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This game of Multiworld Madness has grown too large for me to handle. What would you have me do?

Muster up remaining strength and complete the current chapter. Bring the game to a logical close, then reboot it.
- 32 (37.2%)
Same as 1, but a whole new game will be started instead, still Multiworld, but no longer Madness.
- 9 (10.5%)
Get just this last turn done and reboot the game. No point wasting energy if updating takes so long.
- 31 (36%)
Get the last turn done and start a new game project.
- 14 (16.3%)

Total Members Voted: 86


Pages: 1 ... 250 251 [252] 253 254 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409732 times)

Frelock

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3765 on: February 08, 2009, 05:11:02 pm »

and did i finally get my exoskeleton? my gauss rifle won't be much useful if it smashes my upper body every time.

Fixed it for you, so Sean doesn't have to.
« Last Edit: February 09, 2009, 02:24:10 am by Frelock »
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All generalizations are false....including this one.

andrea

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3766 on: February 08, 2009, 05:35:21 pm »

wasn't it gauss?
you wrote guass

the start of one... good.


(how does a gauss rifle works exactly?)

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3767 on: February 08, 2009, 05:50:34 pm »

Same as a railgun, basically, except the projectile is a ball for all intents and purposes. Think a medieval cannon fashioned out of 30th century materials and technologies. The ominous hum is the power buildup in magnetic accelerator coils.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

n9103

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3768 on: February 08, 2009, 10:24:07 pm »

Railgun: http://science.howstuffworks.com/rail-gun1.htm
Gauss Gun (aka coilgun): http://www.nationmaster.com/encyclopedia/Coilgun

Both articles discuss the differences between the two.
The first article is better suited for a general audience, while the second is more technical.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3769 on: February 09, 2009, 12:55:06 am »

http://www.sarna.net/wiki/Light_Gauss_Rifle is the one I'm talking about. The one you got is not mech-based but vehicle-based, so it's even lighter.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

n9103

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3770 on: February 09, 2009, 07:37:51 am »

heh, it's funny how oddly values are assigned in some game universes.
Our prototyped versions are lighter, and hit targets farther away.. you'd think they'd have made them lighter and longer ranged 500+ years in the future :P
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3771 on: February 09, 2009, 07:56:04 am »

There's been a galactic war on a major scale there, and most of technological knowledge has been lost. They can barely make missile guidance chips at that point in time. Nobody can recreate JumpShips too, so they are practically never attacked. Each Mech is prized, even completely destroyed ones are taken as salvage to be recreated with whatever parts are still available.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

andrea

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3772 on: February 09, 2009, 09:14:11 am »

rolls!
post rolls and give me my start of an exoskeleton. i just hope that nobody will take my railgun while i work

(i know, gauss gun. it wasnt a mistake)

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3773 on: February 10, 2009, 11:17:26 am »

Let's roll this thing...

