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Finally... => Forum Games and Roleplaying => Topic started by: RoseHeart on December 06, 2017, 07:08:32 am

Title: COLOSSEUM 12
Post by: RoseHeart on December 06, 2017, 07:08:32 am
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BAY 12 GAMES
Forum Games and Roleplaying













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(http://i.imgur.com/h2U2qwr.jpg)
YOUR MACHINE. YOUR CHOICES. YOUR FATE.

Mech Card Battle 2
©2017 Whale Cry Games

Spoiler: REGISTER (click to show/hide)
Spoiler: ACADEMY (click to show/hide)
Title: Re: MECH CARD BATTLE 2: COLOSSEUM 12
Post by: RoseHeart on December 06, 2017, 07:08:48 am
Quote from: BRACKET 1
MATCH 1
#01 Tempomaster (Sl4cker (http://www.bay12forums.com/smf/index.php?action=profile;u=110419))
#02 Beefeater Prime (The Ensorceler (http://www.bay12forums.com/smf/index.php?action=profile;u=97431))

MATCH 2
TBA

Signups Open!
Spoiler (click to show/hide)
Title: Re: MECH CARD BATTLE 2: COLOSSEUM 12
Post by: The Ensorceler on December 08, 2017, 04:45:46 pm
Well, let's get this show on the road. Beefeater Prime, ready to rumble!
(https://i.imgur.com/BKfhO1B.jpg)
Title: Re: MECH CARD BATTLE 2: COLOSSEUM 12
Post by: Sl4cker on December 08, 2017, 09:28:30 pm
i think you mean it's

TIME
(https://i.imgur.com/ONBbfnT.jpg)
to DUEL
Title: Re: MECH CARD BATTLE 2: COLOSSEUM 12
Post by: RoseHeart on December 09, 2017, 05:16:23 am
(https://i.imgur.com/TcgSTFh.jpg)

Welcome fight fans!

This is an open tournament: New players can join and you may swap or modify your mech between battles.

Rules:
Turns will have 3 phases:
Card Set Phase: PM your turn. Wait for me to announce both are in.
Card Reveal Phase: Post your turn.
Card Resolve Phase: Cards are played and changes to your hand are PMd to you.

Now, you may both opt to agree on a Card Set time limit.
This means that if either take MORE time than this, that person is set to play no cards, and the other can move into the Card Reveal phase.

Would you both like to do this? How much time for the deadline?
Title: Re: MECH CARD BATTLE 2: COLOSSEUM 12
Post by: The Ensorceler on December 09, 2017, 04:27:02 pm
I'm ready to fight. Maybe 18 hours? I'd be fine with any time limit 12 hours or longer.
Title: Re: MECH CARD BATTLE 2: COLOSSEUM 12
Post by: Sl4cker on December 09, 2017, 08:18:08 pm
Twelve Hours
Title: Re: MECH CARD BATTLE 2: COLOSSEUM 12
Post by: RoseHeart on December 09, 2017, 10:00:34 pm
I'm ready to fight. Maybe 18 hours? I'd be fine with any time limit 12 hours or longer.
Twelve Hours

Deadline set.

/!\ CAUTION /!\
Of Beefeater Prime's 20 cards, 2 are Illegal:
•Stats Too High (Mild)
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: RoseHeart on December 10, 2017, 01:52:35 pm
(Sl4cker when I PMd your hand, that was the beginning of the timer. Since it's the first turn and there could have been confusion I'll consider this message to be the start of the timer.)

Also, I will assume the same 12 hours for the reveal phase unless there are any objections.

(Ensorceler you have nothing you need to do right now.)


And for the record if you know you're not going to play any cards just say pass.
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: RoseHeart on December 10, 2017, 06:47:30 pm
Reveal your card!
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: Sl4cker on December 10, 2017, 06:48:34 pm
Rapid Fire (https://i.imgur.com/l35Fe3T.jpg)
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: The Ensorceler on December 10, 2017, 08:11:37 pm
(https://i.imgur.com/TUAZbTA.jpg)
With a GASHUNK, Beefeater Prime deploys its primary weapon, a red hot, retractable ceramic blade kept inside its arm until needed. With a quick rush, Beefeater closes on Tempomaster and takes a swing, small flames trailing behind the blade. "I'll cut you down to size!"

