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Messages - Mephansteras

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1
Mafia / Re: Games Threshold Discussion and List
« on: April 01, 2024, 12:25:13 pm »
Been a while since we've cleaned up the lists around here.

Do we want to clear the board and start over? For anyone who's still interested in something on the current lists, you're welcome to have me put them back.


Here are the current lists (for posterity if we do wipe them):

Games in Queue:
  • Choose-Your-Own-Mafia 5 - notquitethere
  • Dwarf Fortress Mafia 4 - Webadict
  • Haiku Mafia - ToonyMan
  • Skynet’s Seduction II - Skynet
  • Maximum Spin's Supernormal Mafia - Maximum Spin
  • Choose Your Own Spheres 2 - nqt
  • Bring your Own Monster - Elephant Parade
   

Games on Hiatus
   


Planned Games:
  • King of the Mafia
  • Devil Suits - FallacyofUrist
  • You Only Have One Shot - Webadict
  • Trouble in TolyK Town - Tolyk
  • Jim's Mafia idea - Jim Groovester
  • Forbidden Ritual - FallacyofUrist
  • BYORoguelike - Toaster and FallacyofUrist

2
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: March 18, 2024, 06:51:36 pm »
Yup. And, of course, you never hear about the well behaved ones.

3
Looking forward to it! I expect D-day is going to be pretty intense.

4
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: March 14, 2024, 07:25:26 pm »
Yeah, I'd love more stuff that makes the world map more alive and interactive.

5
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: March 13, 2024, 09:40:28 pm »
I probably won't bother getting that one for a while. Horror's not really my cup of tea. I do like that a lot of stuff I used to rely on mods for will be vanilla with 1.5, though!

6
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: March 13, 2024, 09:30:20 pm »
Didn't something like that happen with Gregtech mods in Minecraft? I thought I was in a wrong thread for a moment.

My understanding is that the Gregtech stuff was even more petty, since that was around 1 mod making things easier than Gregtech wanted and Gregtech then breaking stuff if that mod was active. But, yeah, I expect this pops up in any easy to mod game. Sad as it is.

7
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: March 08, 2024, 11:52:41 pm »
Yeah, it's all very stupid. The putting crashcode or save corrupting code into your mod thing, I mean.

I get hating it when people do gross stuff with mods, but that's just uncalled for. Publicly denounce the stuff you hate, sure, but to actively punish them for doing stuff you don't like? That's a bad, bad path.

As a perfect example of that, people are now freaking out about mods potentially having Malware in them. Which...yes, that was technically malware, but not the sort of thing people associate the word with. So I would not be surprised if there are now people who might have used mods who've now decided it's never worth doing because it might wreck their computer or steal their bank passwords or whatever.

8
Why should the bastards avoid combat a bunch? Every battle won counts as making the future invasion easier.

The basic idea is that we can make the biggest difference helping out at the LZ on landing day, so we want to be in decent shape for that.

Which is not to say we don't want any combat before that, but we don't want to get so trashed on a fight for a lesser combat that we can't help on the last big one. Right now we're 3/3 for Major Objectives, so anything else we do is gravy.

I'm all for hitting any soft targets we see in the next few days, and maybe one tougher one that we think will be either high impact or high payout. We were really trying to stay low right before the Depot fight so that we could be sure to take that out. Now that we've done that we can take some more risks, but don't want to over-do it.

9
Well...that was unexpected.

Drake is of two minds about it. Trading the Guillotine for a Crockett isn't terrible (though it'd be nice if we could somehow have gotten both mechs). On the other hand, he doesn't like being out of the loop on a plan like that. If that maneuver had cost the mech or even life of one of our other pilots, it would have been bad.

Initiative is good, but drama for the sake of drama gets people killed.

(From a reader perspective, that was pretty great!)

10
I'm in favor of day 7 for the Depot.

For action before then, if something soft shows up let's take it. But maybe no hard target attacks before we do the Depot, just to make sure that we're in decent shape for that objective. Bonus stuff is good, but not at the cost of our primary mission.

After the depot, we can take on stuff as long as we're fit for combat. Given the ramp up in combat chances one it's been hit, I figure we'll do at least one or two combats between day 7 and 10. I'd like to help with the LZ, but it really depends on what shape we're in by day 10.

11
Mafia / Re: Games Threshold Discussion and List
« on: February 11, 2024, 01:26:41 pm »
The queue is a bit more of a 'planned games and vague order' deal at this point.

12
First order of business: spending a bit of XP. Wojtek is now a 3/4 veteran (gaining the Hopping Jack trait), and Teddy Bear is now a 2/3 elite (gaining Melee Specialist).

Drake has 60 xp in the bank, and not a lot to spend it on: he's already at 0/1, and the difference between 1+ and 0+ piloting is very small. He could spend the XP on Tactics (50xp, initiative bonuses and auto-generated mission condition rerolls), Strategy (30xp, controls lance deployment limits and makes reinforcements arrive faster), Leadership (20xp, increases the size of unit we can sustain and increases the amount of damage the enemy has to deal to us to force us from the field in battle), and Negotiation (30xp, mostly just increases unit rating).

The Against the Bot rules also say you're allowed to purchase pilot abilities. Energy Specialist might be a good choice, at 40xp.

I'm inclined to say Strategy and Leadership. More combat ability would be nice, but honestly he doesn't need much help on that front and it makes sense for the Commander to start specializing in command.

Pity about that engine, but a good battle regardless. We made solid money, our supplies are in decent shape, and we've dealt another blow to the local forces. Win all around, as far as I'm concerned!

We have until day 10 to take out the last objective, right? In which case I think we should aim to do that on day 7 or 8.

Might be wise to hold off on deliberately engaging any more enemy forces until then, so we don't run the risk of having to do that fight with damaged mechs.

13
Hello! haven't had much time to jump in here (now a proud papa, as of last week! :D ), but wanted to add my voice to the the 'let's blow up the patrol' group!

Congrats!!

14
I have a slight preference for the PPC build, since more punch at longer range is always good, as is more armor (even if just a touch). But either is fine.

15
I vote we engage, but let Pepper and Wizard sit it out. We've got enough firepower that we should be able to smash a probing force pretty easily.

The more damage we can do the better, especially if this could reduce the amount of enemy forces in the area for when we go hit the depot.

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