------------      
Turn 112      
------------      
Quote from: andrea
   "back to looking for things to make an exoskeleton. i'll see if i can use parts of the armor and the other things destroyed by it.
i need a good exoskeleton to fire that thing.."   
|   After the DCMS mech gets up and you barely manage to convince the pilot that it was an accident, you feel the need to help a bit and decide to dismantle the armor. It looks big, heavy, and very durable, but you know a certain way to make things go easier. You rush up on top of the armor and raise your maul upwards, bringing forth a great amount of light! | Seeing you do that, every nearby member of your team runs away, arms flailing, yelling "TAKE COVEEER!!!". You thrust the charged maul into the armor! Bursts of lightning shoot outwards, engulfing the metal hulk, charging it with electricity! The drain is great, you scream as you channel the full force of your powers into the armor's individual parts! JK's is caught in the center of the discharge, his skin begins to blister and sizzle as the immense current fries him, his body thrashes about uncontrollably in the chamber! When the entire armor is engulfed, you send one massive stream of TK energy combined with your electricity control into its every little detail, breaking it apart! Every joint and connection in the armor breaks, and it collapses into a big pile of individual mangled parts. Amidst all the parts is JK's charred body. You've forgotten all about him in your rush. Thankfully he's alive and unconscious, or he would've killed you. He keeps regenerating slowly. You feel very spent, and rest for a while, keeping an eye on the returning workers so that they don't lug away anything that you could use. | Some workers remove a pile of broken armor sheets, revealing a nice metal harness that seems to have been the central part of the armor at one point. It can be worn, and can have stuff attached to it. While nobody is looking at you (few are, after all you didn't really cause much damage this time) you pull the thing out and examine it. Yeah, still usable, but completely useless at the moment - it can't even provide protection. You don't put it on, but keep it near you.   
Quote from: LASD
   I look around the maintenance yard for spare parts to korora and gather all the mechanics around to plant them in to fix the rest of him.   
|   While Andrea is busy exploding the armor, you set off in search of decent electricians and electronics kits. Soon you happen upon a not-so-young man who introduces himself as Mitchell Fraiser and offers his help on rebuilding your friend. You don't ask for the reasons, but suspect he's been sent to you so you would be done with repairs and leave as soon as possible. In any case, he proves to be a great help, being somewhat more knowledgeable in the electronics and circuitry than you. With his assistance and some magic hammerbashing, the circuitry inside Korora's head finally powers up. You couldn't locate any power source inside his body, but write it off to the properties of the headband. With Korora restored to more or less working order, there is little holding you here. Mitch bids you farewell and returns to wherever he came from. Korora is beginning to boot up.   
Quote from: Boksi
   I help JKL out of the armor and heal him if he needs it. Which I doubt.   
|   The armor's all gone, but JK is in terrible shape. He's more or less fried by the electricity, so you set to restoring the tissues as much as you can while he is still unconscious.   
Quote from: Gantolandon
   I try to examine some mechs with my power of hacking, carefully analyzing their software and noting down any weaknesses I can find.   
|   None of the pilots allow you to touch their mechs, seeing your previous tour de force. You still manage to get a tiny glimpse at the systems of a powered-down mech, but it seems there's nothing special in there. The software is broken up into multiple segments and hard to crack into.   
Quote from: Neo1096
   I look for a melee weapon and some armor. Then I free JK from his armor.   
|   Using your recently-praised status, you boldly go and ask the troopers for some personal equipment. | You are surprised when you are told that Jack Stevens, the trooper you've had the pleasure of meeting earlier, has issued an unofficial order to provide you and your team with some of the surplus hardware. Rumours that you're heading into the Jaguars' base have already begun spreading, so the soldiers eagerly give you some sidearms, blades, armor vests, and backpacks to store stuff in. You're now loaded with hardware, it bogs you down slightly.   
Quote from: Jay Kayell
   I wake up and examine myself to try to determine what just happened to me.   
|   It takes you a lot of effort to emerge from your sleepy state. The first thing you see is a faint outline of Boksi's face intently staring at you. The first thing you feel is surprise, and then pain. | The pain overcomes your mind and you drop to the ground again.   
Quote from: Zako
   I create an internal biological heat source inside my body to create my own heat.   
|   You activate your regeneration, but Andrea starts his electrosplosion act, and you're forced to try and control the ability on the run, with hardly any success. | Despite the trouble, you suddenly feel warmth within you as your regenerative powers reshape your muscles and allow them to generate excessive heat when you move. The feeling is great after exposure to the cold air of Wayside V. Suddenly something goes wrong again. Something changes in the chemical properties of your body's liquids. You feel the tiny drops of sweat that form on your body suddenly begin to burn. Within seconds, you are covered in smoke, you feel very hot. Fortunately for you, as soon as the sweat evaporates the heat is gone, but you feel slight itching throughout your whole body, as if your veins were filled with compressed phosphorus, ready to explode in a blazing fireball upon contact with the air.   
Quote from: korora
   OK, time to put the new +2 (!) intelligence bonus to use.  I'll turn my expanded intellect upon myself to figure out what my capabilities and limitations are, and how I can enhance the former and mitigate the latter.   
|   You turn to you inner self and use your intelligence to study yourself. You realize that, being a robotic creature, you are immune to normal methods of telepathy, as well as accompanying mind control. It also means that your existence depends on some fairly fragile stuff in your head. You concentrate, and plunge deep into yourself, seeing bigger and stranger things hidden within you. You try to examine them when your insightful dive into the depths of your existential ego is cut short by a completely new feeling. Everything around you becomes fuzzy, a pillar of light descends on you from above, your consciousness is engulfed in a stream of alphanumeral characters and is restored. Your vision is somewhat blurred, but the new cameras in your head quickly focus themselves and you see clearly again. Feeling your body whole again, you sit up and examine yourself. | The techs did a great job. You're now looking like a shiny new mech straight from the factory line. The armor on you should protect you more adequately than your old truck panels. However, this comes at a great price - since the panels could not be preserved in shape, you have lost your transformation ability. The destroyed wheels have also been removed, but at least your most unique part, the gold-plated hood shape on your chest, has been preserved. The Ashcraver is still planted on your back, and the little sheath is still on your right thigh. Content with what you see, you stand up.   
Quote from: Frelock
   Alright, since no-one thinks the resurrection idea is either good or bad, I'll just go with learning to deal with my telepathy overdrive, similar to how chaoticag deals with the panels.   
|   You try focusing on the stream of imagery, to filter it through somehow and allow you to make sense of the information without overloading your mind. Alas, the strain is too great. You fail to clear up the mess the ability makes in your head.   
Quote from: chaoticag
   I dig out Jay Kayell from his armour.   
|   | You focus, and the panels start making sense again. (back to +2...) Since freeing JK unnecessary at the moment, you attempt to heal him instead. Being careful so as not to unintentionally infect him, you don't actually manage to heal him much. Thankfully, he regenerates alright on his own.   
Quote from: Kashyyk
   I go looking for a shot-gun mech to claim.   
|   The shotfun mech is right here, helping everyone repair the damage with its other hand. It looks occupied enough, so you try to climb it. Not being around mechs for quite enough time, however, you haven't learned the most important thing about these things - don't loiter near its legs! The pilot couldn't see you and started to step back when you were about to jump on the mech's right leg from behind. The steel heel the mech's right foot slams straight into your chest! | Your chest crumples and bursts into a lot of metal fragments, but doesn't completely fall apart. You are thrown away and land on your back, with heavy damage but still in one piece.   
Quote from: Rooster
   I try to find out how my regeneration works   
|   You examine yourself, but once again fail to find out anything outstanding about your regeneration. It simply works - cells replicate themselves, fuelled by whatever substances are carried by your bloodstream. There may be some kind of hormone or other kind of catalyst present, but you'll require some serious medical equipment to understand what it is.   
------------      
NPC Actions:      
Allied:      
Quote from: Kosak Sidasin Lokumzuden
   The dwarf tries to socialize with the people around him. To aid in the process, he assists people that go about repairing the damage done by the armor.   
|   Even with the language barrier in the way, the dwarf is eagerly accepted into the ranks of the techs cleaning up the mess created by the armor's rampage. With his strength, he is able to easily carry large chunks of metal that other people lug in pairs. He uses sign language that some of the techs understand and quickly makes friends with just about everyone.   
Neutral:      
Quote from: Occupants of the camp/dropship
   Everyone returns to their various businesses.  A lot of people set to restoring the camp back the way it was. The DCMS mech with the arm-cannon gets up, its pilot accepts the apologies (eventually) and helps in the process as well.   
|   The repairs are progressing at a steady pace, and nothing really interesing happens at the camp.   
Quote from: Jack
   He disappears into the barracks, resuming whatever duties he had.   
|   …   
Quote from: Female pilot
   She walks her mech away from the scene, returning it to the vehicle park.   
|   …   
Enemy:      
None, thankfully.      
------------      
Spoiler: Status after turn: (click to show/hide)
---------      
Spoiler: NPC status: (click to show/hide)
---------      
Vehicles:      
No specific ones at the moment      
--------   
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3774 on: February 10, 2009, 11:18:09 am »

