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Author Topic: Astroid - TBS with robots. Round 2 underway.  (Read 23703 times)

Sean Mirrsen

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Re: Let's play Astroid! (test run) Turn 1 Raiders Move
« Reply #30 on: April 26, 2009, 03:06:50 pm »

Yes, except it's not a head, it's the force pack (which is hard to show when it's on the back of the robot), and the legs are separate, but damage is dealt to both at the same time. I might change that later, so the schematic has them separated.

Also, the stats are Move, Range (power in yellow), Melee, Shield. These will be blacked out if a part gets shot. As you can probably tell, I'm running this entirely from Photoshop.

Also also, which method of damage display is better? Redding out or blacking out pixels?
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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: Let's play Astroid! (test run) Turn 1 Raiders Move
« Reply #31 on: April 26, 2009, 03:47:32 pm »

Meh, went with "really dark grey"-ing out.

Spoiler: Updated map (click to show/hide)
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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

Pandarsenic

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Re: Let's play Astroid! (test run) Turn 1 Raiders Move
« Reply #32 on: April 26, 2009, 06:58:50 pm »

You moved my Warmonger, but I'm okay with that.

Before I post moves, that Marksman straight to my south, he's protected by the "bright hill" right?
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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Sean Mirrsen

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Re: Let's play Astroid! (test run) Turn 1 Raiders Move
« Reply #33 on: April 26, 2009, 07:13:49 pm »

Yes, anything of 1-level high in the firing line obscures the target. It's generally using common sense instead of any real system. If you want a real systematic view, take the height difference between the shooter and the target, and divide by the shot distance, then extrapolate along the line of the shot. If in any tile the landscape is at least 1 level higher than it would be by that calculation, the shot is impossible. Shooting through a tile with another unit on it is impossible 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

Pandarsenic

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Re: Let's play Astroid! (test run) Turn 1 Raiders Move
« Reply #34 on: April 26, 2009, 07:18:41 pm »

Shit, I would've taken colonists if I'd realized how brokenly weak the Raider position is. XD

I can't do anything, so all I can do is run from your "sniper's nest" guy over there.

D-01: W W
N-03: N W W W S
W-04: W
N-02: W W

Hey, Mercenaries, want to team up against the Colonists for now?
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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Sean Mirrsen

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Re: Let's play Astroid! (test run) Turn 1 Raiders Move
« Reply #35 on: April 26, 2009, 07:25:28 pm »

Accepted, but don't forget you can move diagonally. And you've got a great shooting position behind that hill as well.


p.s.: You can shoot midair, just make sure to end move on the ground.
« Last Edit: April 26, 2009, 07:27:39 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

Pandarsenic

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Re: Let's play Astroid! (test run) Turn 1 Raiders Move
« Reply #36 on: April 26, 2009, 07:27:16 pm »

Waitwait, I can move DIAGONALLY!?

I want to redo my move if that means I can snipe something from the 2-height hill area I have without leaving my sniper vulnerable. D:

e: What do you mean, shoot midair? Like, use jumpjets to move directly up?
« Last Edit: April 26, 2009, 07:28:57 pm by Pandarsenic »
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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Sean Mirrsen

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Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #37 on: April 27, 2009, 12:57:54 am »

You actually do use the jumpjets to go directly up, and do that before you move onto a high area - see my action. You can, if you want, jump up to clear an obstacle, fire, then descend behind cover again.

And I can't really see a way to snipe from somewhere without being vulnerable, you can only do that if you "Peekaboo" from cover, as you put it yourself. You're in as good a position as any to do that from where you are. Note that the 1-high hill won't offer protection if you're standing on a .5 slope behind it.

Afterthought: this game could've been a lot faster if the two players weren't 12 hours apart...
« Last Edit: April 27, 2009, 01:05:03 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

Pandarsenic

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Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #38 on: April 27, 2009, 01:00:51 am »

I've got a .5 and a 2, though.

Meh, I'll let the game move on. It won't kill me. Hopefully.
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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Sean Mirrsen

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Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #39 on: April 27, 2009, 01:04:10 pm »

Bump from second page. Kashyyk, we need you!
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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

Kashyyk

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Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #40 on: April 27, 2009, 01:06:51 pm »

First, do you do the rolls, or do we?
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Sean Mirrsen

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Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #41 on: April 27, 2009, 01:10:26 pm »

That's a good question. I suspect that I should do the rolls, to minimize the possibility of cheating. Forum games should have only one dice-user. The battle outcome will be resolved the same way it's done in Battletech - units can only be destroyed at the end of phase.

You should also look at the first post again. I made the rules into a clearer form. There's also a range table for your convenience.
« Last Edit: April 27, 2009, 01:19:50 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

Kashyyk

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Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #42 on: April 27, 2009, 01:20:11 pm »

Grunt 1: S  S S S
Grunt 2: S  S S S
Grunt 3: SE S E
Grunt 4: SE S   S  attack I12
Grunt 5: S S JU attack H14 JD
Grunt 6: S  S S S
Grunt 7: SE S JU attack H14 JD
Behemoth 8: S S S S
Pitbull 9: S S S SE E attack I12

I suppose, I could team up with you Pandar.
Gah!!
« Last Edit: April 27, 2009, 01:33:05 pm by Kashyyk »
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Sean Mirrsen

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Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #43 on: April 27, 2009, 01:25:08 pm »

Two things - you cannot remain in midair when the turn ends, and the wall won't affect you much if you shoot from the floor. Extrapolate the height difference - for a range of 6 it goes 0.33-0.66-1-1.33-1.66-2. So if you shoot from the ground at a distance of 6, the one tile of wall will not prevent the shot, since it only blocks 0.33 of your sight.

At the very worst, you could do, say, for Grunt 5: S, S, JU, Attack, JD.

Three things, actually - Grunts have four move, moving diagonally costs 1.4 move, so you can't do SE, S, E, E
« Last Edit: April 27, 2009, 01:27:07 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

Kashyyk

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Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #44 on: April 27, 2009, 01:27:41 pm »

I forgot they had four actions, sorry.
Better?
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