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Author Topic: Roll to be a Mastermind - Turn 1 (Finally started!)  (Read 10363 times)

cerapa

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #75 on: January 30, 2012, 02:40:33 pm »

Hmmm....

Going for pure safety would be well, safer. But increasing infiltration would scale better. Scaling it is then, I like scaling.

In case you havent noticed, I am very indecisive.
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Noodlerex

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #76 on: January 31, 2012, 02:04:41 am »

Personal Actions in order of importance:
Kidnap Scientists from the USACMC to work in my laboratory
Steal all the USACMC's money
Use Scientists to research cloaking device for building
Kidnap MOAR! Scientists.
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Dariush

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #77 on: February 01, 2012, 12:39:55 pm »

Okay, I compiled the sheet and triple-checked everything. Now it's game time!

Several notes:
- When gathering money/supplies/hikers/scientists/equipment/whatever, you have to specify the destination country and amount of troops to send;
- When planning a building, please specify what's it supposed to do (otherwise, I'll try my very hardest to pick the outcome you didn't want ;));
- By default, your base has no upgrades. Not even laboratory for kidnapped scientists to work in.

Also, it's officially

TURN 1

It would be nice if everyone reposted their corrected actions below this post so I won't have to scout them throughout the thread.
« Last Edit: February 01, 2012, 12:48:16 pm by Dariush »
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10ebbor10

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #78 on: February 01, 2012, 12:42:15 pm »

Okay, I compiled the sheet and triple-checked everything. Now it's game time!
You forgot to give me the cost of that doorknob design. Also, revised Turn:

1) Depending on cost, build or do not build the doorknob
2) Build Alpha compound
3) Diplomatic mission to the European Union

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Dariush

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #79 on: February 01, 2012, 12:50:06 pm »

Okay, I compiled the sheet and triple-checked everything. Now it's game time!
You forgot to give me the cost of that doorknob design.
Which doorknob?  ???

10ebbor10

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #80 on: February 01, 2012, 12:53:18 pm »

Okay, I compiled the sheet and triple-checked everything. Now it's game time!
You forgot to give me the cost of that doorknob design.
Which doorknob?  ???
Casual observers from the cost of either Britain or France could see something happening in the middle of the diving channel. Large ships were coming and going, small boats milling about, teams of robots diving underwater with materials clutched in whatever extremity they possessed. Very intent observers could notice a man of middle age standing at the bow of the largest ship. The Professor was looking at the construction of his underground base, but didn't see it - even facing the realization of the most sacred of his dreams, he could only think about a new doorknob design he dreamed about last night.

This doorknob. Or doesn't the trait work in the first turn.

Also, I PM'd you the designs for the Alpha compound but I will send some more info shortly.
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Toaster

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #81 on: February 01, 2012, 12:54:49 pm »

The DOORKNOBINATOR!  With it, you can destroy all the doorknobs in the Tri-State Area!
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Dariush

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #82 on: February 01, 2012, 12:55:07 pm »

Oh, that doorknob. The construction was happening several weeks ago, so you have long since forgotten the design. :P

(also, your perk doesn't work in the first turn)

10ebbor10

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #83 on: February 01, 2012, 12:56:43 pm »

Oh, that doorknob. The construction was happening several weeks ago, so you have long since forgotten the design. :P

(also, your perk doesn't work in the first turn)

Oh, bah. Have to go now, I'll send the updated Alpha compound plans when I back.( In half an hour or so)
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cerapa

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #84 on: February 01, 2012, 12:59:30 pm »

1)Gather money from OH with all my troops.
2)Upgrade ze base
3)3 spies and me spread word of my glorious rule in OH
Infiltration)3 spies and me spread word of my glorious rule in OH (Or wait...did I do that already? No matter. Do it anyway.)
« Last Edit: February 01, 2012, 02:47:42 pm by cerapa »
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Toaster

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #85 on: February 01, 2012, 01:11:42 pm »

1:  I will go with a diplomat to establish a mission in the USACMC
2:  3 Human Squads and 4 Saboteur Squads go to "collect" cash in Japan
3:  4 Elites go to Russia to kidnap scientists


TURN CHANGED- See below.


I assume we can hold hostages (even if they have nothing to do) without a base upgrade to hold them?  A simple brig seems like a basic thing any base would have.
« Last Edit: February 01, 2012, 04:04:46 pm by Toaster »
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Dariush

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #86 on: February 01, 2012, 01:16:00 pm »

I assume we can hold hostages (even if they have nothing to do) without a base upgrade to hold them?  A simple brig seems like a basic thing any base would have.
Sure. Just keep in mind that I haven't planned hostages in this game, so I'll just roll along and invent new relevant mechanics on the way. :P

Toaster

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #87 on: February 01, 2012, 01:18:38 pm »

Oh... can we assume any scientists we collect are going to be 100% loyal then?
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

10ebbor10

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #88 on: February 01, 2012, 01:26:21 pm »

Turn Actions:

1. Build Alpha Compound( More info in soon to be send PM

2. Gather scientific supplies in the EU with 1 tech, 1 elite and 2 camo robots. Supplies including but not limited to: Research documents, server mainframes, Linear arcelerators, experimental fusion installations, the LHC , rocket parts, Genetically modified organisms, Dna sequencers, a variety of chemicals...
Basically anything that has a manual of more then 200 pages per language (Note: bring the manuals too)

3. Send out a diplomatic mission to the European Union. 1 diplomat only.
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Dariush

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #89 on: February 01, 2012, 01:27:45 pm »

Oh... can we assume any scientists we collect are going to be 100% loyal then?
Note: the following was pulled out of my ass as I was typing this post. Also, many thanks to whoever discovered that four subs give a really nice and small script.

All hostages will have a 'loyalty' parameter (expressed in percent) which you'll be able to affect using base upgrades or one-shot actions like brainwashing them or creating lavish quarters. Depending on their loyalty, they may defect to the attacking army when it attacks (yay for redundancy) or even simply run away.

I designed the game to be really flexible and open to players' ideas, so don't worry, nothing you can make up will fuck up anything previously prepared.
« Last Edit: February 01, 2012, 01:31:59 pm by Dariush »
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