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Author Topic: USDF Spaceship RTD (Ended.)  (Read 58122 times)

Ochita

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Re: USDF Spaceship RTD (Turn 16: Hold on baby...)
« Reply #585 on: July 27, 2010, 06:29:02 pm »

We can go 5. Woo!
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

USEC_OFFICER

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Re: USDF Spaceship RTD (Turn 16: Hold on baby...)
« Reply #586 on: July 27, 2010, 07:41:52 pm »

Wake up. Wake up. Please, wake up.
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wolfchild

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Re: USDF Spaceship RTD (Turn 16: Hold on baby...)
« Reply #587 on: July 27, 2010, 07:52:57 pm »

Voidraper

I hold my action untill were at a point I can fire

Fire at the destroyers hellfire cannons, if I can't see them then aim for a flare

If I never get in range, assist the captain in getting us there
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Dervin

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Re: USDF Spaceship RTD (Turn 16: Hold on baby...)
« Reply #588 on: July 28, 2010, 12:20:31 pm »

(Voidraper)

Fight back against the voices while trying to wake up.

Well this battle is going pretty badly.
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Waladil

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Re: USDF Spaceship RTD (Turn 16: Hold on baby...)
« Reply #589 on: July 30, 2010, 09:58:59 am »

(Voidraper)
Shoot teh destroyer plz!
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Nimitz

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Re: USDF Spaceship RTD (Turn 16: Hold on baby...)
« Reply #590 on: July 30, 2010, 06:55:48 pm »

(Roadviper)

Pray for the Thrasher's safety, since there isn't much more I can do right now.
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HailFire

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Re: USDF Spaceship RTD (Turn 16: Hold on baby...)
« Reply #591 on: July 31, 2010, 01:02:01 pm »

Weeelll, there's kinda not a lot I can do right now, so...  :-\

Voidraper

If in range, fire on the destroyer's bottom-center.
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[22:59] <apotheoseGrifter> COMMIT SUDOKU ALL NIGHT LONG FUCK YEAH
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[18:14] <The_Gamemaster> I am here.
[18:14] <The_Gamemaster> I am always here.
[18:15] <The_Gamemaster> I have always been here, and I always will be here. I am the alpha and the omega, the beginning and the end.

Tarran

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Re: USDF Spaceship RTD (Turn 17: Failing about 2, the sequel!)
« Reply #592 on: August 05, 2010, 01:45:47 am »

Did you guys think I abandoned this? Well you shouldn't, it's only been four days. :P

Anyway, NEW TURN YAY.

Turn 17: Failing about 2, the sequel!

Note: I just realized, the Hellfires should have +2 to damage, not +1. This has been corrected for this turn onwards.

Note2: I'm fiddling around with combat somewhat. So expect some small or big changes every once and a while for some amount of turns.

Note3: If you notice the LOS being messed around with (like a spot not being visible to certain positions on a turn after a turn where it was), don't complain, the LOS is a pain in the ass, and after this battle I think I'm going to simplify it (merging the center, left, right, front/top and back/bottom into a single piece).

Note4: Moved the player ships downward underneath the player statuses above the enemy ships, as the current position makes it horrible to edit, as I have to scroll past it just to edit the player statuses and it's annoying.

Note5: Made you look.

Note6: Made you look again. Okay, there's no more notes, stop reading these and start reading the turn.

(Voidraper)
E,E,NE, face destroyer.

"Shields up!"
 And at that I activate the damn shields.

"Shields up!"

[3]: You press the button, activating the shields.

...That's all.

Meh.

(Captain Silo, Roadviper)

Head NE three and then north as far as possible. Order use of all weapons, Novas included.

[6]: You head north east three times, and then north two times. Of course, the ship is pointed the wrong way.

D'oh!

However, the destroyer is in range of your AAPMACs (3 tiles away), you just need to turn this ship around. Not that hard a task... Right?

Trained Pilot [1/12]

Attempt to send a message to the Thrasher, telling the engineers just what to do. Like how to repair like I did. Or how to run away.
[4]: You send a message to the engineers telling them how to repair their ship, they lay a few Centimeters of Titanium armor patches over the exposed part of the hull. They're still not in a very good position though.

If the captain faces us in the right direction, Fire forward batteries!
Else, pilot the ship to the correct destination myself.

