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Messages - RAM

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1006
DF Community Games & Stories / Re: The Littlest Cheesemaker - Updated 10/22
« on: November 02, 2017, 03:14:54 am »
The chapter should end
Panic intensifies!

1007
Phalanx and such, despite being the reasonable application of that idea, which is naval/ground defence against missiles, don't work 100% of the time.
but for now we can use Blood Eagle? I mean, the guidance makes these missiles pretty predictable so we wouldn't need much...
What? You want to mount ERA on the fucking planes? That isn't your regular stupid, that is advanced stupid.
How is ground turrets the reasonable approach? By forcing the missile to follow in the wake of a moving target you extend the time to intercept and reduce the angles of attack. And ships just straight-up are not the ideal. The are moving, which adds complexity to the target, they are mounted on a large target and can be defeated by a hit pretty much anywhere along the length, which offsets them from the target site, and the platform is generally in rocking, thus changing the effective horizontal plane constantly. They are implemented because ships are expensive and they are capable of mounting the things, but it is far from the most reasonable application when looked at exclusively from the turret's perspective. Recall that objects on a collision course do not change bearing, an autoturret would be effective against anythign that tries to dogfight. I am not sayign that it would be a 100% perfect defence against everything, but against Can pilots that don't know what the sun is and Can missiles with the aerodynamics and profile of a backwards-facing grotesquely-deformed obese-bovine they ought to have a non-zero neutralisation rate.

I very much doubt that the Cans have proximity detonators. so a missile, especially a huge one, is going to be a single big impact. While aircraft do need to be mindful of weight, they can mount a disturbing amount of armour, especially the larger ones. I mean, we could literally stick a Blood-eagled Salamander in the back of an Ice Giant and have it tank the hit by running its engine hotter than the plane does, albeit temporarily, or just setting fire to the thing... We could also just have people shoot rockets out the side and hope that the missiles like the taste of rocket... I am confident that we could, if we so chose, design an aircraft that could effectively mount E.R.A., and that it would be effective at stopping the majority of a single missile's damage. Whether it is feasible with our current designs is another matter, and whether we can actually mount it where the missiles would hit is another, but it is not quite as ridiculous as one would assume at a glance from "aircraft=light"... And part of what makes these games great is that we can do silly-but-vaguely-plausible-sounding-when-served-with-excessive-spin things and get away with it.

1008
DF Community Games & Stories / Re: Losing Is Fun - Interactive Web Comic
« on: November 02, 2017, 12:05:50 am »
Do all of the above while dodge-rolling.

1009
Forum Games and Roleplaying / Re: Mad Science Arms Race Test(0/4):
« on: November 01, 2017, 07:18:42 pm »
I possess a great interest in both individual proposals and mad science. Onward to reading the first post!

1010
I don't think "it is the research team instead of the game team so it isn't in the implementation side of things" is a valid argument. They are not funding a research team just for entertainment value, they are funding it to come up with ideas that they will then force into their game team to make more money, and this is one of the ideas that was seen as viable enough to preemptively patent-block.

The most likely reason for not implementing it is that it puts the paying players who they want or income reasons, and the expert players that they want for advertising reasons, into matches against people who cannot defend themselves effectively, and thus are unlikely to be satisfying in the long-term. There is also the matter that free players help to provide a healthy population, and beating them down will likely lose you at least two of your population for every one that converts from free(or at least non-microtransaction) to paid. Far more likely is matching payers with non-payers of similar performance, thus highlighting the difference that the items make to both players while barely registering a smirk on the "What would Satan do"-meter but still being enough to maintain some evil-cred.

1011
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 01, 2017, 04:24:07 pm »
Maintenance is annoying
play with it off but still design ships and give orders as if it were on. Basically the same effect, you're just cutting out annoyances.
But then you don't have the option to push it too far and play the odds. Do you let the fleet get underpowered or go over maintenance and wait for the next shift to arrive? If you do, will they get back to dock in one piece or will an engine explode? What of the lone ship that survived its battle, but lost an engine and now struggles home as its clock steadily rises... I can't help but feel that you are keeping the tedius design impediment and mission spam while losing all the substantive resource expenditure and all the glorious tales of crews struggling home as their ship crumbles around them.

But meh, to each their own.

