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Gnuh?

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Voting closed: November 06, 2010, 04:46:33 pm


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Author Topic: Re: Countries @ War: Turn 29 Braaiiiiiiiiiins!  (Read 83488 times)

Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1095 on: February 15, 2011, 05:31:46 pm »

Considering what a person could probably do with that...
((Pick up tank and throw it several kilometers away.))
...It's gonna take a long time dude.

Well it'd most likely begin with Basic, as in, you could do that, but you most likely kill your self and everyone around you doing it.
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Phantom

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Re: Countries @ War: Turn 27
« Reply #1096 on: February 15, 2011, 05:34:46 pm »

Basic: Stuff weighs you down less, small infantry bonus.
Advanced: Kill infantry with the environment.
Perfected: DESTROY TANKS AND MEN, STEEL AND BLOOD.
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Iituem

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Re: Countries @ War: Turn 27
« Reply #1097 on: February 15, 2011, 05:58:56 pm »

Also, what about just telekinesis? Just lifting things with your mind (No special powers)?

Read that sentence back to yourself.

But yes, there's a direct relationship between usefulness and investment here.  Whether you'll get better returns from that massive conventional army depends.  With the combat system as it is currently, stronger individual units have a better chance of surviving combats without being disabled (and hence taking on large numbers of weaker units at once).  On the other hand, if you don't care about casualties, you can still zerg rush a battleship and have it work.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1098 on: February 15, 2011, 06:55:48 pm »

Basic: Stuff weighs you down less, small infantry bonus.
Advanced: Kill infantry with the environment.
Perfected: DESTROY TANKS AND MEN, STEEL AND BLOOD.

Yeah, thats it pretty much simplified.
But heres my list thats better discribed:

Basic Telekinesis(Needs Advanced Psychology): Can lift small objects and make simple mechisms work better, but nothing major.
(Small bonus to infantry and increases chance of non-infantry units coming back)

Advanced Telekinesis: Objects the size of a car can be lifted. Also helps engineers and medics majorly by being able to fix a machine (Or you!) from the inside without needing to open anything. (Higher bonus to infantry and well as decreasing Light Armour bonuses to infantry. Lets infantry have a small chance of killing air units mid-flight. Increases chance of any unit surviving.)

Expert Telekinesis: Heavy objects such as tanks and small bunkers are effected by Telekinesis. Engineers and medics better effected. Special telekinesis units can be created.
(Fully negates light armour bonuses, halves effect by Medium Armour, takes one point from Main battle tank bonus. Increases chance of mid air unit death in battle. Higher survivablity for all units. New Psykers that has an advantage againist all land vehicles and negates bunker defences.)

BADASS Telekinesis (Needs Super Psychology*): Something along the lines of lifting skyscrappers and armies are intailed.
(Allows you to begin -Project X-)


(*This is assuming the Psychology tract continues)
« Last Edit: February 15, 2011, 07:21:18 pm by Johnfalcon99977 »
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V-Norrec

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Re: Countries @ War: Turn 27
« Reply #1099 on: February 15, 2011, 06:58:52 pm »

Erm... if you want something that all powerful, you should be prepared to wait a very long time to get it.  And that's just talking about the Expert.  Seriously, the way you're imagining Psionics is ridiculously overpowered.

Phantom

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Re: Countries @ War: Turn 27
« Reply #1100 on: February 15, 2011, 06:59:49 pm »

...You know, I'm beginning to think I should just skip LOIC and jump to Warhammer 40k tech because of that.
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Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1101 on: February 15, 2011, 07:02:54 pm »

Erm... if you want something that all powerful, you should be prepared to wait a very long time to get it.  And that's just talking about the Expert.  Seriously, the way you're imagining Psionics is ridiculously overpowered.

Its note as over powered as you think. Try reading between the lines a bit. Small chance of killing an air unit flight means something like 5 to 10 percent chance. Thats very small! I'm talking on a smaller scale with these things.

Edit: The only thing I'm perpared to wait for some time to get is badass Telekinesis. Project X, thats overpowered.
« Last Edit: February 15, 2011, 07:04:35 pm by Johnfalcon99977 »
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V-Norrec

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Re: Countries @ War: Turn 27
« Reply #1102 on: February 15, 2011, 07:06:44 pm »

... Then have fun waiting, because you'll have to wait for each single step up.  Also, I'm testing rocket-based bio-bombs on you, does somebody want to donate a cheap-ass rocket to me?

Iituem

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Re: Countries @ War: Turn 27
« Reply #1103 on: February 15, 2011, 07:11:10 pm »

Talk to Mordor, they're the only extra-terrestrial power in the game right now.
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Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1104 on: February 15, 2011, 07:11:50 pm »

... Then have fun waiting, because you'll have to wait for each single step up.  Also, I'm testing rocket-based bio-bombs on you, does somebody want to donate a cheap-ass rocket to me?