Play Rending Blade, block with Standard Laser.

((I figure we might as well put on a show. Are blocking cards supposed to be public?))
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: RoseHeart on December 11, 2017, 01:12:01 am
Quote from: making up for my lack of info to Sl4cker

*blocker set*

(https://i.imgur.com/l35Fe3T.jpg)

*Draw 1* (hand full)

(https://i.imgur.com/HOTQp8R.jpg)



BEEFEATER PRIME
vs.
TEMPOMASTER!!!!!

TURN 1

01
DINO-DESTROYING DIVE HIT! BLOCKED BY STANDARD LASER. 5 DAMAGE.

02
RENDING BLADE HIT! TARGET DISCARDED 1 CARD*. BLOCKED BY RAPID FIRE. 4 DAMAGE.

*A random card is chosen by the attacker, then the first common card right of it is discarded.*

Spoiler (click to show/hide)

#01 TEMPOMASTER
4 DAMAGE
1 DESTROYED CARD(S)
2 DISCARDED CARD(S)
5 HELD CARD(S)
12 DECK CARD(S)

#02 BEEFEATER PRIME
5 DAMAGE
1 DESTROYED CARD(S)
1 DISCARDED CARD(S)
5 HELD CARD(S)
13 DECK CARD(S)



ARCHIVE
(http://i.imgur.com/h2U2qwr.jpg)
YOUR MACHINE. YOUR CHOICES. YOUR FATE.

Mech Card Battle 2
©2017 Whale Cry Games

Spoiler: REGISTER (click to show/hide)
Spoiler: ACADEMY (click to show/hide)
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: The Ensorceler on December 11, 2017, 01:54:26 am
((So did I get lucky and have Rending Blade "crit" the way I intended, where it can sometimes remove a Common blocker before it blocks anything, or was Dino-Destroying Dive somehow set as a blocker card despite it not being in hand when chosen? Its my fault for making an effect act on hidden cards, but it would be nice if you could distinguish between a blocker card getting hit and a random card getting hit (which I think is how it works when there is no blocker card?). Sorry for the mess of a question, but I can't tell exactly what happened.))
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: RoseHeart on December 11, 2017, 06:34:22 am
You got me, it should say they blocked with Rapid Fire. Thanks for the catch.
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: Sl4cker on December 11, 2017, 06:50:01 am
is it turn two yet
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: RoseHeart on December 11, 2017, 06:50:49 am
*YAWN* yep 20 seconds away from your inbox.
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: RoseHeart on December 11, 2017, 10:23:53 am
Reveal Phase 2

Spoiler (click to show/hide)
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: Sl4cker on December 11, 2017, 11:03:07 am
Spoiler (click to show/hide)

(https://i.imgur.com/Jm2K3jn.jpg)
The metronome on 「TEMPOMASTER」's clock face begins to rattle back and forth with even more rapidity, as its movements speed up! "This is the power of my mech! Your actions have become your undoing, Beefeater Primeeeeeee!"
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: RoseHeart on December 11, 2017, 11:16:54 am
(I like the graphics update)
Title: Re: COLOSSEUM 12: BEEFEATER VS TEMPOMASTER (A juiced up, battle for the ages!)
Post by: The Ensorceler on December 11, 2017, 04:34:57 pm
(https://i.imgur.com/ePKkHyQ.jpg)(https://i.imgur.com/TUAZbTA.jpg)
Beefeater Prime rolls its shoulders a bit, loosening up from the Dino-Destroying impact. GASHUNK-SHUNK-SHUNK-SHUNK. "Rapid fire seems more my kind of thing." Beefeater Prime moves back in, using a series of rapid jabs and snap kicks to take full advantage of its arsenal of sizzling spikes, hardly leaving any time for the supposed master of tempo to get an attack in edgewise.

Play Rending Blade and Ceasless Assault. Block with Standard Missiles.

