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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 ... 139 140 [141] 142 143 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409291 times)

korora

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2100 on: November 20, 2008, 06:05:43 pm »

Yes, but it sounds like we just reset to this turn if the nuke hits.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2101 on: November 20, 2008, 06:10:56 pm »

For most intents and purposes, yes. Knocking it out of the sky will result in detonation, as will trying to short its electronics unless you get a 5 for luck. Shielding... out of the question at this magnitude, even if you manage to hold the shockwave you'll be burned to a crisp. More or less, this imposes a time limit on you, but it's the only world with such a timer. Unlike DF, there's hardly a reason to loiter here.

And if you die - you die. If the key is destroyed or everyone dies the world is reset and whoever is left or comes in gets another try, from the cube, without keeping items or abilities but keeping wounds. A tiny bit unfair, but this is supposed to be a challenge.
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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

korora

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2102 on: November 20, 2008, 06:12:55 pm »

I nominate JKL to lead us quickly through this world, since he seems to know it well.  (I've never seen any of the movies or played any of the games.)
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2103 on: November 20, 2008, 06:17:00 pm »

Don't worry, I don't remember it all that well either. I'll just use the same quantum map as I did last time. ;D
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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

Frelock

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2104 on: November 20, 2008, 06:21:13 pm »

Alright then, I'll make a slight change in my action (edited previous post).
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neo1096

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2105 on: November 20, 2008, 09:16:50 pm »

I think for my action I will try to transform my fur into flat steel plates and create +steel fur-mail+.
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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!"

Zako

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2106 on: November 20, 2008, 09:58:14 pm »

Ahhh shit.... Nukes are bad...

Could I redirect the nuke with air flows pushing it far away enough from the city?

For my action I look for stuff that will be suitable for armor. Boski, could you make some metal armor from the earth? That would be great!

I just thought of another thing, zombies. They bite. And thats bad cause then you turn into one! We need anti-infection abilities! NOW!!! Perhaps Frelock could learn them from his experience in healing people?
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neo1096

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2107 on: November 20, 2008, 10:42:46 pm »

For most intents and purposes, yes. Knocking it out of the sky will result in detonation, as will trying to short its electronics unless you get a 5 for luck. Shielding... out of the question at this magnitude, even if you manage to hold the shockwave you'll be burned to a crisp. More or less, this imposes a time limit on you, but it's the only world with such a timer. Unlike DF, there's hardly a reason to loiter here.

And if you die - you die. If the key is destroyed or everyone dies the world is reset and whoever is left or comes in gets another try, from the cube, without keeping items or abilities but keeping wounds. A tiny bit unfair, but this is supposed to be a challenge.
Actually a nuke has a special detonation sequence that prevents accidental detonation. If this doesn't go off EXACTLY correctly it will either not explode, or do a dirty-bomb style explosion. Even if struck by lightning it would simply set off the conventional explosives, spreading radiation over a wide area but not actually achieving fusion or fission depending on the type of bomb. This is what makes nuclear reactor accidents generally more dangerous than nuclear weapons accidents involving a single bomb, as Chernobyl will attest.
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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!"

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2108 on: November 21, 2008, 01:42:56 am »

In this case, the nuke will be set to fail deadly if tampered with. I know the usual processes that need to happen for the nuke to go off, but I also know that in this case Umbrella wouldn't risk not destroying the city for any random mishaps and would set the missile's program to fly armed and detonate at the slightest provocation. But, like I said, you have a chance if you just fry the missile's electronics. Then it'll just fail to explode in any way.
Blowing it out of the way might work, but you'd need some heavy winds to deviate a guided cruise missile like the one they were using.
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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 67! A new world! What dangers will it bring?
« Reply #2109 on: November 21, 2008, 01:51:23 am »

Umbrella wouldn't risk not destroying the city for any random mishaps and would set the missile's program to fly armed and detonate at the slightest provocation.
Then the micro-asteroids missiles hit in orbit, or the Van Allen belts are gonna kill it, but w/e just saying. I simply find such a thing improbable because of the many things, like hail, ice and wind, missiles encounter on their trips, and the potential fallout of a catastrophic detonation due to hitting one of those hazards over a populated area, as well as the risks involved in getting more nuclear missiles. They're also not expecting the powers that have suddenly come to the area and the switch is not one that can simply be disabled unless they build the missile themselves as trying to disable it probably would set it off and blow their base to hell... (Forgive my rambling: I have a relative who works with these weapons.)
P.S. Is it waterproof? If not, what if the water in the atmosphere shorts out the circuits? :o
P.P.S. What about exploding it far away from the city?
« Last Edit: November 21, 2008, 01:59:11 am by neo1096 »
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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!"

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2110 on: November 21, 2008, 02:08:52 am »

Umbrella can build just about anything themselves, methinks. :) And they'd do anything to cover up the zombie outbreak, but eventually even the nuke was insufficient, so... so yeah, I think they'd go for these kind of risks. At the very least, the missile would arm itself as soon as it entered city limits, and that's where you'll see it first. Considering the risks involved, I think the off chance of the missile detonating off-target is a lesser threat than the missile not detonating at all.

And you'd all need to become immune to radiation (beta and gamma mostly, I don't think alpha would get to you from a large distance away) or you'll suffer damage, and I don't mean mutating into freaks, but realistic radiation damage, as would be in this world.
« Last Edit: November 21, 2008, 02:11:38 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

neo1096

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2111 on: November 21, 2008, 02:26:29 am »

I know, I was just pointing out the risks involved. Will we get a turn tonight?
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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!"

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2112 on: November 21, 2008, 04:04:52 am »

Maybe. I'm still in search of a copy of the film, but I don't really need it for this 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

neo1096

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2113 on: November 21, 2008, 04:13:11 am »

Which film is it? If you can name it I can probably find it playable on an online player. As long as you want it in Spanish, English or Japanese, my three languages.
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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!"

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2114 on: November 21, 2008, 04:24:00 am »

Resident Evil:Apocalypse. And thankee-you, but I pay for my traffic. :)

Now that I think of it, screw groundhog day. It won't be interesting to do the same things over and over again. If you fail, you fail - you will be purged from the world, and a new world will be added instead of it. I think it'll be better that way.
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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
Pages: 1 ... 139 140 [141] 142 143 ... 409