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Author Topic: Mercenary RTDX: Epilogue  (Read 77259 times)

RandomNumberGenerator

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Re: Mercenary RTDX Turn 47: Spectacular Entrance
« Reply #675 on: July 04, 2010, 10:12:34 am »

Turn the corner and snipe at people through the barricade

I open the door to the south, and charge in with my trusty semi-automatic pistol. Demand that all occupants to drop their weapons and surrender.

My logic is thus: The entire gray area is unexplored base. The hallway with the enemy has no doors, and the rooms to the south-left don't have any southward leading doors. Therefore this last room will have another door leading south where some people may have fled or something. The spell check auto corrected my surrender typo into surrealism. Someone should check out that north room too.

Commandeer some grenades off the friendly Garange troops, and chuck them down the hallway.

HEAL! (our troops)


I will search for grenades from the fallen enemy troops and storm the last remaining room on the right. If it's empty and I found grenades, I will use the grenades on the wall on the bottom right.

Also, that Motar Shell Bomb I detonated at the rear, could i have climbed through that hole?



No, there wasn't a hole, really. Most of the explosion went outwards. Artillery rounds are explosives that are designed to push, not to tear. Don't know the exact terminology, but a friend of mine who was a chemical engineer explained that once to me... anyway, it had little effect.

Give grenades to Frelock and organize some cover.

Need... tehstefan, I think?
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #676 on: July 07, 2010, 06:37:37 pm »

/facepalm

I forgot tehstefan told me he was leaving for two weeks and to auto his character. So I'll do that now.

Turn the corner and snipe at people through the barricade
You peak around the corner and aim at the people behind the barricade (7+2) but can't get a good shot through the sandbags.

I open the door to the south, and charge in with my trusty semi-automatic pistol. Demand that all occupants to drop their weapons and surrender.
You open the door and demand all occupants surrender. (3) The occupants retaliate. Or they would, if there were any.

Commandeer some grenades off the friendly Garange troops, and chuck them down the hallway.
You collect two frags from Errol and throw them down the hall, (12+2)(14+2) The well-placed grenades explode, and... holy crap.

You killed everyone.

+6 to Grenades
HEAL! (our troops)
You work on healing the troops. (8+3) You heal some of their wounds.

+1 to Medicine


I will search for grenades from the fallen enemy troops and storm the last remaining room on the right. If it's empty and I found grenades, I will use the grenades on the wall on the bottom right.

You search for grenades (12) and find one on an enemy officer. You enter the same room as Errol, and find that nobody is there. You throw the grenades at the wall and blast it open.

+2 to Grenades


Give grenades to Frelock and organize some cover.
You hand over the grenades and help him throw them. Your combined effort lets him throw two in one turn.



Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Derm(dermonster) (click to show/hide)
Spoiler: Ched(Cheddarius) (click to show/hide)

Spoiler: Garange Army (click to show/hide)
« Last Edit: July 07, 2010, 06:51:03 pm by RandomNumberGenerator »
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #677 on: July 07, 2010, 06:50:07 pm »

As the last Lirosan defenders are ripped into pieces by the shrapnel, the remaining Garange soldiers easily storm the fort. They secure the building and begin working on repairs, and after two days the a Garange officer approaches the mercenaries.

"Good work there, men. We now have the foothold in Lirosan territory that we need to capture Elandir. But more importantly, we recovered some military documents that may be of some interest to you...

Because of these documents, we believe that we now know where the Lirosan top-secret research is taking place. We hope to send in an elite team of operatives to destroy this facility. If we pull a couple strings with some contacts in the Barut Caliphate, we should be able to secure a direct transport to this facility, instead of needing to march through Lirosan lands which are reinforced by several cities and even more forts. Your mission, if you chose to accept it, is to be this elite team and storm the research base."


Basically, you guys have two options:

1) Continue the war as normal, first laying siege to Elandir, then securing more military forts, then capturing a few more cities until you reach said base. This would continue the game as it has been running.
2) Bypass these sieges, which will probably be very similar to the last two, and attack the fort directly. You will be given extra credits and (skill) training to make up for not gaining these through the sieges and such. Basically, this will launch the RTD directly into the endgame. When you defeat(or are defeated by) this end mission, I will write an epilogue and then probably start another game, or maybe re-activate my Development Game.


It's your choice. I'm only bringing this up because it seems to me that this game is slowly petering out, since it's taking longer and longer for everyone to get their turns in. If the majority of the players want to continue however, I would be happy to keep the game running. On the other hand if you guys want to do something else, that's find too as my schedule looks very busy and I wouldn't mind freeing up some time.