1012
DF Community Games & Stories / Re: Losing Is Fun - Interactive Web Comic
« on: November 01, 2017, 01:54:52 am »
Inscribe a dwarf noble being slain by a kitten while trying to remember what those people wanted you to do again.

1013
Feel free to make the design. I honestly didn't think of it, but it occurs that there might be bandwidth and transmission issues with sending the information to soldiers who don't have the scanning gear? But still, if you can come up with a good implementation it sounds like a decent option!

1014
Forum Games and Roleplaying / Re: Web of Life: A Drider's Adventure
« on: October 31, 2017, 08:33:42 pm »
The house is a wreck, we have gone through much tougher things than the walls of this place before. We'll try to avoid any obvious support beams but still just go through the flimsy sides of this house in a direction that most of our spiders can access. Quietly curse ourselves for falling for the trap that we knew was inevitable.

1015
Forum Games and Roleplaying / Re: Cult Race: Chaos
« on: October 31, 2017, 06:41:50 pm »
Do our existing goliaths get the upgrade? Do we need to send them home for refurbishment?

1016
AS-T33 is cheap  (With ERA, it's merely expensive)
Okay, our task is clear. The only question is how... I, personally, am stumped, and must rely upon the community for ideas. How, precisely, to we convince the G.M. to classify these separately so that we can get a full fleet of cheap tanks without and a second full fleet of expensive tanks with? Or I suppose that we could choose one or the other or have some sort of proportional deployment...

flares...
Since our jets (opening a window is less of an option for those) are fine for now, we can even get away with not making it more modern integrated flare launchers.
It seems that, at present, these missiles are only good against heavy bombers, and even then, it is a pretty expensive way to deal with it. How mad will we be if they make a homing missile that is effective against fighters? I would like to consider making a radar-guided autoturret to shoot down missiles, but for now we can use Blood Eagle? I mean, the guidance makes these missiles pretty predictable so we wouldn't need much...

1017
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: October 31, 2017, 12:09:12 am »
Well, sure, they could put that money into new ships, but then how would they pay for the end-of-year bonuses for the upper management? You can't expect them to cope with the mental anguish of being solely responsible for an interplanetary corporation without a private waterpark can you? I am certain that they will get around to producing the necessary vessels as soon as they have covered their fundamentals...

1018
Forum Games and Roleplaying / Re: Web of Life: A Drider's Adventure
« on: October 30, 2017, 08:58:51 pm »
oh, yes, mind--control... Well we can at least abduct a few for experimentation on mind control. Hopefully they can't be located remotely. We would at least run whatever detection we do have over them, a soul scan at least to see if there are any threads hanging off of it that could be traced back...

It would also prevent any usasge of villagers. Although the plan never intended them as combatants, just baggage carriers...

1019
I made my system-gaming openly and honestly. And then I submitted a legitimate design too.

Quote
0: Reduced Safety Margin
1, Madman198237: reroll J.E.D.I.I. cost
1, RAM: V.I.S.O.R.

1020
Forum Games and Roleplaying / Re: Web of Life: A Drider's Adventure
« on: October 30, 2017, 07:30:14 pm »
Well, a preliminary plan to take some territory...

Set up a barricade at the intersection between the farm and the forest, defend it with undead and drag some logs along behind it. Make it look like we want to defend it and are moving through, but also make it pretty obvious that we are not putting anything expendable there and the movement was faked, if anyone investigates. Hopefully double-bluffs work? Send the adventutrers to investigate the Weird. Investigation should be an adventurer's purpose. We don't mind if they loot, but we do need to know what is there, and ideally they would stop short of breaking EVERYthing.

 We go and investigate the farm. It is the major resource centre, so it is definitely a trap. We attack with, say, 20 spiders, try to poison scouts and patrols then flee.

The rest of our group attempts to sabotage the outpost or its supply lines. building foundations can be undermined, plants can obstruct roads, portcullis mechanisms can be damaged beyond repair, poisons can make a place unpleasant. Try to force them to divert extra manpower if they want the place operational.

Then we converge on the village with our full force and attempt to evacuate it. Extra manpower for us and less food for the vampire. It could do bad things to the vampire's staff, but we have to hope tat we can end this fairly quickly...

After that we send the vulnerable villagers to the forest to construct a camp while the more capable ones come with us to raid the farm for supplies and potentially fortify it into a forward base. Hopefully our misdirection will make it look like we were just faking our prior interest in the farm...

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