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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 409828 times)

Rooster

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3855 on: February 15, 2009, 02:39:46 pm »

It would be great if you could use ashcraver again
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3856 on: February 15, 2009, 02:48:03 pm »

He can. He can't transform though. So now he's more Gundam than Transformers.
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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 #3857 on: February 15, 2009, 03:27:11 pm »

i agree about stopping outside of the camp.

but i need metal and electronics... if you don't give me an enemy patrol i'll have to use the truck or kashyyk's mech.

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3858 on: February 15, 2009, 04:22:05 pm »

Test. This is a test. This is also a test. ;

Congratulate me, this is my first forum post from my new RoverPC Q7 communicator. I have purchased it for the single purpose of being able to work on my RTD in unlikely places when I can't use my laptop. Let's hope it increases the speed this runs at.

Well, it seems there is one disadvantage - no mouse to 'mouse over' with, so I can't see acronym tags. Oh well, at least I can make the tags. :)
« Last Edit: February 15, 2009, 04:26:16 pm 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

andrea

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3859 on: February 15, 2009, 04:40:53 pm »

 great!

i think i might start my own RTD.
but i am not yet sure about rules.

Zako

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3860 on: February 16, 2009, 01:06:21 am »

Ehhhhh, I still reckon that an all-mighty cybernetic organism that we all can pilot would be best. Dangerous, but hey, its an RTD and danger is everywhere! We just need time to correct any mistakes we make with the mech improvement and we should be good.

This idea is better than a single person walking into the base while invisible and trying to sneak out with the key. He is alone and people would think its strange if they see a floating item go past them. Not a good position.

We would be fried if we take on a patrol of clanners right now. Not fired, but VAPORIZED by their superior weapons! And our current weapons would be highly ineffective against clanner armor. EMP is a good idea, but how long can that last? They are sure to have defences against something like EMP and they also probably have backup power sources too. A lot of wasted effort for little reward, but an interesting angle nonetheless. A backup plan perhaps?

JK's monstrosity plan would probably be a bad idea. It could easily eat us instead, and the clanners would vaporize it from afar. And we would loose a party member, if not more.

We could modify our biomech so it can absorb the clanner mechs and then we could use their own armor and weapons against them! That would be awesome! But how would we get close...

Either the biomech, emp attack or perhaps mind controlling the clanner pilots minds would work. Possibly. But each has its dangers and disadvantages. They are effectively mutants so we dont know if we CAN control their minds, the emp mightn't last long enough and could go horribly wrong (electrosplosion Mk. II!!!!!) and the biomech could become sentient. Which would be bad.
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Devath

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3861 on: February 16, 2009, 02:56:11 am »

Honestly, just have someone start working on long-range accuracy rolls and shoot out the cockpits of every mech you come across... It's not all that hard... You follow up by having whoever is a mechanics expert fix the 'mech for use of the party. No blood removal necessary.
« Last Edit: February 16, 2009, 02:57:51 am by Devath »
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"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup." - Unknown

Zako

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3862 on: February 16, 2009, 04:05:06 am »

Good luck dodging the lazery beams of DEEEEEEEAAAAATTTTHHH!!!!
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Rooster

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3863 on: February 16, 2009, 05:10:14 am »

Zako you should be more optimistic about the possible outcome of each and every plan,
and looks like Boksi's insight on things would be the most usefull now, since he has the ONE ring  ;D
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Boksi

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3864 on: February 16, 2009, 07:08:49 am »

I like the bio-mech idea. Just make sure it doesn't grow any high-order neural tissue and plug korora into it. And keep the T-Virus away from it. We need Frelock for other things.

Preferably, the mech should give our heavy-hitters a good spot to sit in and crush the enemy.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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

Rooster

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3865 on: February 16, 2009, 08:19:08 am »

Your plans seem to remind me of power rangers for some reason

so I guess our plan so far is: We get to the field destroy some patrol get their parts and make a one big mecha with what we can and at sacrifice of Zakos random body part (sorry but mine are neurally manipulated DNA changing body parts so only those of zako should work). We probably use korora as bose of uprade ( I don't know why but I like the idea of one big team member) then we board the mech and operate its guns. With avaible mechzilla (if it doesn't get out of hand) we go to a suicide mission of destroying enemy base.

Did I get it right? Also playing Xenogears might be good source of ideas right now.
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andrea

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3866 on: February 16, 2009, 09:15:00 am »

you forgot me using parts of enemy mechs to keep building my exoskeleton and me attaching a fusion reactor to it(it is less dangerous than it seem. much less dangerous). and then using my gauss rifle. it should work quite well, if my accuracy wasn't very low.

the bio-mech idea is good, but as boksi said... KEEP T VIRUS AWAY FROM IT!
if we play with T virus on a bio-mech that is dangerously close to us..... well, that is calling for problems. leave T virus to rooster, so that he can work on zombies. (because human sized zombies are much less dangerous than a zombie mech)

i think we should follow rooster's plan.
also, another perfect use and i get mechanic skill!

Zako

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3867 on: February 16, 2009, 09:25:18 am »

I was thinking of tissue, like some skin, not a whole limb! Oh well, if it must be done, it must be done.

But how would we destroy the patrol? Lightening to the cockpit is the only real way i can think of beating a clanner mech and that wont happen all too often...
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3868 on: February 16, 2009, 09:38:32 am »

A fusion engine is not dangerous. Just hot. A gauss rifle isn't going to cause too much overheat, but unless you rig a few of those heat sinks on your exoskeleton (weighing a ton each) you're going to have a hot time fighting in it. Also, the fusion engine also weighs a nice amount too. :)

And all you really need is a lucky powerful shot to any important part of the mech. Unfortunately, the important parts are only the cockpit, the reactor, and the leg joints. Even a de-legged mech can fight though.
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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 #3869 on: February 16, 2009, 09:55:21 am »

zako, it is true that destroying a patrol is hard. but attackking the camp is much harder.


hot... i didn't think of it.i'll really need some heat sinks.gauss gun won't be a problem... i don't plan to use it much.

and weight is the whole point of the exoskeleton.
but... how heavy is the fusion reactor exactly? if it is too heavy, i think i'll try to find a diesel one or something similar. but i need electricity.

who are we waiting for?
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