---------      
Artifacts:      
Spoiler: The Ashcraver (click to show/hide)
---------      
Environment:      
Planet Wayside V:   The planet seems to be barren as a whole. The sky is green here, and the air is cold. Or maybe it's just autumn here.   
Large Valley:   A rather dull and barren, though very large, rocky valley covered by reddish clay soil with patches of some unknown weeds or moss. Filled with broken rock and debris. Sloping mountains or plateaus many kilometers tall seem to surround it.   
   Sub-area 1: The place you initially appeared at.   
Fusiliers' main camp:   A small military camp set up amidst the hills in the large valley. Mechs patrol its perimeter.   
   Main tent: A rather large tent set up in a flat area amidst the hills. Numerous communication antennae protrude from various places. Several mechs guard this as well.   
   Barracks area: A number of simple metal contructions that are used to house troops and treat the wounded when necessary. There are many soldiers and mechwarriors here.   
   Field hospital: A small, sturdy, and tidy building containing several long rooms with beds and a small stock of medical supplies.   
   Vehicle park: Though most of the machinery still resides in the dropship, some of it has been parked outside in preparation for possible attacks. A number of mechs are here along with some tanks and trucks. It's patrolled by mechs and soldiers.   
   Maintenance yard: A small area outside of the dropship that the 'techs use to do small repairs. Populated by techs, contains some spare parts and tools. LASD is repairing Korora here with the help of some techs. Practically everyone is loitering around here someplace.   
   "Overlord"-class Dropship "Bullrun": A big egglike spaceship designed to go to and from a planet's surface. Armed with several turrets and protected by thick armor. It's been attacked on its descent and is undergoing repairs.   
------------      
Background: [5+2]   Chaoticag identifies the DCMS mech as the medium-weight "Wolftrap", armed with an LBX-10 autocannon, two medium lasers, and an LRM-10 rack in its chest. The armless ostrich-like mech that recently walked away was a "Jenner", also medium-weight, with six medium lasers. The camp around you is full of various equipment that could help you very much, but you can't really have it without starting a war with these people.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

