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Messages - Doubloon-Seven

Pages: 1 ... 90 91 [92] 93 94 ... 109
1366
Mafia / Re: Beginner's Mafia LXI - [9/9] - Day 1: Discussion begins.
« on: April 29, 2017, 10:57:43 pm »
Doubloon-Seven
Think of some questions.
How, exactly, do you intend to find scum without asking questions?

Also
Doubloon-Seven
It's Day2. You are the cop, but the player you inspected last night died. Another player claims cop in the thread D2, with an innocent result on a third, unrelated player. Do you counterclaim?
First, ah, though you meant questions about gameplay. Anyway, may I ask to everyone voting TheBiggerFish, could you please give a short summary of your reasoning?

Anyway, for your though exercise, I do not. I attempt to point out flaws in the other player's behavior, and ask why they would reveal as early as D2.

1367
Mafia / Re: Beginner's Mafia LXI - [9/9] - Day 1: Discussion begins.
« on: April 29, 2017, 07:56:03 pm »
I... don't really have any questions.
Also, what question? I checked your posts, and maybe I'm just blind, but I don't see a question.

1368
Mafia / Re: Beginner's Mafia LXI - [9/9] - Day 1: Discussion begins.
« on: April 29, 2017, 10:24:06 am »
@TheBiggerFish
I've played mafia in person before, play Town of Salem a lot, and have played in MafiaScum.

1369
Dang, this forum moves like a sloth. A sloth that ate a five course meal. While sleepwalking. Anyway, the clock ticks onward.

1370
Mafia / Re: Beginner's Mafia LXI - [5/7][0/2 ICs][1/1 scum IC]
« on: April 20, 2017, 08:10:19 pm »
Uh... bump?

1371
Mafia / Re: Beginner's Mafia LXI - [4/7][1/2 ICs][0/1 scum IC]
« on: April 19, 2017, 07:37:33 pm »
In, I am indeed.

1372
Sorry to you all, but, recently, I haven't had much time, so I'm afraid I'll have to put this on hiatus until further notice. I'll probably be able to write more soon, but at the moment I can't do much, as a result of quite a bit of work. Once more, my apologies.

1373
Roll To Dodge / Re: Roll to Siegebreak [Semi-Minimalist] {Turn 2}
« on: April 14, 2017, 03:26:34 pm »
Sorry about the delays, but I've been busy lately, and I'll have an update by about tomorrow morning.

1374
Roll To Dodge / Re: Roll to Siegebreak [Semi-Minimalist] {Turn 2}
« on: April 13, 2017, 03:25:55 pm »
Bump, we still need a few more actions.

1375
Roll To Dodge / Re: Roll to Siegebreak [Semi-Minimalist] {Turn 3}
« on: April 10, 2017, 04:55:45 pm »
Continue the Attack in direction to Sir Chuck I am his squire. I should have been there early but I got distracted.

"DEUS VULT"
[6]
Swinging wildly, you bring down several disoriented pikemen, cutting through to Sir Chuck, felling more than usual, but in your swinging, a lucky slash by a man wielding a short sword knocks your weapon out of your hand, wounding your sword-arm.
-6 SOLDIERS
-----
As Chuck lances the musketeers, shake off accumulated blood and viscera on antlers, blinding enemies.
[1]
The shaking frees a chunk of unidentifiable meat, which flies right at the eye holes in Chuck's helmet, coating his eyes in blood. Temporarily blinded, he trips over a fallen enemy soldier, and is at the mercy of pikemen, who take a moment to bring their arms to bear.
The shaking, otherwise, does little more than to bloody armor and your face.
-----
In addition, the castle's Quartermaster is very annoyed that you used a large portion of the firewood supply to make possibly-homicidal robots for a task that would be better suited to a gravity-fed hopper and a spring loaded trigger.
Ah. Erm. Yes, that would make sense. *facepalms for not thinking of this*

Okay, so. Let's actually do that, in fact: set it up so that the crossbows have gravity-fed hoppers of bolts and spring-loaded triggers. The robots can be sent to go man our cannons.

EDIT: 48 kills this turn. The expected increase in killing power has already started, and at a pace that I hadn't expected. Quite nice.
Also, despite the several issues that my system has, it is still one of our more effective weapons. It's killed 18 soldiers so far!
[5]
Much to the relief of the Quartermaster, the crossbows are automated much more efficiently, with the adaptations required being quick and easy. The automata are repurposed for the more complicated job of washing, loading, and firing cannons. These two defensive structures rack up an impressive killcount!
-15 SOLDIERS
-----
Shake off accumulated blood and viscera on antlers, blinding enemies.

