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Messages - GreatWyrmGold

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5956
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: February 07, 2014, 09:07:10 pm »
Had an interesting council nation prompt today, from Germany, requesting a Sectopod wreck. Reason? To rebuild and re-purpose it 'reduce' the local panic, for 'defensive purposes, of course.' . According to the prompt after complying and reading the news bar afterwards, they were successful.

This makes me wonder, if they can restore a Sectopod into functioning condition, why are we stuck with crappy S.H.I.V.s?
This was before EW was announced and before I learned SHIVs were apparently good before EW.
Compared to a sectopod, SHIVs are still crap.
And I still say they're overrated. Although that might be because pretty much all of mine get blown up on their first mission.

Also, again, all damage to sectopods is cut in half. They effectively have 60 HP.
...and get healed twice as much.
Because XCOM, baby.

5957
You're not legally allowed to post links to that sort of thing, sorry.
Yeah...there's the problem.

5958
Forum Games and Roleplaying / Re: ◄•The Never Ending Dungeon•►
« on: February 07, 2014, 09:02:17 pm »
Wait, are you trying to be a party member or an adversary?

5959
Also:
AoixEnki
AoixNoam
NoamxErden
NoamxEnki
CalvinxEnki
CharlottexJames
ErdenxArya
LizzyxEveryone
NoamxEveryone
Why is there CalvinxEnki but not CalvinxNoam?

5960
Einsteinian Roulette / Re: Einsteinian Roulette OOC
« on: February 07, 2014, 08:55:25 pm »
Let's make an ICOOC thread!

5961
Einsteinian Roulette / Re: TINKER
« on: February 07, 2014, 08:54:48 pm »
I wish to try and make a gauss shotgun.

I think the principles would be pretty easy, and also layered with magnet magic which I as a player don't know about, so I'm keeping it simple.
If I understand gauss, you just need a bunch of steel ball bearings contained in a proper shell.
So you probably need a lot more than that.

5962
Roll To Dodge / Re: Special People: Preparing for Mission 2
« on: February 07, 2014, 08:52:29 pm »
"It's not your fault. It's just... who she is. Her character. Human nature. She's normally a very happy person, a very... well, the closest thing to a good person I've seen, if such a thing exists. And she's strong, one of the strongest people I know. But... when she's feeling bad, when she thinks she's-... She pushes the people that care about her away. Retreats to herself. Blames herself for everything. She remains strong when it matters but on the inside,-... And it's been worse since that damn-..."
((It occurred to me that this could also more or less apply to Angel. She was also pretty cheerful before everything started getting deadly serious; she's as good and innocent as small children can be; her power is the most versatile and arguably the strongest of anyone in the group; and she's blaming herself for everything, and that got a lot worse since that damn spiderdemon, when she had time to reflect.))

"In trying to help and understand I've managed to make a girl of around 7 cry."
((Yeah...not your finest hour.))

5963
Roll To Dodge / Re: Tribulations in Magic: a Perplexicon Game.
« on: February 07, 2014, 08:41:36 pm »
I realy don't know how much does the snow affect those who live in the USA,
That's like asking how World War I affected people living in Europe. Some did well, some did poorly, some weren't affected.
I meant in the areas where is snow a lot.
Areas with a lot of snow are affected a lot. What else did you expect?

The Dragon Knight continues his quest too defeat, um, some guy he doesn't like.
He started it! He tried to kill me!

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[Romek str:6]
Romek, in a surprising turn of events realized that he knew martial arts! He jumped, spun in mid-air, and kicked the Dragon Knight's face, rendering him unconscious.
[Unconscious]
1. What the hell? I don't even get an Endurance roll to resist?
2. What the hell? I'm the guy specced for close-quarters combat!
3dit: Also, isn't 6 an overshot? He should have broken his leg or something.

Wake up.

5964
Einsteinian Roulette / Re: TINKER
« on: February 07, 2014, 08:33:34 pm »
limited batteries, and you can make them do anything a non-overloaded manip can do, but only that one thing. it cannot be adjusted. they do not rely on nearby people.
I think I know what I want my device to do, but exact specs rely on one question:

How big is it? Would I be making it into a bullet or a mortar shell?

5965
Einsteinian Roulette / Re: Einsteinian Roulette OOC
« on: February 07, 2014, 08:30:37 pm »
The planet was described as an industrial one, no? It would need food and other raw materials in order to continue manufacturing.
As to food: Easy. If you can farm in Australia, the single driest, least fertile, and by far the overall least hospitable continent in the world, and make that some of your nation's major industries, you can damn well farm on Hephaestus. (Or you can use hydroponics or something.)
And as for raw materials...mining, recycling, or barring that we can just not make more stuff until the fleet leaves.

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While you could convert other matter into food, no idea if would be edible (Or if anyone would eat it.)
Why wouldn't it be? In the end, food is just a bunch of specific chemicals arranged in a certain manner.

5966
Einsteinian Roulette / Re: Einsteinian Roulette OOC
« on: February 07, 2014, 04:20:01 pm »
EDIT: I've got to go, can someone point to the place I screwed up quotes?

They hit the power plants though, that would open every window for an assaults.
Wait, how do they hit the power plants?

