Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Powder Miner

Pages: 1 ... 16 17 [18] 19 20 ... 1281
256
The first prompt is very simple:

Design anything at all - go wild, do whatever you desire here.
You will see the echoes of what you choose to design all over the world you will inhabit.

(For the difficulty, here, though it won't matter all that much, for this design and this design only think of something being created by an army or company or whatever you want to imagine.)

257
This game, something that has been on the backburner for months, will be my attempt to fuse the Arms Race and Suggestion Game genres found here on Bay into a coherent whole - and one that tells a story.

Discord Server (non-mandatory): https://discord.gg/68QFbdh (Formerly the server for my previous Arms Race, Ramshackle Titans)



What is an Arms Race?

An Arms Race, most typically, is a game where two different teams of players, each having their own forum thread, play against each other in order to attempt to guide their nations' armies to victory in an ongoing war. Each turn, players create specifications for pieces of military equipment that they wish their nations' armies to use in combat, and collectively vote for what they feel to be the best, most relevant choices. The GM then assigns a difficulty to this piece of equipment, rolls dice and modifies the number according to that difficulty in order to get a result for how well the design went, and writes up what the piece of equipment actually looks like based on that. After making a number of designs (usually in a quantitatively larger Design phase and a smaller Revision phase meant to fix errors), the GM writes up a battle where each army fights with the equipment, simulating in that writing what the outcome ends up being. Usually, territory is won or lost according to how each side's equipment has strengthened their armies.

However, many games don't quite cleanly fall into these terms, but still are considered as part of the genre - "pseudo-ARs", or "ARlikes", the one commonality among these games is that they almost always still contain the collectively-made-and-voted-on equipment designs and some form of combat or competition based on those designs. This is one of those games.

What is a Suggestion Game?

A Suggestion Game is a (usually) much simpler genre of game found on Bay and many other forums where the thread follows a single protagonist, players propose actions for the protagonist to take in response to the GM's posts, and the players collectively vote on what they feel to be the best course of action. Some Suggestion Games are illustrated (this one is not).

Suggestion Games are usually known as Quests outside of the Bay12 Forums - in Quests, although the write-in suggestions that SGs work by are common, players are also usually given premade choices to vote from. A good portion of this game will work in this fashion, with players asked to vote between a few fixed choices, though much of the game will also be composed of write-in answers.


Rules
Spoiler: Voting (important) (click to show/hide)
Spoiler: Our Protagonist (click to show/hide)
Spoiler: Decision Phases (click to show/hide)
Spoiler: Revisions (click to show/hide)
Spoiler: Design Results (click to show/hide)
Spoiler: Scouting (click to show/hide)
Spoiler: "Leave" (click to show/hide)
(...)
(...)

258
:"Anything alive she makes there is subject to her, then. I don't think anything else should have to deal with somebody like Freya who lives to abuse her power. I guess... if it's not possible to restrain her power, exile is only ever going to put others into very bad situations. My own opinion, whatever it counts for, would be that you would have to lock her up."

259
I do sort of agree with not liking the idea of explicitly tying the Masters of Rites (who work with the populace) to Restless Spirits (who terrorize them), mostly since it doesn't seem necessary to me, and even if we feel that the risk isn't massive, it is in the text and is therefore something that could well get cracked open by a poor roll.

With that said, in general I'm pretty happy with doing two combat designs this turn because the Impossible Thief is intended largely to be an Influence champion, and thus if we do my spell, my champ, and a combat design, the way I see it we'd more or less be doing 2 combat designs and an influence design.

While I would only change my vote off of the Cryptarii if we ended up in a jam, I will note that I'm not necessarily die-hard on them, since I do see validity to many of the points against doing them this turn - it is just that I am particularly concerned about the now-even state on the common level front line of battle, while the backline should be getting an extremely significant booster courtesy of the Soul Magi getting a spell worth all the investment (plus I would like to finish up my common plans, of course).

I do want to make one specific counterpoint to C2M, not actually because I think it's super relevant to this turn but because I think it's super important generally- the ratmen, as far as I can see and as far as the turns in the design went, are not a tarpit. They're agile, they tear apart fragile units like the cultist spears and the sea servants, and theoretically if they were on the flanks they could probably break cohesion, but they aren't bit, they aren't tough, and they break more in melee than other situations, meaning they don't have a particularly strong ability to slow down enemy units. They're an offensive horde unit more than a defensive horde unit, which came in large part out of me arguing that there was more pressing usefulness out of that than throwing a horde out as a tarpit.