I, Sir Chuck The Valorous, mount this noble Elk, ready my lance, and skewer the enemy musketeers upon it!

Continue the Attack in direction to Sir Chuck I am his squire. I should have been there early but I got distracted.

"DEUS VULT"

"Hurry Squire! The heathens vastly outnumber me and I am desperate need of assistance! Lift your blade, and cut them down like the chaff they are! DEUS VULT!"
[3]
Disoriented though you are, you manage to roll away from the stabbing pikemen, grab your sword, and stand up.
-----
If our poison will not work, then a different poison sleeping-potion will! Coat arrowheads with the stuff, and watch our enemy raid Dreamland!
[4]
Your potion seems to work, and for one more turn, there will be several dozen men off to sleep, vulnerable to your attack. Interestingly, one out of the effected seems to have an allergic reaction, becomes covered with hives, and dies within several hours.
-1 SOLDIER
-----
Respawn as the fort's rowdy black powder expert, and get busy with making some big ol' bombs!
[6]
Big 'ol bombs indeed. Now, starting off with some fragmenting hollow shells, you fill them with a recipe of powder involving several ingredients taken from the local alchemist. Upon testing one in the courtyard above your dungeon workshop, the explosion shakes the earth, sending several iron fragments bouncing with incredible speed! ...Incredible speed that pierces your wooden barrier, right into your head. Bad news, you died and the recipe for the explosive shells went with you. Good? There are still six left.
-----
Chuck vials of cultured smallpox into the enemy camps.
[5. Oh my god.]
Smallpox. Deadly. Untreatable. Horrific. You are called a madman by the Commander, and probably for good reason. Nevertheless, with a jar of disgusting red jellylike fluid, you sneak into the enemy camp in the garb of of a plague doctor. In the supply caravans, you take some fluid on a long pole and scratch it into the shoulder of a sleeping pack horse. Some is added to the food in the mess. You even smear some with a rag onto the seats of latrines. Everything you carry is then carefully removed. For fear of catching the disease, you sneak off in the nude. Next morning, the results are positively devastating.
-24 SOLDIERS
-----
Suicide Charge into the infantry attack afoot, dual-wield swords/rapiers and become a whirlwind of swords against the enemy
[4]
With skill, you stab soldiers all around you, killing many, and true to the name 'Suicide Charge', at the very end, a lucky stab to the heart kills you.
-5 SOLDIERS
-----
With the refinement installed, it is time to deploy the Auto-Knight once more!!!

The Auto-Knight shall be deployed against the enemy to assist in the breaking of the Siege, equipped with a Tower Shield and a Falchion Sword.
[2]
Unfortunately, seeing as how they are doing an excellent job loading cannons, the castle Quartermaster denies your request.
-----
This is pretty sweet - reminds me of DND greentexts; haven't participated in anything like this before though.

I, On-Go the foreign medicine man, attempt to brew an elixir of ox's strength for the troops, using a combination of the extract of an Adjilian Dancing Frog, ground-up birch tree leaves, rose petals and kitten urine.
[6]
The... concoction is reluctantly taken by a few soldiers, and after several minutes of irregular breathing and general unresponsiveness, they awake. Tests reveal that they are indeed strong and hardy, capable of lifting hundreds of pounds, mentally, they are essentially oxen. Not particularly what you were going for.
----------
SOLDIERS LEFT: 874
TURNS LEFT: 17
BATTLEGROUND: MEDIEVAL CASTLE, PLAINS AROUND, RIVER CLEARED ITSELF.
OUTSTANDING THINGS: ARMY OF ROBOTS USED TO LOAD CROSSBOWS CANNONS, MAGIC EXISTS, KIND OF.


1376
Roll To Dodge / Re: Roll to Siegebreak [Semi-Minimalist] {Turn 2}
« on: April 08, 2017, 01:51:41 pm »
8 actions probably won't do enough, so I'm giving some extra time until the next turn.

1377
Roll To Dodge / Re: Roll to Siegebreak [Semi-Minimalist] {Turn 2}
« on: April 07, 2017, 08:20:14 pm »
Chuck vials of cultured smallpox into the enemy camps.

I see no way this could backfire.
No way at all...

1378
Roll To Dodge / Re: Roll to Siegebreak [Semi-Minimalist] {Turn 2}
« on: April 07, 2017, 01:21:07 pm »
TURN 2
Antler a path to the unhorsed Chuck.

