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Author Topic: 25th Mech Squad - OOC Thread  (Read 25637 times)

SOLDIER First

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Re: 25th Mech Squad - OOC Thread
« Reply #195 on: February 12, 2015, 10:23:29 am »

So wait.
X movement is up or down, Y movement is diagonally left, and Z is diagonally right?
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Digital Hellhound

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Re: 25th Mech Squad - OOC Thread
« Reply #196 on: February 12, 2015, 10:32:45 am »

Is it possible/how many movement points does it cost to cross a river tile?
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kj1225

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Re: 25th Mech Squad - OOC Thread
« Reply #197 on: February 12, 2015, 10:33:31 am »

Yes, It costs four.
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USEC_OFFICER

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Re: 25th Mech Squad - OOC Thread
« Reply #198 on: February 12, 2015, 10:36:01 am »


Here's an example for movement. It only shows the vectors for moving to the hexes around your starting point, but you can add them together to get to where you want to go. So you have up-left and down-right, straight up and down, and finally up-right and down-left. Is this helpful to everyone?
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Re: 25th Mech Squad - OOC Thread
« Reply #199 on: February 12, 2015, 10:37:22 am »

How much damage and defense do we have, with stats factored in? It'd be very useful to have something like the enemy stats section for the players
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Culise

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Re: 25th Mech Squad - OOC Thread
« Reply #200 on: February 12, 2015, 10:45:09 am »

Actually, very much so.  Due to the initial description, I had negative signs reversed in my head, so any movement orders I would have given would have been completely reversed without that guide.  I still wonder if a coordinate system as in SFB might not be a bit easier (both for allowing more complicated move orders that aren't in line vectors, and also to reduce the chances of players giving move orders to the same tile), but I think that'll work well enough.
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Dwarmin

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Re: 25th Mech Squad - OOC Thread
« Reply #201 on: February 12, 2015, 10:48:02 am »

@USEC: Well, I think I got it, and edited my post. Bit confusing if I'm trying to avoid blocking/slowing terrain-I hope you take this into account and no 'lol you whoopsy into river'.
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USEC_OFFICER

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Re: 25th Mech Squad - OOC Thread
« Reply #202 on: February 12, 2015, 10:54:53 am »

How much damage and defense do we have, with stats factored in? It'd be very useful to have something like the enemy stats section for the players

I'll edit them into the turn post in a bit.

I still wonder if a coordinate system as in SFB might not be a bit easier (both for allowing more complicated move orders that aren't in line vectors, and also to reduce the chances of players giving move orders to the same tile), but I think that'll work well enough.

A coordinate system would work and it would be easy to add, but I don't like how cluttered and ugly the maps look like with it. Unless you're referring to something else.

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Vulpes Minor moves (-6,0,0.)

I hope that's a typo, because that order moves Vulpes Minor in the opposite direction as the enemy. :P

EDIT:
@USEC: Well, I think I got it, and edited my post. Bit confusing if I'm trying to avoid blocking/slowing terrain-I hope you take this into account and no 'lol you whoopsy into river'.

Yeah, don't worry. I'm not that mean of a GM.
« Last Edit: February 12, 2015, 11:02:12 am by USEC_OFFICER »
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SOLDIER First

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Re: 25th Mech Squad - OOC Thread
« Reply #203 on: February 12, 2015, 10:56:00 am »

I messed up the thing. :(
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Culise

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Re: 25th Mech Squad - OOC Thread
« Reply #204 on: February 12, 2015, 11:05:09 am »

A coordinate system would work and it would be easy to add, but I don't like how cluttered and ugly the maps look like with it. Unless you're referring to something else.
No, we're probably referring to the same thing.  I'm not sure how cluttered and ugly it looks, though; the SFB method of putting coordinates in each tile probably would be, but I was thinking something a bit like the FEF games, modified for a hex map.  The biggest issue is determining row, though; that takes a bit of practice, and it's the reason SFB puts coordinates in each tile.  Maybe something like this; a bit tacky, but I threw it together in something like a few seconds. 

Spoiler (click to show/hide)
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IamanElfCollaborator

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Re: 25th Mech Squad - OOC Thread
« Reply #205 on: February 12, 2015, 11:06:30 am »

Hope I did mine right.

GiglameshDespair

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Re: 25th Mech Squad - OOC Thread
« Reply #206 on: February 12, 2015, 12:01:19 pm »


We're going to pepper them until we draw them out-Freedom, Dragan and...fuck, Midoki, didn't you pick a callsign? Well, all of you form a fence in front of the artillery-hit and run if you can, but don't get caught too far out.

I was wondering why I couldn't remember the callsign for my mech.
It didn't have one.
Woops, missed that.
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Dwarmin

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Re: 25th Mech Squad - OOC Thread
« Reply #207 on: February 12, 2015, 12:54:33 pm »

I was wondering why I couldn't remember the callsign for my mech.
It didn't have one.
Woops, missed that.

Midoki never fails to disappoint!
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The Ensorceler

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Re: 25th Mech Squad - OOC Thread
« Reply #208 on: February 12, 2015, 03:43:42 pm »

Well, if I get a chance, I'd love to join this. Having a bit of trouble with my character concept, though. He can technically see, but in most cases wouldn't bother opening his eyes, since my view of him has ragged irises, which would really screw with normal sight. Haven't decided what caused the eye trouble yet, though.

Got a bit rambly, but I guess I'm trying to ask how the waitlist works and how long it would likely take to get in. I'll post a character application if it  isn't too bad.
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Dwarmin

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Re: 25th Mech Squad - OOC Thread
« Reply #209 on: February 12, 2015, 03:50:53 pm »

Well, given that our game is quite dangerous (I fully expect multiple people to miss my strategy post and blunder stupidly into the range of 12xartillery and multiple mechs with repeater cannons ), it's likely there's a waiting list somewhere...GM hasn't really said anything about it, tho, that I know of.

As for the other stuff, we are in a sort of future setting, tho our nations are pretty underdeveloped apparently. Could be he relies on some expensive, powerful, not understood at all technology imported from the cultured lands to see properly?
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