((So, this is a weird interaction. I think Tempomaster nullifies the upgraded version of Rending Blade when targeted by the first one damage attack. Now unpreventable damage kicks in, either bypassing the negation completely or negating the card but letting one damage through (assuming Rending Blade hit, that is). If the negation does take effect, this probably cancels the other three attacks, and then Tempomaster either uses a fresh copy of Rending Blade against me, without the Ceasless Assault having been applied, or uses the literal card I played, which is affected by Ceasless Assault, but would move the card to Tempomaster's discard pile, for having "played" it, which seems weird. If, though, unpreventable damage lets all four attacks proc, then Tempomaster is targeted four times, fails to nullify Rending Blade four times and either uses four fresh copies of Rending Blade or uses my upgaded Ceasless Assault four times. In all cases, I think I have priority and resolve my one or four Rending Blade attacks first, because the copy, copies or replayed card happens in response to the original attack without specifically preemting it (negation would normally handle it).))
Title: Re: BEEFEATER PRIME VS TEMPOMASTER "Stop! Dino-Time!" "Where's the BEEF!?"
Post by: RoseHeart on December 12, 2017, 07:31:41 am
TURN 2 (this one's a doozy, ok so...)

Quote from: 02
  • CEASLESS ASSAULT MODIFIES RENDING BLADE.
  • MODIFIED RENDING BLADE TARGETS TEMPOMASTER.

Quote from: 01
  • BEFORE "MODIFIED" RENDING BLADE HITS, THE CARD IS NULLIFIED, STOLEN, AND (A NOW NORMAL) RENDING BLADE IS PLAYED.
  • RENDING BLADE HIT!
    *Attacker asks if target has a common card in their hand. They do not.*
    BLOCKED BY STANDARD MISSILES. 4 DAMAGE.
  • RENDING BLADE GOES INTO THE ORIGINAL OWNER'S DISCARD.

Spoiler (click to show/hide)

#01 TEMPOMASTER
////4 DAMAGE
   | 1| DESTROYED CARD(S)
   | 3| DISCARDED CARD(S)
  | 5|| HELD CARD(S)
 |11||| DECK CARD(S)

#02 BEEFEATER PRIME
/////////9 DAMAGE
   | 2| DESTROYED CARD(S)
   | 2| DISCARDED CARD(S)
  | 4|| HELD CARD(S)
 |12||| DECK CARD(S)
Title: Re: BEEFEATER PRIME VS TEMPOMASTER "Stop! Dino-Time!" "Where's the BEEF!?"
Post by: RoseHeart on December 12, 2017, 09:58:03 pm
Reveal Phase 3

Spoiler (click to show/hide)
Title: Re: BEEFEATER PRIME VS TEMPOMASTER "Stop! Dino-Time!" "Where's the BEEF!?"
Post by: Sl4cker on December 12, 2017, 11:13:52 pm
(https://i.imgur.com/4GOyU9L.jpg)
Play Standard Gatling and a blocking card
"It's time to finish this! My power and speed dwarf your mech's paltry attacks!!" With that boast, Tempomaster suddenly flares up its right arm-cannon, the gun beginning to revolve as it points at its opponent! "My previous counterstrike has opened you up for the finisher! This attack will not miss! Beefeateeeeeeeeeerrrrrrrr!!!"
Title: Re: BEEFEATER PRIME VS TEMPOMASTER "Stop! Dino-Time!" "Where's the BEEF!?"
Post by: helmacon on December 12, 2017, 11:30:12 pm
PTW
Title: Re: BEEFEATER PRIME VS TEMPOMASTER "Stop! Dino-Time!" "Where's the BEEF!?"
Post by: The Ensorceler on December 13, 2017, 04:20:01 am
((Imgur does not work for me today as part of the Break The Internet campaign to save net neutrality. It got me off my butt, and I made a bunch of calls to my representatives in congress asking them to prevent FCC chairman Ajit Pai's attempt to remove Title II protections (which treat the internet as a utility, so that in the same way a power company can't charge more for electricity used to run your dishwasher than other electricity, Internet Service Providers can't charge more for some kinds of data than others, only by volume), to make those protections permanent, and to do some trustbusting to get rid of the obvious oligopoly of Verizon, AT&T, Comcast, and Spectrum. Anyone who reads this should do something to protect the internet, today. Call, tweet, or visit your representatives in person (including representatives such as Mitch Mcconnel and Paul Ryan, who represent all Americans). Do something, or the internet could become a very unfriendly place to visit. Even if the principles of net neutrality are overturned, every message in support of strong protections for the internet helps future lawsuits argue that the FCC did not consider public opinion, which would void the ruling. Because Imgur is broken, today's card is brought to you by [code ] [/code].))

