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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


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Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409812 times)

Rooster

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3840 on: February 15, 2009, 11:16:26 am »

Came up with something
but first:
LASD will drive, and it's not open to discussion, I really don't want to crash that thing
@andrea: again LASD has the power to stop people if he sees them, and if he sees the pilot he won't be able to move the mech, not sure how we do that tho'

Now to the plan(s):

Plan A: We take them head on. We have very big defenses and a lot of mental assaulting not to mention healing so I'm sure that with luck we will kill them in bout 30 turns  ::)
Plan B: We dry The ONE ring on them (lol LOTR joke!)
Plan C: We use our Lighting elemental and manipulate mechs disabling them in the proces, and then we follow with plan A.
Plan D: We merge korora with our mech, and upgrade him with whatever we've got and proceed with plan A.

Now tell me what you think of different plans and possible adjustments to each and time to vote for one of these  ;D


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Jay Kayell

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3841 on: February 15, 2009, 11:20:26 am »

We could unleash a biological monstrosity +5 on them. If we take some tissue from Zako and you, and some of my blood, and then add the T-virus and inject it into the dwarf it might produce potent results. Then we simply lead the resulting freak of nature to their camp and watch the carnage.
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Decapitation - enjoy the difference

chaoticag

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3842 on: February 15, 2009, 11:24:52 am »

I can't exactly drive, as in I probably could, but shouldn't, due to the very real danger of falling unconscious at the wheel.

As for an attack plan, I could just bite a wandering guards man or something then fake a help signal of some sort in order to infect the base enough to give us a nice distraction to get whatever the hell we need to get from there.

Come to think of it, why the hell are we going to the Jaguars? I need a refresher on the plot.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3843 on: February 15, 2009, 11:29:19 am »

Andrea and chaoticag (I think they were the ones) tried to locate the key, and later andrea was told that the location the key is at is the center of the main Jaguar base on the planet. So if you want to get out of here, you'll have to go through the Jaguars. You don't know what the key is, but so far the items you were after were pretty important, and the Jaguars are unlikely to just just give you what you want. Indeed, they are unlikely to even try to listen to you. They'll shoot first, and ask questions later.
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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

Rooster

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3844 on: February 15, 2009, 11:32:55 am »

Will somebody discuss my plans, please?

At least the B plan
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Jay Kayell

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3845 on: February 15, 2009, 11:41:30 am »

C seems best, I am uncertain if the people in this universe has EMP shielding on their machines, and if they don't we can immobilize their entire fighting force with one strike.
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Decapitation - enjoy the difference

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3846 on: February 15, 2009, 11:44:51 am »

I can give a few insightful comments, but since preventing your deaths is your job, not mine, I'll leave you to your devices. I'll note that a clan ERPPC can blow a hole through your current mech(s), and a light Puma mech carries two of them.
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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 #3847 on: February 15, 2009, 11:52:31 am »

We could avoid combat altogether, Boksi is nearly invisible. He could simply sneak in, take what it is we need, and then sneak out.
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Decapitation - enjoy the difference

chaoticag

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3848 on: February 15, 2009, 12:09:14 pm »

If they happen to have a single thermal camera, then he is screwed. Plus they love to play around with genetics, so God knows what they have up their sleeves.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3849 on: February 15, 2009, 12:14:54 pm »

He's invisible in most projected viewmodes, not just visible light. They'd need mass/volume/sound detectors to find him. As long as he doesn't have too much metal on him, he's also invisible to radar. And btw, some mechs do have sonars.
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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

andrea

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3850 on: February 15, 2009, 12:35:58 pm »

sean, is it possible to fail picking up an object? and.. do i have the mechanical arm on me? because status says that i own the metal harness (i think that is the word) and you said that own mean that i don't have it at the moment, and is somewhere else.

if it is a long turn, i'll also wear the arm. unless i need more elctricity to do that.


and i think we should take some enemy mechs.
sending boksi in te camp is too dangerous. remember that he would be alone. and if we want to attack the camp, knowing strengths and weaknesses of the enemy would help a lot. better to fight one or 2 mechs before attacking the main camp.

if we find that EMPs work, then i think we can win easily, if rolls allow it.

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3851 on: February 15, 2009, 12:45:06 pm »

Err yeah, the harness has the arm attached, so you own them both. >_>

The arm will not function without electricity though. You do have the electric maul, but whether or not its power will deplete from being used is a mighty important question. It's like throwing a pearl into vinegar to see if its genuine (well at least I think that was the method).
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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

andrea

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3852 on: February 15, 2009, 01:12:27 pm »

yes, the method was that.

ok, i'll just throw the harness in the truck, togheter with the gauss rifle. but my question wasn't about me owning the arm, but it was about me holding or carrying the arm. failing to pick it up would be annoying.

and no, i am not going to use my electricity maul to power the arm.

Frelock

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3853 on: February 15, 2009, 01:18:14 pm »

Well, whatever we do, I suggest we stop outside of camp to prepare for this battle.  All of us could benefit from a little working on our abilities, especially if we specifically tailor them to defeating mechs and ranged infantry.
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korora

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3854 on: February 15, 2009, 02:11:09 pm »

I'll head out of the camp and get all introspective again, since there were hints of hidden abilities last time.  I'll try to root them out, and if we're doing long turns and I have more time I'll try to get used to my new body to reduce any potential clumsiness.
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