Become noble steed.
[4]
Goring, horrifically, several pikemen, you elk over to Sir Chuck, and pose heriocally in front of him.
-5 SOLDIERS
-----
Okay, we have proof of concept for both the automatic crossbow mechanisms and for autonomous 'bots. Cool. Let's combine those.

Hook up some more crossbows with another wheel, and also make one automaton for every two crossbows to aim and load the crossbows.
To prevent - or at least make less likely - the chance of another berserk automaton, they will be only lightly armored, and set up to "scream" an alarm if they attack someone or are attacked.

EDIT: considering that we started at 1000 enemy soldiers, and killed some, I do not believe that there should be 9723 enemy forces right now, Doubloon.

EDIT2: given 1000 enemies and 20 turns... we need to kill an average of 50 guys a turn to survive. We had10 actions this past turn, and killed 27 units. Either we need more people, or we need more effective attacks.
Also, another fix: this should have been turn 1, not turn 2. We're in turn 2 now.
[3]
By expending a large part of the castle's wood and brass reserves, you are able to build automata for each two crossbows. Sadly, due to having fingers made of wood, they have difficulty picking up arrows, and have to be periodically rewound anyway, due to the fact that they are clockwork machines. In addition, the castle's Quartermaster is very annoyed that you used a large portion of the firewood supply to make possibly-homicidal robots for a task that would be better suited to a gravity-fed hopper and a spring loaded trigger. Nevertheless, soldiers are killed.
-12 SOLDIERS
-----
Go all Bushido on the enemy's ass so I can respawn as something else.
[6]
You go 'Bushido', attacking and beheading a few enemies, before realizing that you used such a dishonorable tactic as flanking, and after stabbing a final besieger, you commit ritual Seppuku, ending your own life.
-4 SOLDIERS
-----
Oh look a canon that should do more damage than this crossbow
[4]
You find a copy of the heavy book that is the Biblical Canon, and promptly run outside, beating several people to death with the holy scripture. Every time you hit someone, 'Halleleujah' rings in your mind.
-3 SOLDIERS
-----
Set fire to the enemy's food supplies and equipment.
[5]
Sneaking once more into the enemy camp, you raze down a supply tent, taking several lives, and causing a stampede of pack animals that kills a few more.
-7 SOLDIERS
-----
I am the castle's resident alchemist, then.

I prepare poison-tipped arrows for the castle's archers, making them more lethal.

[2]
A poison is specially prepared, and arrows are drilled into to fill with poison, and promptly fired into the enemy ranks. Your spotters report to you that none if the hit men seem ill in any way, though some do die from the arrows alone. It seems that the invading army is made up of a slightly different subspecies of humans, differing in that they are taller, of different complexion, and a resistance to common plant toxins, of which your poison was made.
-3 SOLDIERS
-----
Dual-wield musket rifles while on my horse, slaughter as many as the pikemen as possible. The cavalry can continue doing hit and run tactics
[1]
One of your fellow defenders points out to you that 'Musket Rifle' is an oxymoron, though you continue onward anyway. Jumping on horseback, you trot around the enemy, fire your muskets, and despite the aching in your arms from firing a longarm one-handed, you spend a minute reloading each of your muskets, and then promptly fall off your horse and get trampled, because while you were realoading your firearms, you weren't holding the reins of your horse in a battlezone filled with loud noises that could easily spook one. Only one of the shots even penetrated the pikemen's armor.
-1 SOLDIER
-----
Behold! The volley guns! Each sporting eleven dangerous barrels of muskety doom.

Order for them to be fired at the enemy while maintaining a grossly arrogant, high-chinned, fancy mustache comport; I am the forts high born principal engineer after all.

[3]
While this formation is normally incredibly effective, the longer distances involved means that fewer of your shots actually hit the enemy. Despite this inconvenience, your pompousness is maintained.
-4 SOLDIERS
-----
Be a dragon. Start eating people. Don't care who.
[This isn't fantasy, but a Komodo Dragon works fine.]
[6]
You are a Komodo Dragon. You approach a soldier, who seems rather curious about you. You then lick the person, who seems to not know about the toxins that you contain. Within a few hours, he falls ill and dies. You then bite a chunk out of him... and end up dying. It seems like this was one of the soldiers hit by the poison arrows. Of course, while it wasn't effective against him, subspecies and all, your lack of resistant to the toxin caused your untimely demise. Rest in Peace, Komodo, Rest in Peace.
-1 SOLDIER
-----
I, Chuck The Valorous, stand to my feet and redouble my efforts to slay the enemy! For God and Country!
[5]
In a rage at the enemy killing your horse, you duck under the pikewall, and slash through the front line's feet, even stabbing some of the nearby musketeers, busily reloading. Through the entire thing, you look somehow noble, with the elk alongside you.
-8 SOLDIERS
-----
Hmm, perhaps there is a way of divining who is friend or foe for the Auto...Knight...Yes a Auto-Knight!!!