[1] BASIC REROLL [3] reroll failed: Since there's no way to make things worse by turning the ship the wrong way, you spin the ship right. Many, many times. You're almost ready to throw up. The captain stares at you angrily, with clenched teeth and hands. Oops.

Roadviper

When in range, I shoot with my cannons until the shields are down, then fire my missiles when the shileds are down.

[3]: Some idiot pointed the ship the wrong way and spun it around and around. Needless to say, you can't fire on the enemy ship.


(Roadviper)

Invent a target tracking software to boost the targeting capability while waiting for us to get in range of the destroyer.

[2]: You have no skill in programing.

Wake up. Wake up. Please, wake up.
[2]: You're having too much fun dreaming of ponies shooting xecobians.

Voidraper
If I never get in range, assist the captain in getting us there
[6]: You hijack the wheel (figuratively speaking), fly the ship east three times and, of course, point the ship the wrong way.

However, if you turn the ship around you will be able to fire your Nova missiles at the destroyer (5 tiles away).

Basic Piloting [1/4]

(Voidraper)

Fight back against the voices while trying to wake up.
[5]: You stab the voices in their voices with your voice and wake up

(Voidraper)
Shoot teh destroyer plz!

[2]: It's called range, son.

You're out of it.

(Roadviper)

Pray for the Thrasher's safety, since there isn't much more I can do right now.

[1]: You pray by attempting to cut your arm open and release blood. You don't have a knife, so you try to bite your arm until you bleed.

Teeth [3]
Arm [3]

You stare at your arm and decide not to bite your arm. Good move.

Voidraper

If in range, fire on the destroyer's bottom-center.

[6]: Despite the ship aiming the wrong way, you fire two Nova missiles anyway, hoping that they can turn fast enough to get back on track.

Prototype roll [3][3]: Both of the missiles fire awkwardly. Shaking around slightly before leaving the ship's bottom.

Reacquire roll [3][5]: One flies perfectly at the target, the other flies randomly in the direction of the ship. Somehow hitting the center rear.

Shield roll [4][1][6]=[11].
Damage roll [1+1=2][3+1=4]=[6].

The missiles blast away two more shield rolls. The ship also flies backwards when the frontal missile hits and back into position when the rear one hits. It's still not a breakthrough though.

Look on the bright side, you now know some things about the Nova missiles.\

Nova missiles do +1 damage to shields.
Nova missiles knock enemies the size of destroyers or smaller back one square.
(NOTE: This is only what you've observed, it may not be complete.)


No skill missile [1/4].

Spoiler (click to show/hide)


[6]: The thrasher's co-pilot fires the PAAPMACs at the Destroyer's front armor. One hits.

Shield [5].
Damage [6].
The single blast causes more damage then the shields can take. The destroyer's shields are down!

[3]: The thrasher's bottom gunner FINALLY fires at the Destroyer's front armor. Although two out of his three AAPMACs and one of his two MMCLs misses.

Damage [2][2][3]: Only the MMCL does any damage. Removing 1/2 points of armor.

[6][3]: Both of the Thrasher's APIMGTs fire at the Destroyer's front armor. A bit erratically though. Of course it doesn't matter due to the sheer amount of bullets being fired.

Damage [4+1=5][3+1=4]: Together, they remove 3 points of armor.

[5]: Anthony kicks the acceleration and does an in-system jump to several tiles away before you can even notice that he's gone.

Major Anthony: DAMN that was close. Sorry guys, but you're going to have to finish the job, we're too damaged.

[4-1=3]: The destroyer notices the Roadviper is in range. And fires the hellfires at the Roadviper's rear.  One hits.

Shield [2][1].
Damage [6+2=8].

The Roadviper's shields fail miserably, as they only block the one shot, barely. The Roadviper's shields are down.

[6]: The destroyer then opens fire on the Roadviper's back armor with all eight Flares. Four hit.

Damage [5][1][5][5]: One just barely touches the Roadviper, the rest smash into the armor, dealing 6 points of damage. Completely destroying the rear armor of the Roadviper. Leaving a gaping hole straight into the ship.

Major Anthony: Yikes! That looked like it hurt, you guys okay?

Luckily, the destroyer's Fuego respiros are out of range.