Code: [Select]
_______________
|Rending Blade|
|       ~/|  4|
|      ~/ |  4|
|     ~/  /  4|
|¤   _/  /_  ¤|
|  /\_\ /\¤  |
| |/ 12\/ 1\ |
| |11  ○  3|  |
|_____________|

"I'm not out of this fight just yet!" Play Rending Blade. Blocking card chosen.

((Seriously. Go save the internet.))
Title: Re: BEEFEATER PRIME VS TEMPOMASTER "It's PRIME (&) TIME!"
Post by: RoseHeart on December 13, 2017, 04:41:46 am
((If I was going to contact 1 rep, who would you recommend?))

((I like how the ascii itself is even slightly broken))
Title: Re: BEEFEATER PRIME VS TEMPOMASTER "It's PRIME (&) TIME!"
Post by: The Ensorceler on December 13, 2017, 03:22:38 pm
((A Republican in your state, if possible. If it's just one, Tweet them , text them, email them, or do something in person. I called 15 and got to leave two messages. Most answering machines are full. Letters are also really good, but unless you hand deliver it, it won't get there in time.))
Title: Re: BEEFEATER PRIME VS TEMPOMASTER "It's PRIME (&) TIME!"
Post by: RoseHeart on December 13, 2017, 08:23:20 pm
((Contacted my Senator(D) and President.))

TURN 3

Quote from: 02
  • RENDING BLADE HIT!
    *Attacker asks if target has a common card in their hand. They do not.*
    BLOCKED BY STANDARD GATLING. 4 DAMAGE.

Quote from: 01
  • STANDARD GATLING HIT! 3 DAMAGE. BLOCKED BY RENDING BLADE.
    Spoiler: ... (click to show/hide)

#01 TEMPOMASTER
////////8 DAMAGE
   | 2| DESTROYED CARD(S)
   | 4| DISCARDED CARD(S)
  | 5|| HELD CARD(S)
  | 9|| DECK CARD(S)

#02 BEEFEATER PRIME
////////////12 DAMAGE
   | 3| DESTROYED CARD(S)
   | 3| DISCARDED CARD(S)
   | 4| HELD CARD(S)
 |10||| DECK CARD(S)
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 13, 2017, 09:48:52 pm
Reveal Phase 4
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 14, 2017, 01:16:33 am
(https://i.imgur.com/ePKkHyQ.jpg)
(https://i.imgur.com/kqHieaF.jpg)

Taka-taka-taka-taka-taka-tak. Panels across Beefeater Prime's body open up, every single piece of armor now pulled aside to reveal the gleaming tips of hundreds of micromissiles. Before Tempomaster can take advantage of the exposed Beefeater Prime, a voice comes in over the stadium intercom, "Who thinks it time to clean this clock's clock?" As the audience cheers, the missiles come pouring out, filling the entirety of Colosseum 12 with wave after wave after wave of explosions.
Title: Re: COLOSSEUM 12
Post by: Sl4cker on December 14, 2017, 01:36:20 am
(https://i.imgur.com/trMjYkv.jpg)

"B-Bakana! How could have withstood my final blow?!" Tempomaster scrambles to fire its other arm's weapon! "Die!"
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 14, 2017, 09:37:02 am
TURN 4

Quote from: 02
  • CEASLESS ASSAULT.
  • MISSILE OVERLOAD 6 HITS! 6 DAMAGE. BLOCKED BY STANDARD LASER.
    Spoiler: ... (click to show/hide)

#01 TEMPOMASTER
//////////////14 DAMAGE
   | 3| DESTROYED CARD(S)
   | 4| DISCARDED CARD(S)
   | 4| HELD CARD(S)
  | 9|| DECK CARD(S)

#02 BEEFEATER PRIME
////////////12 DAMAGE
   | 3| DESTROYED CARD(S)
  | 5|| DISCARDED CARD(S)
   | 2| HELD CARD(S)
 |10||| DECK CARD(S)
Title: Re: COLOSSEUM 12
Post by: Sl4cker on December 14, 2017, 09:52:22 am
"Impossible!" shouts Tempomaster, blowing up. "Faster, faster than even I... That... is... impossible!!!"

