fix yourself quickly, or out of power; all dangerous, but on the other hand, your other capacities are unimpeded. In the second example, you take a hit to all three, but you still have all three, to some extent.
« Last Edit: January 03, 2015, 05:17:49 pm by Rolepgeek »
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Twi

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Re: Skies of Alzeran [8/?] - A duel.
« Reply #302 on: January 07, 2015, 10:16:01 pm »

Woops! Kerbump?
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Aklyon

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Re: Skies of Alzeran [8/?] - A duel.
« Reply #303 on: January 08, 2015, 01:51:28 pm »

Kerbump indeed. I didn't know if people wanted to wait for the newer stats or not, since the next turn has more fighting in it and the stats are mostly about combat, so I hadn't posted it. (then again I hadn't asked because i forgot to, so its at least partly my fault for not knowing, I guess.)
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Rolepgeek

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Re: Skies of Alzeran [8/?] - A duel.
« Reply #304 on: January 08, 2015, 10:02:39 pm »

Go ahead and post the turn. This should wait until a lull comes to be implemented. And I haven't had the time, unfortunately...

Nag me about this over the weekend, though, and I should be able to power through it.
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Eric Blank

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Re: Skies of Alzeran [8/?] - A duel.
« Reply #305 on: January 10, 2015, 07:30:46 pm »

Note to dumb me; fire the goddamn shredder cannons! And the remaining artillery.
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Aklyon

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Re: Skies of Alzeran [8/?] - A duel.
« Reply #306 on: January 15, 2015, 11:36:51 am »

This took far longer than I wanted to to get posted, I'd wanted to get it done as soon as AGDQ was finished. Instead, I get a bunch of aches and end up not feeling like getting up. :-\
So have a cleanup post while I put together the turn proper.

Prior Turn
Quote
Construct Evolution Facilities with 4 Growth.
Continue Assimilation of the island.
Begin preliminary analysis(full analysis will have to wait until Evolution Facilities are finished) of the crystalline substance. Perhaps we can incorporate it into our technology?
The first two are done. Preliminary analysis of the transmissions likely indicate either fractures in the transmitter or disruption from the significant warp activity the devastator airship caused.

What I'm using for now is in brackets except for the power brackets, which aren't an edit.
Sheet slightly adjusted to remove confusion.

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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Aklyon

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Re: Skies of Alzeran [8/?] - *THOOMP*
« Reply #307 on: January 15, 2015, 03:01:04 pm »

Turn 11

Event roll: 10!

The Custodes Support Frigate narrowly evades being struck by both the meteor and the comet as they fly past, the meteor smashing into the moon while the comet strikes F16, wiping out any gear left at the campsite and making a great big crater in the sky island near the Hive Cruiser. The moon wobbles in its orbit from the major impact while bits of meteor and moon dust float down get all over everything and annoy the various skycastle inhabitants. On its way here, the Custodes Support Frigate had found a Golden Bush floating in space inside a giant translucent space-bottle. Its a bush that very slowly accumulates gold on its leaves, as long as its kept alive and there actually is the elements to make gold nearby. Does not have to be touching said elements to use them.

It is dusk and the wind has changed, blowing now to the south.

Krarkkus just sorta sits there, since I couldn't find an action for it.

Dr. Coggington, after seeing the clouds come to him instead from the wind change, focuses on making the small vehicle nearly completed construction usable by the poultry. The blueprints were based on drone-based piloting, so a significant rework of the cockpit is needed. Or to put it more bluntly it needs air in it, and a window. Eventually some of the magenta chickens manage to get it off the landing site, and nearly crash it into a number of nearby decorative structures before coming to more or less a reasonably stable position and heading off to the Laputa, while the Electromagentatificationer returns, finally recharged and with its battery upgraded to last longer.

The Boxed Rain from Fluxxstone is thrown forth, pouring acid rain upon their neighbor and making it harder than it already was to fix things that are broke. However, it does not have movement thrusters (or even tracking to begin with), so when Heaven's Acropolis begins to book it back towards the big island, the box continues anyway in the same spot. Fluxxstone follows as best it can. +3 Raw Fluxx ((I forgot how much fluxx you had and apparently didn't give you any last turn, so as a result I put you fairly close to make up for both.))

Upon the Heaven's Acropolis, after everyone is reassembled aboard, work is started on repairs of the south. The platoon under King Portsummon's lead picks up more demolitions ordnance than strictly necessary after the King reminds them that the warp will not fade out unless the entire place down to the dirt they built on is demolished at the end, and heads off. The engineering team works hard and effectively at repairing the factory, but the temporary acid rain deluge sets them back a bit while the place is cleaned off afterwards. ETA sent to the bridge is an optimistic 1 additional turn, assuming it doesn't get hit in a crossfire. There was also reports of 'A mechabird with shredded wings and scary beyond all reason' making some ungodly noise at anyone that gets too close to the pool it landed in near the biodomes. Apparently it did survive that impact.

