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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 409008 times)

Jay Kayell

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5445 on: January 01, 2010, 04:31:32 pm »

I charge up the largest amount of telekinetic energy humanly possible and then use it to tear apart the cockpit on one of the approaching mechs.
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Decapitation - enjoy the difference

andrea

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5446 on: January 01, 2010, 04:43:46 pm »

I wish I was there with you. I am very good with attacks like the one you described. at least, I get the massive damage. Aim may not be good however :P last time I destroyed a whole hill just trying to open a box.

Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5447 on: January 01, 2010, 04:46:12 pm »

You are the epitome and ur-example of "No kill like overkill".
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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

deadlycairn

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5448 on: January 01, 2010, 04:51:01 pm »

You forget, Andrea, that not only did you destroy a whole hill, you also sent yourself flying into space and out of player contact, as well as damaging most of the party and their environs. Lets hope Jay does better than that :P

EDIT: Have read. As you can see, I'm still active. Takes me ages to reply though.
« Last Edit: January 01, 2010, 06:39:47 pm by deadlycairn »
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Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5449 on: January 01, 2010, 05:14:58 pm »

To some of the waiting list people, I want to point out that you have new PMs. Please read and reply to 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

Boksi

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5450 on: January 01, 2010, 05:26:32 pm »

Personally, I think you ought to be aiming lower, Jay. Taking out their legs is almost as crippling as the cockpit, at least at this distance.

Personally, I'll try to reinforce and expand my control over my TK power by practicing throwing dirt up off the ground. My goal is being able to throw something visible up from where the mechs are, maybe even throw off their footing if I'm lucky.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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

andrea

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5451 on: January 01, 2010, 05:36:12 pm »

control? who needs control?

As the size of an explosion increases, the number of situations it is incapable to resolve approaches zero
(near-quote from OOTS)

qwertyuiopas

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5452 on: January 01, 2010, 05:40:28 pm »

I really must accuire some sort of powers eventually...

But now is not the time for that, except passively as a side effect of other options. Neither is this the right world for that. Maybe if I can learn the process behind inter-world travel at the end of this world, maybe then I could CREATE the physics I want...

But until then...
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Eh?
Eh!

Haika

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5453 on: January 01, 2010, 06:31:43 pm »

*sniffle* no PM for me... must be /that/ low on the waiting list...

>.> either that or you already know I'm active, so don't need to send anything.  ;D
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RAM

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5454 on: January 01, 2010, 06:52:45 pm »

Personally, I think you ought to be aiming lower, Jay. Taking out their legs is almost as crippling as the cockpit, at least at this distance.
The problem with that is that the legs are much tougher. You can go through several metres worth of solid metal or aim for the chewy centre...
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Read the First Post!

Boksi

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5455 on: January 01, 2010, 07:13:25 pm »

Yes, because there's no way you can stop them from moving or cause any kind of damage without completely ripping the legs apart?

I mean, what happens if one of those mechs falls down? It's not analogous to a human falling down.
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zchris13

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5456 on: January 01, 2010, 08:24:16 pm »

without completely ripping the legs apart?
It's the only way to do it.
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Zako

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5457 on: January 01, 2010, 08:33:43 pm »

Just aim for the knees, then we can storm the mechs while they struggle on the ground and take em over!

Raise a shield to protect us and then blast sand, dust and grit into their sensors to blind them.
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Jay Kayell

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5458 on: January 01, 2010, 09:57:55 pm »

Personally, I think you ought to be aiming lower, Jay. Taking out their legs is almost as crippling as the cockpit, at least at this distance.
Destroying the legs might lead to it still being able to lob missiles at us, which is less than optimal, while destroying the cockpit will hopefully leave the mech intact for later use by us while still putting it out of the fight.
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Decapitation - enjoy the difference

Boksi

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5459 on: January 01, 2010, 10:32:40 pm »

Hmmmm. I guess it depends on the make. I'm pretty sure some models have cockpits that are harder to hit than others; we're not fighting Gundams here so the legs are probably a bigger target. All we know is that at least some of them have LRMs, which isn't much help at all.
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