As far as alternate combat designs go, I think the Osseoforms would probably be the most redundant choice, as that would be a second Uncommon melee unit when we've got advantage in terms of Uncommon melee units (and, if we want a unit to hold the line, the Cryptarii would likely be the better choice as they'd be more available and are meant for formation holding rather than just individual tankiness). I don't like Gaze of the Cobra, as I feel it would be a waste of the potential of the Soul Magi (tying down the mages against the gulls instead of having them use all that investment to wreck a lot of face). The Shades I mostly like, as they support a bunch of other stuff I like, but unfortunately I don't know if that's quite enough to justify a design. Lesser Path to Victory isn't relevant to our casters, who aren't melee combatants.

The Hateful Bows are probably would I would vote for for our second combat design if I weren't voting for the Cryptarii, as I think our archers (being totally unchanged) do seem like the other most pressing matter to me. The Hateful Bows are a little unambitious imo (I think we could actually probably accomplish their current effects with a revision) and they do tie us to our cultist archers - but because we have the Soul Magi depending on mortal souls, this isn't actually necessarily a bad thing.

260
Quote from: Roachbox sponsored by RAID: Shadow Legends
Designs
Agony of the Soul (Catacomb Token) (3): MoP, Taricus, Powder Miner
Gaze of the Cobra (0):
Cryptarii (2): MoP, Powder Miner
Cryptarii - Spittyboi Edition (0):
Shades (0):
Lesser Path to Victory (0):
Restless Spirits (Catacomb Token) (0):
Cryptarii - Steel Edition (1): Taricus
Osseoforms (0):
Hateful Bows (0):


Special Mans
The Skeleton Key/Keybearer (1): MoP
Jilganheim's Unbound Skullcap/The Untethered Mage/Gravity Well (0):
The Impossible Thief (1): Powder Miner

Quote from: The Impossible Thief
In order to unlock the true potential of the Broken Shackle of Jilganheim, God of Chaos and Freedom, discussion among the cult of Nar-Carok and Nar-Carok himself ultimately turned towards using his mischievous power to empower a thief of epic proportions. In the end, the cult melted down the shackle and turned it into a fine thread, with a particularly masterwork weaver (inducted into the cult after one too many Shitty Feather breakdowns) combining this thread with lace to turn it into the Glove of the Impossible, a glove intended to allow the wearer to steal impossible things (such as stealing foreign objects out of someone’s body without rupturing it, or stealing a magical spell/effect from the caster or holder, or thoughts out of minds) or steal possible things in impossible ways (such as stealing people out of prison right through the walls, or stealing items out of somebody’s possession from meters away). This glove was left in the storage rooms of the cult for a short while, as Nar-Carok sought an ideal member of the cult to wield it.

And then some fucking jackass stole it.

Said fucking jackass was an adventurer from the Raider's Roost, actually one of the best in the business at thieving, but also one of the best in the business at getting himself ostracized by even other adventurers for being a huge dick. He had been attempting to join the cult of Nar-Carok for a while now, but had been failing, because he had quite simply been too annoying for the mortal agents of Nar-Carok in the Roost. Now, he had taken matters into his own hands - and, perhaps, Jilganheim had taken matters into his as well, seeking out an ideal wielder for the artifact of his energies. Deftly avoiding execution on account of being a veteran adventurer who was nigh-impossible to actually catch and kill, and being in fact probably a better user of the artifact than any of Nar-Carok's actual cultists, the now-Impossible Thief swore himself to the cult.

In influence, the Impossible Thief serves many purposes for the cult, laying the best-laid plans of both men and Muus to ruin. The Thief throws a galaxy-sized wrench into mortal nations' attempts to damage either our cult or the factions our cult sides with. His ability to use his glove to, as the examples given above, steal men out of jail and to directly steal intel from people, of course, is very powerful here, allowing warnings to be provided when policing or attacks are attempted - but he himself also delights in finding new and creative ways to fuck people over and ruin their plans and days, stealing small vital things that send massive plans completely derailing. And if you're Muu? Well, if you brought some fancy expensive object, he's going to find out how much the copper sells for on the black market if he strips it out. If you brought Worms, he's going to steal it every now and then. Steel his resolve? No, he's going to steal your resolve, the ability to steal magical effects potentially even letting him neutralize Gadflies. He should also be able to function positively in influence, providing our allies with valuable objects, money, and useful pieces of intel purloined from around the region, especially when there's something particularly valuable to steal. There is a vital limit to his abilities, though: he cannot perform direct, harmful attacks via the glove (like stealing hearts out of people's chests). Perhaps if the glove were a different god, or had a different wielder, it might be possible - but Jilganheim and the Impossible Thief himself are in concord about something: using an artifact like this to be a hitman is fucking BORING, and a waste of the potential creativity provided - after all, one would be likely to default to it every time. Thus, the glove actively resists it, and the Thief goes along with that resistance, preventing this course of action.

