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Author Topic: Mercenary RTDX: Epilogue  (Read 77211 times)

Cheddarius

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I'll give my remaining money, 35 credits I think, to Errol.
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Frelock

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You missed my 45 points upgrading my medic skill to "skilled."

Also, I'm out for this weekend.  And next weekend.  And the weekend after that. 
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All generalizations are false....including this one.

Zako

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Can you change my character to this?

Name: James 'JK' garden
Sex: Male
Primary Speciality: Rifleman
Secondary Speciality: Shocktrooper

Juggernaut armor
Combat Helmet
G.N revolver
40 x .32 rounds
Combat knife
Veld-2 Autogun
120 x 8mm Ammunition
1 x Medical Kit

Unskilled medic skill
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tehstefan

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Back in town for a bit, sorry about that.

As it is, I'm going to have to ask, what does siege engineer cover exactly?
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

RandomNumberGenerator

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Artillery Cannons, Mortars, Grenade Launchers... and I guess Rocket Launchers as well.
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Cheddarius

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Even when used to blow up people?
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RandomNumberGenerator

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Yes. Siege Engineering is stuff like estimating parabolic trajectories, determining angle of impact, force of the blow, etc. Artillery Cannons, Mortars and Grenade Launchers all rely heavily on this because they are indirect weapons. I threw in rocket launchers too because it seems weird to have a separate skill for them, and they are similar even if they fly straight.
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tehstefan

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rocket launchers oh yeah. Also, did we get extra credits for taking the fort?

Otherwise I guess I'll take a

Grenade Launcher

10 x frag grenade's

and 20 points in siege engineer.

Man, too expensive.
« Last Edit: July 17, 2010, 01:08:50 am by tehstefan »
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

RandomNumberGenerator

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20 points in siege engineer wouldn't accomplish much, being functionally identical to 8 points. If you only take 8 you have the grenade launcher, 10 grenades, expert siege engineering and 60 points left over for more grenades.

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S.K. Ren

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Sorry for the delay. The idea behind Run 'n' Gun isn't a penalty to your shots but a penalty to any one shooting at you after you shoot. Sort of like a hybrid of normal attacking and dodging at the same time. It's not like you can use it every time, but if you are running across an open area while attacking, the enemies will find it harder to shoot you because your moving more than usual. I mean normally you would slow down a little to aim when you shoot.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 50: On the road- erm, bog again.
« Reply #760 on: July 19, 2010, 09:25:41 am »

Sorry for the delay. The idea behind Run 'n' Gun isn't a penalty to your shots but a penalty to any one shooting at you after you shoot. Sort of like a hybrid of normal attacking and dodging at the same time. It's not like you can use it every time, but if you are running across an open area while attacking, the enemies will find it harder to shoot you because your moving more than usual. I mean normally you would slow down a little to aim when you shoot.
Ehh... I'm probably going to say no, if only because it's another thing to keep track of with 9 people playing and I'm likely to forget it's bonus.

I got a PM from Flintus 10 a couple days ago saying he was dropping out, but I haven't had the time to update the game. So, I guess we're all ready.

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After making their preparations, the group is escorted to a small coastal port to the south were they board a small skimmer that will take them to their destination, which is located in the southern part of the Bench Moors(if anyone is still paying attention to that). Upon arriving they find themselves wishing this mission could be in a nicer place; the air is fetid, there is little dry land, and swamps in general are not pleasant. However, they continue trecking and eventually find the secret lab they are supposed to be infiltrating. It appears to be rather well-defended; not as well as a military fortress, but they don't have an army backing themselves up this time either. They don't see any guards (yet) but they do see 4 mounted turrets on each corner of the building and one larger one off on a tower.


-----

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: Aesith(wolfchild) (click to show/hide)
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wolfchild

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Re: Mercenary RTDX Turn 50: On the road- erm, bog again.
« Reply #761 on: July 19, 2010, 09:30:25 am »

Stick with the group

i dont have explosives, so yeah
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Dermonster

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Re: Mercenary RTDX Turn 50: On the road- erm, bog again.
« Reply #762 on: July 19, 2010, 09:32:25 am »

I try to peer through my sniper scope to observe any activity on the walls and try to discern movement capabilities of the turrets.
« Last Edit: July 19, 2010, 11:26:27 am by dermonster »
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Dwarmin

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Re: Mercenary RTDX Turn 50: On the road- erm, bog again.
« Reply #763 on: July 19, 2010, 11:21:32 am »

Hmm...Whoever checks the wall, see if those guns on the walls could be turned inward toward the fort, or if they are fixed to fire outside. I'm guessing we could use the turret to facilitate our entrance?

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Stand guard for enemy patrols, can't do much now anyway
« Last Edit: July 20, 2010, 09:22:20 am by Dwarmin »
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 50: On the road- erm, bog again.
« Reply #764 on: July 19, 2010, 12:34:04 pm »

Erm... Perhaps I need to clarify something.

This 'fort' is actually a research institute. It doesn't have walls. Those turrets are on the roof, and while they could be turned inwards, it wouldn't do anything unless you wanted to fire at the roof. The dark grey area is the building, and the light grey area is an elevated platform surrounding the building. There are three stairs leading up from the bog onto the platform. There is also a door in front of each staircase.
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