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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 ... 257 258 [259] 260 261 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409838 times)

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3870 on: February 16, 2009, 10:25:18 am »

Just have one on the flatbed, and run to it if you need to recharge. As to how heavy... They exist in all sizes, but the superlight ones are extra large, and the supersmall ones are extra heavy. So you probably won't find any under two tons that you could fit on a Korora-sized chassis. Something even smaller will weigh more, because of the extra heavy materials used for more compact shielding. Using your own power is your best bet. You just need to come up with an obvious solution to your problem.

Oh, and we're waiting on G-Man. Kashyyk mentioned in another thread that he might not be present. Half the turn's done already. But I guess I'll put him on AI as well.
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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 #3871 on: February 16, 2009, 11:00:45 am »

Zako don't worry from the looks of it you can grow new limbs like me, also I'm sure we need muscles simple skin won't be enough. As I said earlier we have an electricity manipulator and I'm fairly sure that mechs work on electricity

Andrea - I indeed plan on being a necromancer, but maybe in the next world as this doesn't support it
Also, I thought that JK was the previous iron man. As Sean stated once he tries to make our party members different from each other so I'm sure you won't get the same powers that JK had. If you plan on taking heavy things we can as well stick them to our mech until you train strength. If you find moderate size parts sticking them to your back like some backpack might be a possible option

I just reminded myself of a giant temple I put to life with an overshot the other day. Good times when we left the whole world burning  ::)
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andrea

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3872 on: February 16, 2009, 11:18:31 am »

ok... no fusion reactor. but i'll still recharge as soon as possible.

but an exoskeleton will eat a lot of power... i need a power source that is not me.

rooster: i don't want same powers as JK. he had a ful armour and some extra powers with it. and the armur was also alive.
i just want something to lift heavy things and to avoid breaking my arm while i use the gauss rifle.
i don't even want protection. but in future worlds, or even in thsi world, i want to be able to carry batteryes to store energy or small engines. you can understand that it would be hard with the strength of a normal man.
and it is not even permanent... jump in when i need it, jump out when i don't (unless sean and rolls decide something different)

not my fault if technology don't allow me to increase my electricity powers without carrying lots of weight!

chaoticag

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3873 on: February 16, 2009, 11:39:10 am »

If by G-man you ment me then:
I get in the flatbed truck.
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Boksi

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3874 on: February 16, 2009, 11:51:29 am »

He probably means Gantoladon.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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

chaoticag

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3875 on: February 16, 2009, 12:18:51 pm »

*facepalm*
Sorry, lack of sleep on my end. Severe lack if the wieght of my eyelids means anything.
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Rooster

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3876 on: February 16, 2009, 03:20:22 pm »

Andrea: You can always try to make electromagnetic field that floats around you, and it expands when there is more electricity and depletes itself when you use it, and the obvious power source would be you
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andrea

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3877 on: February 16, 2009, 04:10:56 pm »

let rolls and sean decide

Rooster

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3878 on: February 17, 2009, 05:25:58 am »

Exactly

ROLLS!
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3879 on: February 17, 2009, 05:34:03 am »

Turn is done. I found another drawback - this time it's my spreadsheets. Mobile Office Excel doesn't allow to position the cursor within a cell in the main view. Makes updating long statuses (like andrea's) a pain.

I'll update as soon as I sort it out.
« Last Edit: February 17, 2009, 05:41:26 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

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3880 on: February 17, 2009, 11:46:34 am »

Alright, here it is. Took longer than I thought.