 KERBOOOOOOOMMMmmmmm
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 14, 2017, 10:10:21 am
Any changes you want to critique/request?
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 14, 2017, 10:49:08 am
I have to trade you Missile Overload, because Rending Blade is actually broken and does not work properly, and I ran the math and Ceasless Assault goes far, far beyond what I meant it to do. The way I used it here had a 75% chance to destroying your mech, the equivalent of dealing 32 damage, already quite extreme. If you had been at 10 damage instead of 8, though, that jumps to a 91% chance to destroy your mech, or 111 damage. At priority 6 and perfectly accurate. Yeesh. To be fair, your Rapid Fire does the same thing with enough luck, but not to this extreme. You max out at Rapid Fire into x2 Dino-Destroying Dive, but even with the luck to have those be your next two cards, you still only have a one in four chance of hitting with both, so starting at 10 damage you do on average the equivalent of an 8 damage perfect accuracy attack, or at maximum the equivalent of a 30 damage attack.

Multiple hits per turn should be illegal from now on, although not neccesarily banned outright. Here's a way to test this stuff if you want it, roseheart. http://anydice.com/program/dedb (http://anydice.com/program/dedb) The current configuration is modeling two 5 damage attacks with accuracy 3 (i.e. Rapid Fire into double Dino-Destroying Dive) hitting a mech at 10 damage.
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 14, 2017, 10:54:29 am
You seem to be forgetting "deals only one point of unpreventable damage per hit". Notice they had gained 6 damage, total.
Title: Re: COLOSSEUM 12
Post by: Sl4cker on December 14, 2017, 10:58:48 am
i'm glad you put a lot of meaningful thought into this because honestly i'm just happy to be blown up and be part of an anime
Title: Re: BEEFEATER PRIME VS TEMPOMASTER "Stop! Dino-Time!" "Where's the BEEF!?"
Post by: RoseHeart on December 14, 2017, 11:05:44 am
I am totally imagining it's like a Yu-Gi-Oh battle except for instead of watching from the sidelines the kids / players are inside the mechs and they are punching the cards into the mech's control panel :)

i'm glad you put a lot of meaningful thought into this because honestly i'm just happy to be blown up and be part of an anime

I had started to draw a manga but it never went anywhere. Mostly in favor of expediency.

Spoiler (click to show/hide)



How about the turn phases, anything you would change there?

If you're pretty confident you're going to play the card that's going to make you win I can see how you may feel motivated to wait until your opponent goes first. Is that true, did you feel that way and, is there someway I should help to facilitate that?
Title: Re: COLOSSEUM 12
Post by: Sl4cker on December 14, 2017, 11:15:03 am
I diiiiiiiid
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 14, 2017, 11:16:45 am
thot so.
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 14, 2017, 11:30:22 am
I assumed you were doing a separate damage roll for each hit. Sure, if you survive it goes back to six damage, but on the turn you get hit it would have been ridiculously strong. Multiple damage rolls was sort of the whole point of Ceasless Assault... Oh well, one out of three cards working as intended was enough to win me the game, I can't complain too much.

I like the use of Beefeater Prime's head as a helmet on my protagonist.

What's my loan card, Sl4cker?
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 14, 2017, 11:37:59 am
You intended it to have 6 damage that converts to 1 x 6?

I just had it do 6 1 damage attacks..



I had been/am(?) playing with the idea of using toy mechs(specifically ones with ball joints and interchangeable parts). I got a bag of goodies with such pieces at a thrift store, but less of them were usable than I expected I can't even make one robot.

Spoiler (click to show/hide)
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 14, 2017, 12:56:01 pm
I'm not sure I'm communicating this right. I thought I would have five chances to kill Tempomaster on my last turn. First attack hits, 9 total damage done, cumulative 0% chance Tempomaster is dead. Second attack hits, 10 total damage done, roll 1 in 10 chance tempomaster dies cumulative 10% chance Tempomaster is dead. Third attack hits, 11 total damage done, roll 2 in 11 chance Tempomaster dies, cumulative 26.36% chance Tempomaster is dead. Fourth attack hits, 12 total damage done, roll 3 in 12 chance Tempomaster dies, cumulative 44.77% chance Tempomaster is dead. Fifth attack hits, 13 total damage, roll 4 in 13 chance Tempomaster dies, cumulative 61.77% chance Tempomaster is dead. Sixth attack hits, total damage taken is 14, roll 5 in 14 chance Tempomaster dies, cumulative 75.42% chance Tempomaster is dead

The equivalent of a 75% chance to kill Tempomaster is a 30 out of 40 roll, or starting from 8 damage a single 32 damage attack. Even if most of the equivalent damage is "healed" at the end of the turn, that's still far too powerful. If you only rolled to see if Tempomaster died once, then my card did not work as intended, but I won't use that effect again, so it doesn't matter too much.
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 14, 2017, 12:57:46 pm
Quote
I'm not sure I'm communicating this right. I thought I would have five chances to kill Tempomaster on my last turn.

