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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 ... 254 255 [256] 257 258 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409793 times)

andrea

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3825 on: February 15, 2009, 07:07:29 am »

i still think that destroyig an enemy patrol and using what we find to improve our mech and my exoskeleton is better than playing with 2 regenerations, T virus and TK healing togheter. a 1 and mainly a 6 would give us huge problems, and we would probably lose the mech.
as soon as i get some electricity, and if this turn i manage to make the part of exoskeleton that i have + the gauss gun, i guess i could help much. if somehow i get full electricity again, then i oculd even use EMPs to disable enemy mechs.

chaoticag

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3826 on: February 15, 2009, 07:18:18 am »

You forgot my visual distractions roll, although something tells me I might regret this.
As for my action, I get in the flatbed truck.
Logged

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3827 on: February 15, 2009, 08:12:10 am »

<rolls>:{4+2} No, you're perfectly alright. You'll need to land a 5 total to remove the check entirely.
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

chaoticag

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3828 on: February 15, 2009, 08:30:59 am »

My status says +1...
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3829 on: February 15, 2009, 08:31:59 am »

Ah. That's an error as well. You returned to +2 in the previous turn.
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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

Zako

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3830 on: February 15, 2009, 09:00:44 am »

Well, a battlemechs weakness is its cockpit. It still needs a pilot to work the controls, so if we could kill the pilot yet leave the mech, it would be great! But how do we do that...

And destroying a clanner patrol is not only dangerous, but worthless. Destroying supierior mechs to repair an inferior one?

And Korora would think up ways to make stuff for the mech and would interface his mind with it to pilot it as he is a machine after all.
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Rooster

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3831 on: February 15, 2009, 10:05:33 am »

It would be great if JK would learn something new while sleeping. The best ability that would help us right now would be turning into a ghost and then back again. Saw a series about that on nickelodeon a while back but forgot its name. Right now we have to figure out what can we do with what we have. So I'll get to work, check the statuses and then come up with a plan.
hopefully It will be good. ::)
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andrea

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3832 on: February 15, 2009, 10:11:22 am »

well, zako, we don't have to totally destroy the mechs. we can try to take them without damaging them, but it will be hard. very hard. remember that they will fight. and one of them will be destryed anyway because i need parts for my exoskeleton and a fusion core (that is one of the main reason because i want an exoskeleton: a fusion reactor must be heavy)

and... clanner? our enemyes aren't them... the key is in the camp of another  faction.. i think it was somebody else.

Boksi

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3833 on: February 15, 2009, 10:12:43 am »

Clan Smoke Jaguar. Emphasis on clan, they're a clan, hence clanners.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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

Jay Kayell

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3834 on: February 15, 2009, 10:13:50 am »

Maybe we should wait until I wake up to make a plan, we still don't know what kind of powers I have.
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Decapitation - enjoy the difference

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3835 on: February 15, 2009, 10:17:29 am »

Oh, they are many and diverse. Largely useless for fighting mechs though.

edit: and the series' name is Danny Phantom. Damn stupid cable TV providers once decided that Nickelodeon was a good replacement for Jetix. Jetix isn't much good either (I like World of Quest though), but at least it's not Nickelodeon...
« Last Edit: February 15, 2009, 10:21:58 am by Sean Mirrsen »
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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

Jay Kayell

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3836 on: February 15, 2009, 10:21:49 am »

Are they good for anything at all?
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Decapitation - enjoy the difference

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3837 on: February 15, 2009, 10:40:22 am »

Yes. For many things. You should remember this is a set of powers from a DF god, so it's good for killing and maiming. It doesn't include epic beer-guzzling skills though.

And btw, I should note that someone will have to drive the truck. So far everyone seems to want to ride, but not drive.
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 113! Battlemech GET!
« Reply #3838 on: February 15, 2009, 10:57:07 am »

i think it is better for everyone if i don't drive.

Jay Kayell

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3839 on: February 15, 2009, 11:12:31 am »

Maiming and killing is what I wanted to do, so its all good!  ;D
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Decapitation - enjoy the difference
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