Hive Cruiser Aeros Beta is a flurry of activity as it begins reaching the crystalline substance within the island. However, once detailed resonance analysis begins with an extracted fragment, a massive *THOOMP* of feedback blows out of the crystal built into nearby equipment and resonates throughout the hive for awhile, causing a some...interesting effects, to say the least. The research team is sent to the medical region for immediate treatment of the resulting injuries from getting hit by a wave of feedback noise on par with getting hit in the face by a pickup truck. A second research team comes in sometime later, and measures the difference between Hive crystal and island crystal. The results break the majority of the equipment used (the container tending to break before the subject did under pressure), but succeed in finding out that the message was garbled not because of errors in the message, but because it was being read backwards by the gear that picked it up. After flipping it over the message changes from noise to whats probably a pair of sentences in foreign language. While that is going on however, a fight commences!

Spoiler: Numbers everywhere! (click to show/hide)

As the Fluxxstone just repels everything with a mental glareblast of >:( , The Siege Squadrons from the Hive Cruiser manage to sneak through in-between blasts and smash one of its output points with their heavy weaponry! Meanwhile, the attacks aimed at Heaven's Acropolis are either shot down by the friendly Interceptors, or miss and hit air.

Spoiler: Map (click to show/hide)
Spoiler: Color Legend (click to show/hide)

Feel free to tell me if I screwed up something, I didn't check too far back for damage and just went off what I had in evernote. Here's what I had there at the start of the turn for altered stats:
Spoiler (click to show/hide)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Eric Blank

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Re: Skies of Alzeran [8/?] - *THOOMP*
« Reply #308 on: January 15, 2015, 05:19:14 pm »

Orders:

Bring online the precision lasers and target whatever it is propelling that thing, or just whatever...

Get one of the drone squadrons out there to engage

assuming ebbor was correct that we can activate new equipment mid-combat, this would bring my weapons mass from (13x2)+(15x2)=56 to 56+(5x3)+(11x1)=82, right? (not enough pop to spare to field more drone squadrons, I guess the remainder should return to the hangar before they run out of fuel...)
« Last Edit: January 15, 2015, 05:21:24 pm by Eric Blank »
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RAM

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Re: Skies of Alzeran [8/?] - *THOOMP*
« Reply #309 on: January 15, 2015, 06:33:37 pm »

I will head southwards, either staying in this cloud or setting course for the cloud to the southwest.
I will study the possibility of further integration with the Kolima. See if I can provide a stable environment for any roots that it may have, see if I can bolster its growth to extend its canopy over my surface, that sort of thing...
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Aklyon

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Re: Skies of Alzeran [8/?] - *THOOMP*
« Reply #310 on: January 15, 2015, 06:48:40 pm »

Ebbor is indeed right there. The issue just has been most fights haven't lasted long enough to swap gear the next turn, instead skipping to the 'shit we need to retreat right now fire whatever' phase.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Rolepgeek

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Re: Skies of Alzeran [8/?] - *THOOMP*
« Reply #311 on: January 15, 2015, 10:03:03 pm »

This may be just my annoyance at having the 20 Specialisation defense slap all my stuff down (I'm not entirely sure why Dire Hatred applied to the Siege or Assault Squadrons, since they both use ranged weaponry, but maybe that wasn't apparent when I made the weapons...), but I now feel like I should introduce something(which I was mostly planning to anyway) that causes non-Armor defenses that have to defend against multiple attacks per turn get progressively weaker. Or maybe just Active defenses. Hm.

Hmm. Ruling question, Akylon; am I able to upgrade my squadrons mid-fight? Not mid-flight, obviously, but returning them to hangars and boosting their stats? (I've been meaning to do this for a while anyway)

Wait a second

What the fuck

Dire Hatred is both a tanking defense and a shooting defense?

the hell is that

What's even the bloody point of doing anything but specialisation defense then?
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Aklyon

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Re: Skies of Alzeran [8/?] - *THOOMP*
« Reply #312 on: January 15, 2015, 10:40:22 pm »

I didn't consider it a shooting one, more of an aura of angry armor that emanates from a particular trio of focal points, focusing at where projectiles are coming. As for why I picked it, mostly the text describing its dislike of life and projectiles.

For modifying your squads, you can augment them, yes. Not change their focus though, that would take too long. (So assaults are still assaults, etc.)
« Last Edit: January 15, 2015, 10:44:33 pm by Aklyon »
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Rolepgeek

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Re: Skies of Alzeran [8/?] - *THOOMP*
« Reply #313 on: January 15, 2015, 11:45:04 pm »

Right, I wasn't wanting to recycle them, just boost them up to the 60-weapon point limit mark and make their massiveness a bit more efficient. Gonna need some more Growth first though...

I call it a shooting one because it gives the Specialization counter thing...and then also functions to reduce damage in the same way a Tanking defense does...and I can't tell what the Siege Squadrons even hit. Nevermind makes more sense now

EDIT: Also, with a 40 point limit on defenses, and dealing 11 damage to things with 20 specialization and a minimum of 15 massiveness, having only 5 left to spend on integrity...how come I only effectively did 6 damage?
« Last Edit: January 15, 2015, 11:48:49 pm by Rolepgeek »
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Cptn Kaladin Anrizlokum

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Re: Skies of Alzeran [8/?] - *THOOMP*
« Reply #314 on: January 16, 2015, 12:56:07 am »

I will study the possibility of further integration with the Kolima. See if I can provide a stable environment for any roots that it may have, see if I can bolster its growth to extend its canopy over my surface, that sort of thing...
Spread and grow! Grow a giant canopy!
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