------------      
Turn 114      
------------      
Quote from: Neo1096
   I prepare to move out, getting into the truck and practicing my meditation to learn how to focus better in combat.   
|   You scramble onto the truck's roomy flatbed rear and try to make yourself comfortable. The fact there's nothing to hold onto (save for a few embedded handles for fixing the cargo) doesn't make you feel any better about riding like this. You try to meditate, but your mind is filled with thoughts and anticipation of the upcoming battles, and you can't concentrate enough.   
Quote from: Frelock
   I'll just hop into the truck for now, put on the armor vest and backpack, and finally store the small iron throwing knife in the pack.  If I see the dwarf, I tell him we're leaving, and he should probably hop in the truck too.   
|   You don't see the dwarf anywhere nearby, so you just go ahead and get on the truck. Wearing the armor jacket over your brilliant-white robes feels a tad wrong though, so you decide to put if off for later and just get the backpack on.   
Quote from: Jay Kayell
   I try to massively improve my speed and agility through mystical means, then I put on my armor jacket and my backpack and go onto the truck.   
|   You focus your mind, trying to reach the mystic underlay of this world and use it to improve your body. However, the underlay is thin and frail - this world does not seem to be filled with any mystical energy for you to use. Instead, you see various random images, pictures of events of the past and future. You are entranced by the images and forget to try and wake up.   
Quote from: andrea
   i take mechanical arm and gauss gun and leave.   
|   The steel construction is rather heavy, but you are determined to take it with you. Even without your power to aid you, you drag the one-armed exoskeleton to the flatbed and put it on the platform with the help of the others. Then you return and get the gauss rifle. And then you get on too and rest a while, regaining your power.   
Quote from: Boksi
   I jump into the truck if there's still room. If JK hasn't woken up yet, I help him to it; if only one of us can fit, JKL takes preference.   
|   You see that JK is still on the ground, and try to wake him up. | Such violent shaking would've woken up a dead man. Jay is not dead, and he is quickly shaken into consciousness. He's dizzy like hell though, and can't stand straight due to the weakness from blood loss. He is now fully healed, so you just pick him up and carry him to the flatbed where he can rest and recover.   
Quote from: Zako
   I'll pile as much metal scrap on the flatbed as I can get, including the wrecked power armor, and hop on.   
|   The chunks of armor are rather large, and even though you can carry them, there is no place to put them on the flatbed, not with all the other people sitting there. You abandon the idea, and just climb on.   
Quote from: LASD
   I pass my backpack to the dwarf, so he can use the things in it and go where the others are and have a go at fixing the leg of Kashyyk's mech.   
|   You see the dwarf passing by and hand him the slightly damaged backpack. You're unsure of the possible implications of giving a laser pistol to a dwarf, but decide that nothing too bad can come of it. Fixing Kashyyk's mech is physically impossible on several levels (one being that you are going to a completely different location, another being that you don't have the materials to do so), so you just go and get into the cabin of the flatbed.   
Quote from: Rooster
   I get on this vechicle we were given   
|   One would think that getting a horse onto a truck is a difficult task. You use your six arms to push yourself up and prove any would-be doubters wrong. | Since  just sitting around waiting doesn't seem to be productive, you try to practice strength and bend the edges of the flatbed's platform so that it's less possible to fall off. | You managed to slightly bend the rear end of the platform, not anywhere near enough to be of any use. Even with your strength and six arms it's really hard to bend almost an inch of reinforced steel.   
Quote from: chaoticag
   I get in the flatbed truck.   
|   You get into onto the truck's platform. The long hours spent during this adventure have left you tired, and you fall asleep.   
Quote from: korora
   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.   
|   You walk out of the camp, vaguely in the right direction, and stop just under a mile from it. You then try to turn to your inner self, but you realise that you will have to become offline to access that part of yourself. Trying to just power down does not work, at most you can do a self-diagnostic, and that doesn't cut it.   
Quote from: Gantolandon
   (RTTAI:{4}) I get in the flatbed and drive it out of the camp once everyone is on.   
|   Everyone on board, you commandeer the truck and merrily drive away, following korora. Now you're all together again, you've got a long road ahead of you, and the fuel tank is full.   
Quote from: Kashyyk
   (RTTAI:{3}) I get my RPG, then climb into the mech and practice moving it.   
|   "What is it with me and climbing mechs?" - these are the words that fly through your head as you lose your grip on the ladder halfway up to the WolfTrap's cockpit, and begin your rapid descent towards the ground. | The design of the mech's left arm saves you, because you manage to grab onto its open hand and prevent falling damage. Since it's impossible to resume climbing from here, you jump to the ground and try again. | <mumble>...<nngh>...<grumble>...<nnWHOAAaaa*thunk*> Having fallen from a mech the third time this day, you decide to take a breather and regain your strength.   
------------      
NPC Actions:      
Allied:      
Quote from: Kosak Sidasin Lokumzuden
   He follows everyone else onto the truck's bed and then tries to understand what the hell he's just been given.   
|   He boards the truck. As you drive away, he examines the contents of the pack. The handgun seems too complicated for him, and he discards the jacket as being of little use. He keeps the fancy dagger though, and puts on the backpack.   
Neutral:      
Quote from: Occupants of the camp
   Many people watch as your truck leaves the camp. Some more people watch Kashyyk trying to get into the mech.   
|   A lot of techs and soldiers gather to see you leave. Yeah, it's not something they see every day. Some people help Kashyyk get up and assist his final attempt to get into the cockpit. Which succeeds, to the joy of everyone present.   
Enemy:      
None, thankfully.      
------------      
Spoiler: Status after turn: (click to show/hide)
---------      
Spoiler: NPC status: (click to show/hide)
---------      
Vehicles:      
Spoiler: Wolf Trap (click to show/hide)
Spoiler: Flatbed Truck (click to show/hide)
---------      
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. Kashyyk is here.   
   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.   
   "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. Chaoticag is somewhere near it.   
------------      
Background: [1+2]   Everyone's minds are occupied with thoughts about the upcoming battles, and nobody notices anything interesting.   
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 113! Battlemech GET!
« Reply #3881 on: February 17, 2009, 11:49:29 am »

It turns out Mobile Excel doesn't allow editing of such large cells AT ALL. Very funny, Microsoft. I guess I'll have to restructure the character sheets to be more verbose.

Watch out for errors - hunting down and repairing stuff that broke during saving and reloading from the mobile version was quite a hectic struggle. Almost lost half of the statuses.
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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

neo1096

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Re: RTD - Multiworld Madness. Turn 114! Hey ho, hey ho, it's to the key we go! ^_^
« Reply #3882 on: February 17, 2009, 12:31:16 pm »

I take out my dagger and practice with it.
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What again? Iron scepter - Lovehealing? Oh, I almost shed a tear... Put it in your ass, I'm talking about importans artistic defences!!! You see, yaks and bridge... Stop polishing that scepter! You're disgusting me!"

Rooster

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Re: RTD - Multiworld Madness. Turn 114! Hey ho, hey ho, it's to the key we go! ^_^
« Reply #3883 on: February 17, 2009, 12:32:53 pm »

I chat with LASD and andrea a bit about mechanics so that they could help me get the most use out of my microscope
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andrea

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Re: RTD - Multiworld Madness. Turn 114! Hey ho, hey ho, it's to the key we go! ^_^
« Reply #3884 on: February 17, 2009, 01:47:41 pm »

you didn't recharge my electricity!does it take 2 turns when i am at lower levels?
well, now that i have nothing to do...
i'll wait for a lightning? (i know you will hate me for this)

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