It did. He died on the second, when I rolled a 11 of 11(ouch!)

I'm sorry E I'm sharing this.

However, I would say Riposte would have likely defeated you. ;)
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 14, 2017, 01:29:41 pm
Well, yeah. Riposte kills me no matter what I do there.
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 14, 2017, 01:51:36 pm
If you play a ceaseless assault just by itself, or just don't even play an attack card and just block. That would make them waste their riposte.
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 14, 2017, 02:04:55 pm
Wait, no, I'm wrong. Time Riposte is initiative 5 and even with time travel undoing my attack, it only works if Tempomaster is alive on initiative 5 of the original timeline to use the Time Riposte. I think I did the right thing.
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 14, 2017, 02:10:23 pm
Ah, you are right. It was ceaseless assault that had no priority marker.
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 14, 2017, 02:13:41 pm
I'm sure you are both excited to modify your mechs. However I have to admit I would be curious to see who would win a rematch...



Would either of you want to see a story mode?

(Like FEoF)
Title: Re: COLOSSEUM 12
Post by: Sl4cker on December 15, 2017, 11:07:27 am
also i feel like i gotta trade rapid fire to beefeater because like they said it's their sort of thing lmao
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 15, 2017, 02:05:18 pm
I'll be happy to have it. Here's my Missile Overload:
Spoiler: Deprecated (click to show/hide)

A story mode is sort of what I was hoping for all along. I'll fix Beefeater Prime up and keep doing arena stuff until you think game balance is good, but I'd love to do a longer campaign.
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 15, 2017, 02:12:04 pm
The next version will be an arena with ranking leaderboard where you can challenge the person above you on the listings.

I think that will be a good place to build up players. And really it's an ideal model.

Yes and then perhaps a story mode as an offshoot. Though I may have a "VR mode" where you can do whatever the hell you want.

I am going to require custom artwork from now on. It can be made by anyone on Bay 12 but I feel like that will fit a good vibe for this game. And I'll be willing to make art myself too. Just tell me what you need.
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 15, 2017, 02:43:32 pm
Cool. I can do some art stuff if I ignore quality.
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 15, 2017, 02:44:20 pm
Absolutely
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 16, 2017, 01:29:40 pm
I'm taking to heart what you guys said about animes and story mode.

I look forward to showing you guys. Oh and this battle will be counted as part of that story, basically you two were beta testers or something like that.
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 16, 2017, 04:06:17 pm
Interesting. Other than the art, should I be updating my cards?
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 16, 2017, 04:08:54 pm
You probably understand the mechanics a little better now that rewording them would be advantageous. Since you're going to be readding the text anyway.

However it won't be a "returning" card unless it basically functions the same. This will give it a small bonus to judging leniency.

You should design the art for the card that you gave to the other player. (Or have me do it)
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 16, 2017, 11:55:20 pm
I worked on it for quite some time, but it was really fun to make.
Edit: Fixed the card symbols.
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 17, 2017, 12:31:18 am
Here is the new Missile and Laser!

Spoiler (click to show/hide)

Quote
Fixed the card symbols.
Ensor and I discussed that "cards that have been used in combat, earn a 'medal' icon in the 4th slot."

Do you have a 'legal' card I can use for an OP example?
Title: Re: COLOSSEUM 12
Post by: The Ensorceler on December 17, 2017, 01:46:39 am
It takes me a while to finish cards. I can work on an updated Rending Blade next, since it's my only legal card.

Spoiler: Last One (click to show/hide)
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 17, 2017, 01:48:18 am
You can probably reuse that image for your Mech.
Title: Re: COLOSSEUM 12
Post by: RoseHeart on December 19, 2017, 04:27:31 pm
For those that PTW, here is the next one (http://www.bay12forums.com/smf/index.php?topic=168739.0).