andrea

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3775 on: February 10, 2009, 11:43:02 am »

i can't udnerstand what the thing that i got from JK's armour is, but it seem harmless. i scavenge the armour to reinforce my left arm enough to use the gauss gun (see? i said gauss). i also put the gun on the arm (i know i don't hold the gun at the moemnt, but it should be near. if i get a 5, i wouldn't mind a full exoskeleton.
no need for protection, armour is for that. but i like being able to use heavier equpment

Gantolandon

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3776 on: February 10, 2009, 11:47:20 am »

All right, I send a request for whoever runs this place to supply me with some research equipment. I'm extremely eager to see what will happen if we splice chaoticacg's and Rooster's DNA, and then drop the result in the middle of the Clans' encampment.

My first idea: T-Bomb. Take a glass cylinder and fill it with nutrients. Then insert some small parts of Rooster's or Zako's tissue. Apply some mutagens to make it cancerous and infect the result with T-Virus. Can be used with TK.
« Last Edit: February 10, 2009, 11:56:27 am by Gantolandon »
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Boksi

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3777 on: February 10, 2009, 11:51:36 am »

I don't think there's time for that. Just burn that bridge when you come to it, k?
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Gantolandon

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3778 on: February 10, 2009, 11:59:02 am »

:(

OK, so I just steal something they use for data storage and try to download as much of mecha software as I can, to analyze it later.
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andrea

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3779 on: February 10, 2009, 12:01:24 pm »

a question... since the turns last longer in in game time, will i regenerate electricity faster?
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