« Last Edit: July 07, 2010, 07:08:09 pm by RandomNumberGenerator »
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Zako

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #678 on: July 07, 2010, 09:30:55 pm »

Will we waiting list fodder be able to play?
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Cheddarius

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #679 on: July 07, 2010, 10:33:15 pm »

Option 2, and the Development Game.
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Dermonster

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #680 on: July 07, 2010, 10:35:30 pm »

Well, my answer depends on what exactly this 'development game' is.
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"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
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Frelock

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #681 on: July 08, 2010, 12:19:43 am »

Well, I suppose this has gone on long enough, and I applaud you on being willing to shorten this up instead of just cutting it off.  I'll vote 2.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #682 on: July 08, 2010, 08:27:43 am »

Will we waiting list fodder be able to play?
Hmm...

*ponders*

Yes. For the final mission everyone who is currently on the waiting list will also be able to make a character and play. It will probably be more chaotic than I like for RTDs, but I should be able to handle it for the 20 or so turns it should take.

Well, my answer depends on what exactly this 'development game' is.

The Development Game
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Dwarmin

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #683 on: July 08, 2010, 09:10:52 am »

Woo! I spent the war eating mints apparently, but I would like to be part of the final mission...RNG, I demand a casualty rate of at least 75% though, for a proper hollywood ending-final heavily wounded survivors evacuated by helicopter into the sunset.

My char, resposted...

Spoiler (click to show/hide)
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Ghazkull

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #684 on: July 08, 2010, 01:27:47 pm »

Well if you need more fodder then i would alo like to join

Spoiler:  Application (click to show/hide)
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #685 on: July 08, 2010, 04:11:03 pm »

Well if you need more fodder then i would alo like to join

Spoiler:  Application (click to show/hide)
Sorry, I don't need anyone else. I just want to give the people who already signed up a chance to play.
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Ghazkull

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #686 on: July 08, 2010, 04:55:53 pm »

hmm dammit...always to late... :P
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 48: Ka-BOOM!
« Reply #687 on: July 10, 2010, 08:51:52 pm »

Okay then. Well, it looks like launching this into the endgame wins. So... allow me to present the new arsenal:

Spoiler: Complete Arsenal (click to show/hide)

Everyone gets 300 credits to spend as they like. If there is anything you want that isn't on there, let me know and I will seriously consider adding it. In addition, you can buy skill points for 5 CR each. Skill Progression goes 5(Unskilled) -> 10(No Name) -> 20(Skilled) -> 40(Expert) -> Legendary. That means for 375 Credits you can fully max out one skill.

Anybody on the waiting list who wants to play better make a character and post what they want to buy. Preferably in the same post.
« Last Edit: July 10, 2010, 10:06:11 pm by RandomNumberGenerator »
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Dermonster

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I sell everything i have and buy the following:

Legendary Sharpshooting and two levels of camouflage
Covert sniper rifle /w silencer
20 .303 round boxes(the ones that go in the sniper)
Combat knife
A revolver and 5 packs of ammo for that
Tactical vest and Sniper helmet
5 Frag grenades
And for the hell of it a small mountain of free tiny mints. I mean it. I WANT TO BE ABLE TO FULL A CRATER WITH MINTY FRESHNESS!
I have no idea how much money I have or even spent.
Hopefully selling everything made up for it or you could be lazy and just let me go with it.
« Last Edit: July 10, 2010, 09:11:55 pm by dermonster »
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

RandomNumberGenerator

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I sell everything i have and buy the following:

Legendary Sharpshooting and two levels of camouflage
Covert sniper rifle /w silencer
20 .303 round boxes(the ones that go in the sniper)
Combat knife
A revolver and 5 packs of ammo for that
Tactical vest and Sniper helmet
5 Frag grenades
And for the hell of it a small mountain of free tiny mints. I mean it. I WANT TO BE ABLE TO FULL A CRATER WITH MINTY FRESHNESS!
I have no idea how much money I have or even spent.
Hopefully selling everything made up for it or you could be lazy and just let me go with it.
That would come to... 785 Credits. You have (If my math is correct: I believe I promised 1000 CR to split between the 7 of you for this last mission) 643 Credits. Best way to reduce the price would be to take less sniper ammo, I believe (If you take 13 boxes of ammo instead of 20, that puts you at 645, and I'm willing to give you those last 2 for free).

A Covert Sniper essentially is a sniper rifle with a silencer built in, so that is free.
By Sniper Helm I'm assuming Tactical Headgear, which does give a small boost to accuracy.
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