Design a device to allow the Auto-Knight to see friend or foe. Perhaps an optical device that reacts to the colors that associated with our House and those of our enemy.
[4]
Taking advantage of the fact that the enemy army is made of a subspecies of much taller humans, you devise a system in which a piece of burning lime in a capsule with grated walls. The light is reflected by enemy armor; rather than passing over our heads, as for our shorter troops. If it is reflected, the light hits small crystals embedded in the robot's body. Then, through a wonder of alchemy, the robot is then guided to attack them.
----------
ENEMY FORCES: 925
TURNS LEFT: 18
BATTLEGROUND: MEDIEVAL CASTLE, PLAINS AROUND, RIVER CLEARED ITSELF.
OUTSTANDING THINGS: ARMY OF ROBOTS USED TO LOAD CROSSBOWS, MAGIC EXISTS, KIND OF.

1379
Roll To Dodge / Re: Roll to Siegebreak [Semi-Minimalist] {Turn 1}
« on: April 06, 2017, 08:51:39 pm »
Can people still join this?
One does not 'Join' a minimalist RTD. If you post, you are in by default.

Okay, we have proof of concept for both the automatic crossbow mechanisms and for autonomous 'bots. Cool. Let's combine those.

Hook up some more crossbows with another wheel, and also make one automaton for every two crossbows to aim and load the crossbows.
To prevent - or at least make less likely - the chance of another berserk automaton, they will be only lightly armored, and set up to "scream" an alarm if they attack someone or are attacked.

EDIT: considering that we started at 1000 enemy soldiers, and killed some, I do not believe that there should be 9723 enemy forces right now, Doubloon.

EDIT2: given 1000 enemies and 20 turns... we need to kill an average of 50 guys a turn to survive. We had10 actions this past turn, and killed 27 units. Either we need more people, or we need more effective attacks.
Also, another fix: this should have been turn 1, not turn 2. We're in turn 2 now.
Fixed, also, the turn thing was intended, & I'm a bit confused as to what you're going for there.
"Going for"? Regarding the crossbows or the calculations?
The crossbows is me trying to kill more people with something that's already been proven to work fairly well.
The calculations was just me thinking that we need to pick up the slack.
I mean what you want the turn numbering to be like.
Umm... 30, 35? That's if you're asking for my input. I do believe that our killing power will increase, so not quite 40, but we should still have some incentive to accomplish more than we did this turn.
You think it should be Turn 30? What? I was talking about the 'It should be turn two, not turn one' thing, not the kill-to-turn ratio.

1380
Roll To Dodge / Re: Roll to Siegebreak [Semi-Minimalist] {Turn 1}
« on: April 06, 2017, 06:20:36 pm »
Can people still join this?
One does not 'Join' a minimalist RTD. If you post, you are in by default.

Okay, we have proof of concept for both the automatic crossbow mechanisms and for autonomous 'bots. Cool. Let's combine those.

Hook up some more crossbows with another wheel, and also make one automaton for every two crossbows to aim and load the crossbows.
To prevent - or at least make less likely - the chance of another berserk automaton, they will be only lightly armored, and set up to "scream" an alarm if they attack someone or are attacked.

EDIT: considering that we started at 1000 enemy soldiers, and killed some, I do not believe that there should be 9723 enemy forces right now, Doubloon.

EDIT2: given 1000 enemies and 20 turns... we need to kill an average of 50 guys a turn to survive. We had10 actions this past turn, and killed 27 units. Either we need more people, or we need more effective attacks.
Also, another fix: this should have been turn 1, not turn 2. We're in turn 2 now.
Fixed, also, the turn thing was intended, & I'm a bit confused as to what you're going for there.
"Going for"? Regarding the crossbows or the calculations?
The crossbows is me trying to kill more people with something that's already been proven to work fairly well.
The calculations was just me thinking that we need to pick up the slack.
I mean what you want the turn numbering to be like.

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