[6]: The destroyer closes within two squares away from the Roadviper. Yet the destroyer is pointed the opposite way.

Idiots.

Spoiler (click to show/hide)

Roadviper.

Spoiler: Ochita: Engineer. (click to show/hide)

Voidraper.

Spoiler: Dervin: Engineer. (click to show/hide)

Player ships:

Spoiler: Roadviper (click to show/hide)
Spoiler: Voidraper (click to show/hide)

Enemies:


Friendlies:
Spoiler: Thrasher (click to show/hide)

You guys can't help but fail, can you?

Seriously, what the frick did you do to upset the RNG so much? I mean, I'm pretty sure you guys failed more then you succeeded so far in this RTD.

Once again, please report any mistakes. Thank you.
« Last Edit: August 05, 2010, 02:03:36 am by Tarran »
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

SHAD0Wdump

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Re: USDF Spaceship RTD (Turn 17: Failing about 2, the sequel!)
« Reply #593 on: August 05, 2010, 02:01:43 am »

You know what... I'm really starting to think this game would simply do better if it wasn't an RTD. The additional rules regarding facing and such bring the chances of things going wrong to all too high levels.
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Tarran

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Re: USDF Spaceship RTD (Turn 17: Failing about 2, the sequel!)
« Reply #594 on: August 05, 2010, 02:06:54 am »

You know what... I'm really starting to think this game would simply do better if it wasn't an RTD. The additional rules regarding facing and such bring the chances of things going wrong to all too high levels.
I know what you mean. The rules and complexity are crap, to say the least.

I guess spaceships aren't meant to be in RTDs, I mean, if they are, they are either overly complex or overly un-complex.

Either way, I want to do RTDs, so either we cancel this RTD right here and move on to newer pastures or we keep playing and I'll try to simplify it as much as I can without removing a ton of experience. Your choice guys. No really, your choice. I'm fine with either way.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

SHAD0Wdump

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Re: USDF Spaceship RTD (Turn 17: Failing about 2, the sequel!)
« Reply #595 on: August 05, 2010, 02:08:54 am »

I think it was going really well at the beginning, when there wasn't all this facing crap to contend with.
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Tarran

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Re: USDF Spaceship RTD (Turn 17: Failing about 2, the sequel!)
« Reply #596 on: August 05, 2010, 02:16:19 am »

I think it was going really well at the beginning, when there wasn't all this facing crap to contend with.
When I started adding complexity, I was trying to reduce randomness and/or increase believability. I guess I should have seen that it would also increase difficulty playing and GMing this game, and make it less fun too. If you want, I can reduce the complexity back to what it was somewhere in the beginning. It's not all that hard. Though I will leave an HP system in place of the armor.

So, a vote: Should I revert the complexity and gameplay back to what it was near the beginning of this RTD, or should I keep it this way? Or should I just end this RTD entirely and do a different one?
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Frelock

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Re: USDF Spaceship RTD (Turn 17: Failing about 2, the sequel!)
« Reply #597 on: August 05, 2010, 02:31:23 am »

Well, I wouldn't end it quite yet...at least let us destroy this thing.

Also, "reducing randomness" goes against the core principle of and RTD which is: the success of all actions is randomly decided by a d6.  Complexity usually is interrupted by bad dice rolls, as we have seen with facing.

If needed turn the ship to face the enemy
Else Fire AAPMAC's
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SHAD0Wdump

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Re: USDF Spaceship RTD (Turn 17: Failing about 2, the sequel!)
« Reply #598 on: August 05, 2010, 02:31:38 am »

When I started adding complexity, I was trying to reduce randomness and/or increase believability.
It's not very believable when the ships are facing the wrong way 90% of the time. O\
So, a vote: Should I revert the complexity and gameplay back to what it was near the beginning of this RTD, or should I keep it this way? Or should I just end this RTD entirely and do a different one?
Revert. The story and amount of detail you put in this is too great to let it just die.
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wolfchild

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Re: USDF Spaceship RTD (Turn 17: Failing about 2, the sequel!)
« Reply #599 on: August 05, 2010, 02:36:27 am »

REVERT

I thought it was the bottom gunners job to fire missiles
Fire all weapons i have access to at the hellfire cannons, or assist captain in getting us in range/los if we are not
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