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And while they would have less supplies, they're able to be resupplied from outside whereas you cannot.
Um, actually we can. I highly doubt that Hephaestus is heavily dependent on food imports, and if so we can just have the AM ignore conservation of energy and make some.

The intent is to say that the weapons themselves are easier to hit than the fighters. That the fighters can be hit with relative ease by laser weapons I'll take for granted here.
Overall, there's not much difference unless the fighters are burning delta-v like candy and there is some good range between them. Otherwise, the fact that the mobile turrets can change velocity easily means that such systems would probably be harder to hit!

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The general notion of combat, if ships are merely captured instead of destroyed, would lean towards that, yes.
So wouldn't the tendency be to make PD turrets instead of fighter weapons, and then PD weapons instead of all the other fighter-associated systems?


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A reasonable enough assumption, given that we're talking about large weapons here. A laser powerful enough to count as anti-ship, and focused to a distance of greater than a light-second, may well have a focusing lens measured in meters. At distances of over a light-second, any opening in armor more than a foot wide, be it for lasers or projectile weapons, aimed anywhere in the general direction of an enemy ship, may as well be a tunnel straight through it as far as weapon reach in concerned. No matter how rugged the design, several megawatts of laser pulse delivered directly to the operating mechanism is going to be bad for the weapon. If it's a turret, it's similarly doomed - being permanently exposed and likewise having to face towards the enemy in order to fire.
On the other hand, you also have to hit a pretty small target. And that the exposed part is the important part.
Turrets are pretty vulnerable, if you hit them.

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"Mobile" becomes an advantage over static due to static weapons being vulnerable, as per above.
Ah. That would support the definition of "mobile" that does not require large amounts of delta-v to be expended on dodging.

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There are many problems with mobile weapons affixed to the ship's hull - far from the least of which is that they're never going to be as armored as the ship itself, and unless they're literally little magnetically-attached scooting tanks they will introduce weakpoints in the armor they're attached to.
The fighters you're proposing will also never be as well-armored as ships, and have a variety of weak points.

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Half a second of light lag in either direction is enough to make lasers pitifully ineffective against anything capable of suddenly changing direction. You assume mobile turrets are only going to be used by one side - if they're so effective, both sides will use them. With both sides using them, the tactics of countering them changes from destroying the turrets themselves to destroying their means of moving around. The next logical step is disconnecting the turrets from the ship - making a weapons platform drone.
Alternate strategy...use these same turrets to disable the enemy turrets, which will be less numerous than your if they expend resources on fighters.
And the turrets are much better at "suddenly changing direction" than fighters are. No delta-v restrictions.

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Yes. Assuming realistic engagement ranges, again. At close range, less than some ten thousand kilometers, missiles and fighters alike can be used because their travel time to target becomes survivable, especially with counter-PD fire. The whole idea of fighters being useless stems from the fact that they can never get into range before being destroyed, because real engagement ranges in space are going to be vast.
On the other hand, such close distances make dodging even harder. And the enemy is likely going to have more turrets than you do fighters...


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The whole thing with drones began exactly because everyone had those accurate lasers in the first place - any heavy weapons you so much as point in the direction of the enemy while not covered by protective armor covers are going to be slagged as a first priority. So everyone focuses on taking out those long-range accurate lasers first, and then someone has the idea to put long-range accurate lasers on something more agile and less restricted than a turret running around the ship's hull.
However, they then become limited in delta-v because it depends on reaction mass, and they also get even more restricted in armor, and they have to cram a pilot in there. And they fly right at the enemy, an easy target.
Not a great tradeoff.


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Patch it once, twice, how many times? Programs are never perfect, and every error in combat is a fight lost. Drones will always need human supervision, because it's impossible to account for all the possible changes in tactics the enemy can employ.
Humans are also fallible. More so than machines, because they can miss much more easily--and a miss is pretty much death, given the likely rocket-tag nature of space combat. Especially in little unarmored fighters.


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Heh. Fake life support. Why not simply extra batteries? Maybe some redundant sensor arrays? CPU cooling systems?
My oint being that it makes the drones more expensive.

5967
Removed entities can never be revived or otherwise replicated. They will be remembered, but all specific details forgotten.
Challenge accepted.

5968
Forum Games and Roleplaying / Re: Rise of the Magic Girls- Combat Testing
« on: February 07, 2014, 04:05:14 pm »
just adjusting the dice wont do, what matters is to put them in correlation with the stats and with health and mana pools
Um...
That's what we're adjusting them to do.

Yeah, about that. I was considering having them be multiplied in proportion to the stat totals. IE, a 1-30  characters gets 1 x, a 31- 60 character gets 2x, 61-90 gets 3x, etc. But that seems WAY too...chunky to really be used.
Aye. Plus, it makes stats of 31 very attractive.

5969
Forum Games and Roleplaying / Re: Rise of the Magic Girls- Combat Testing
« on: February 07, 2014, 03:54:19 pm »
Did you ever mention d10's? Pretty sure you didn't.

5970
Kyle owes them nothing.
Well, he did kind of send them devices that put holes in the walls.
And occasionally crash there and eat their food.
And never offer to let anyone stay at his house.

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