You think its way to over powered, but its not. Above advanced telekinesis will take some time to get, and I'm not even going try to get Project X till I am much bigger and can put massive amounts of money into research because getting project X needs you to finished two branches of the tech tree. In all honesty, thats not going to happen for a long time.
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Re: Countries @ War: Turn 27
« Reply #1105 on: February 15, 2011, 07:14:06 pm »

But I have rocket science too...




Also, if he's doing that, next turn I need to research Adeptus Astartes.
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Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1106 on: February 15, 2011, 07:20:33 pm »

Also, if he's doing that, next turn I need to research Adeptus Astartes.

Good luck with Space Marines. I'll check on you in 50 years. Real-time.

Also, I'm going to start it, but not finish it. Because expert is too insane for a small faction to attempt to research, and Badass is not even worth trying for unless you own half the map.

I will try of advanced, because its the most pratical with low but useful bonuses.
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Iituem

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Re: Countries @ War: Turn 27
« Reply #1107 on: February 15, 2011, 07:33:14 pm »

...I'm going to peacefully continue researching defensive and economic technologies, as per the Morgan Industries mandate.

Not to be anticlimactic and all.   :-\
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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RAM

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Re: Countries @ War: Turn 27
« Reply #1108 on: February 15, 2011, 09:37:51 pm »

I don't think that it would be a psychology discipline, probably more likely to be biological or maybe psychic would be its own field.

I would envisage something along these lines:
Force I: You develop an understanding that all things are connected.
 Sense I: You may specify that an attack will only take place if the odds of victory seem favourable(G.M.'s Discretion).
 Sense II: If a unit loses its combat by 40 or more the unit retreats and the combat is considered to not have occurred.
 Force-user I, Force-Sensitive: Infantry, attack -2, defence -2, all units in the same territory gain +2 to all rolls but only one such bonus applies to each unit(command 2).

Force II: You discover that the connection can be manipulated.
 Sense III: If a unit loses a battle by 20 or more then the unit retroactively retreated instead of fighting.
 Force-user II, Force-Adept: Infantry, attack 6, defence 6, command 2, command increases to 4 if it has no move orders in the current turn, may enter a foreign territory without triggering combat(infiltrate).
 Mind-Trick I: Choose a single territory, prevent foreign actions other than attacks from occurring inside that territory.

Force III: The surrounding space can be manipulated to a fine degree.
 Force-User III, Force-Apprentice: Infantry, attack 12, defence 12, command 4, infiltrate, random chance of event if not resting(100+-81 cause a random enemy unit in the same territory to rest, 80-71 destroy a random enemy unit in the same territory, 70-61 rescue a captive, 11-20 captured and forced to rest, 1-10 destroyed), if resting in a foreign territory they do not recover naturally from rest and have a 20% chance of being destroyed each turn.
 Force-Weapon I: Force-users gain +10 against energy-weapons.
 Mind-Trick II: Choose a single foreign territory adjacent to one of your territories, redirect half its income this turn to your own treasury.

Force IV: Certain individuals can influence entire regions.
 Sense IV: Foreign random events are less likely to damage you.
 Force-User IV, Force-Master: Infantry, attack 24, defence 24, command 16, command 8 to adjacent territories, may choose to attack a single specific unit at the start of a battle, may specify units that it will not attack, infiltrate, event chance if in foreign territory and not resting(1 destroyed, 2-10 resting, 51-90 if captives present rescue one otherwise force random foreign unit into rest, 91-100 destroy random foreign unit), if resting in a foreign territory they do not recover naturally from rest and have a 10% chance of being destroyed each turn.
 Mind-Trick III: 5% chance that a unit will retreat instead of fighting one of your units.

Force V: One who truly masters the force can achieve anything.
 Force-User V, Force-Legend: Infantry, attack 48, defence 48, command 32 to all allied units, the first time this unit would be destroyed in a turn it is not(in combat treat it as a new unit joining the battle), if it is the only allied unit in a foreign territory then there is a 40% chance after each battle victory that the territory will surrender, each turn there is a 5% chance that this unit will assume command and your empire will become an aggressive N.P.C. state until it is destroyed, if this unit is destroyed twice in one turn then it generates a Legendary Tomb building that can double the command bonus of a resident force-user at the risk of resurrecting the Force-Legend as an N.P.C. state in control of that territory and all units within it.
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Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1109 on: February 15, 2011, 09:40:25 pm »

I really don't like the idea of creating things from the cannon of other things.
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