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Author Topic: Roll to be a Mastermind - Turn 1 (Finally started!)  (Read 10365 times)

antlion12

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #60 on: January 28, 2012, 09:14:54 am »

All three actions collect resources from japan. money,supplies,and hostages

Dariush

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #61 on: January 28, 2012, 09:30:39 am »

supplies,and hostages
For what purpose?

Also, I forgot to specify it in OP, but you get 400 default income per turn.

Also, if anybody doesn't like his perks, he may ask to have them changed.
« Last Edit: January 28, 2012, 10:08:33 am by Dariush »
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Baradine

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #62 on: January 28, 2012, 10:29:05 am »

Oh, I'll gather money from the AU then.
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10ebbor10

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #63 on: January 28, 2012, 02:25:16 pm »

1.Building project: Alpha compound ( Details will be Pm'd later)

2. Send 2 robotic squads( camo'ed), 1 elite and 1 technician to gather scientific data, technologies and important equipment in the European Union

3. Send a diplomatic mission to the European Union so he can deny my involvement.
]
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Superior_Tomato

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #64 on: January 28, 2012, 02:56:14 pm »

This is what happens when I'm away from an internet connection. One sec, I'll read through it quickly, then get my action up.

Ok.
1. Send out elites to kidnap hikers. Make sure they confiscate and turn off any electronic devices.

2. Set building team one to create a geothermal powered generator.

3. Set the second building team to making me one awesome jaccusi (Using geothermal power, of course).
« Last Edit: January 28, 2012, 03:04:57 pm by Superior_Tomato »
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'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

Dariush

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #65 on: January 28, 2012, 02:58:05 pm »

Don't any of you trust your fellow masterminds? :(

Also, I ran out of ideas for base perks. Especially for four different ones for two nearly identical setups (Tiruin and antlion12). Will continue everything tomorrow.

PPE: You don't need to get your action up yet, Tomato, just edit your sign-up sheet to conform to guidelines in OP. Actions can (and should, you impatients) come after I set up everything. :)
« Last Edit: January 28, 2012, 03:01:19 pm by Dariush »
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antlion12

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #66 on: January 28, 2012, 06:10:55 pm »

supplies,and hostages
For what purpose?

Also, I forgot to specify it in OP, but you get 400 default income per turn.

Also, if anybody doesn't like his perks, he may ask to have them changed.

food,water etc stuff like that and hostages just cause their a very good bargaining chip. also they make good cannon fodder. oh and also send all combat units to do this.
« Last Edit: January 28, 2012, 06:24:55 pm by antlion12 »
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Tiruin

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #67 on: January 28, 2012, 07:58:06 pm »

I'm open for diplomacy.
Spoiler: Oops, was impatient. (click to show/hide)
« Last Edit: January 29, 2012, 06:15:07 am by Tiruin »
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Superior_Tomato

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #68 on: January 29, 2012, 04:22:39 am »

What do I need to change on my application?
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'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

10ebbor10

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #69 on: January 29, 2012, 04:27:00 am »

What do I need to change on my application?
The minion prices have been changed recently, and diplomacy and such have been added.
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Noodlerex

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #70 on: January 29, 2012, 05:49:38 am »

Ok updated my sheet now.
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Superior_Tomato

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #71 on: January 29, 2012, 11:24:13 am »

Updated!
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'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

Dariush

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #72 on: January 30, 2012, 01:29:50 pm »

Great, my 'holidays' due to extreme cold (-25 and counting) got cancelled, so I won't have as much free time as expected. Updating now.

Edit: base perks and short bios finished. Now fixing up money problems and personal perks...
« Last Edit: January 30, 2012, 02:05:44 pm by Dariush »
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cerapa

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #73 on: January 30, 2012, 02:21:23 pm »

Great, my 'holidays' due to extreme cold (-25 and counting) got cancelled, so I won't have as much free time as expected. Updating now.

Edit: base perks and short bios finished. Now fixing up money problems and personal perks...
My holidays got canceled too. Goddamnit, I needed -25, but only got -23. Maybe will get colder tomorrow...

Anyway, did a last minute change to my perk. I am scared of getting caught.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Dariush

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #74 on: January 30, 2012, 02:36:24 pm »

Actually, +2 infiltrations makes you less likely to fail anyway (by increasing X).
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