Despite being very much primarily intended for influence, the Impossible Thief is nonetheless not useless in combat, if maybe not as powerful as someone like the Vampire Lord. Although he won't use the glove for direct attacks, and he prefers not to be wasting his time trying to do something like stab people, he isn't a pacifist. At a minimum, for example, he has combat options such as stealing a Magic Missile right out of an enemy Acolyte's hands and then literally dunking on them with it. The only combat attribute the Impossible Thief has is one also useful for not getting murdered in influence lanes - he is a fast, squirrelly bastard who is damn near impossible to get one's hands on, although he's not very physically strong, and he uses this to dart around a battlefield, stealing combat plans and delivering them to our side, perhaps stealing powerful artifacts and enchantments from enemy Champions for a fair portion of the battle, even doing things like trying to steal the soul connection of the Sea Servants from Muu, although he would only be able to disrupt her strengthening presence and only while holding onto the connection.

261
we're gucci my man we're still technically ahead on the combat map and even in influence

Agony of the Soul (uses Catacomb Token)

Agony of the Soul is a spell designed from the very ground up to be used by Soul Magi and with Soul Gems. At its most base form, it is a competent spell, although not a weak one, being an orb fired off by the caster that, upon impact with the target area or foe, goes off in a blast of lightning of moderate power, which is capable of chaining over to a couple (or, in the case of weaker enemies or particularly strong casters, a few) other nearby enemies.

However, the real power of this spell doesn't come from the base form (although that base form is itself most assuredly meant to be more effective than the magic missile we have now, even if our Acolytes cannot likely cast it) - the truly terrifying power of Agony of the Soul comes from the inherent compatibility of the spell with Soul Gems, for the spell is designed to not only be fueled by the souls of the enemies of Nar-Carok and the Soul Magi, but use them - a process that was perfected through allowing our Soul Magi to absorb and use many a lost ghost of the region's cemeteries in the very prototypes of this spell, consigning them to a truly horrific fate in the name of magical experimentation. When Agony of the Soul is used with a boost from the Soul Gem, not only is its area of effect and power boosted much more significantly than a magic missile would be, but the spell gains a second effect - not just lightning, but a wail of the most pure, unearthly pain and fear that cuts through the battlefield. This scream is not some form of sonic attack - instead, it is felt at the very spiritual level, derived from the agony being experienced by the souls being used within the Soul Gem to power the spell. This scream functions as a direct attack on Good and good-aligned neutral souls, damaging enemies and either dealing mental and morale damage (if they're a mortal being) or damage to their physical functioning (if they are a being like Sea Servants that are dead or inanimate and connected to souls).

262
Quote from: Voteback Mountain
Nar-Carok Vacations In:
Fjords (5): MoP, Twinwolf, Rockeater, Powder Miner, C2M

Vampy Seeks Companionship In:
Satrapy (2): Twinwolf, Rockeater
Polis (4): MoP, Powder Miner, Taricus, C2M

We Cuck The Angels By Taking:
Truesilver (2): MoP, Taricus
Broken Shackles (4): Twinwolf, C2M, Rockeater, Powder Miner
Treant Branch (0):

We Doublecuck The Angels By Aligning With:
Federalists (5): MoP, Twinwolf, Rockeater, Powder Miner, C2M
Assimilationists (0):

263
I reckon we won’t likely be dropping the Hitman for a while - we don’t have any choice in the matter, obviously, until we get our first Mech  credit, but even once we have another Mech we’ll probably be supplementing it with the Shitman for some time, so we don’t just have the one mech. We’ll be revising a Hitman2 sooner or later.

When it comes to the armor, though. I figure that I don’t necessarily want us to be stapling the same armor design onto every mech, but rather have each mech’s armor be customized into its design, since different mechs  may well have different needs.

More pressingly, I also agree with NUKE that any design we do for weaponized heat beams next turn will render obsolete any H-lamp revision, meaning that this also be a little bit of a waste of a revision. Worst case, if we do end up having to do a full design for armor in the near future, we get very advanced armor.

264
I am suggesting a revision-level armor makes more sense if we build armor into other chassises. That is what I am suggesting. I am suggesting putting the *revision* armor on the Hitman. It doesn’t need a lot of armor, but some is nice.

265
I think the hitman is so fucking garbo unless we build SERIOUS value on it that expensive (in terms of design space) armor protecting it would be a waste - we can afford to have some of them die in the long run because they’re cheap shitter mechs

instead I’d probably be building armor into the chassis of whatever we do next to at least a degree, fully depending on what role we want to do with it

266
I’m on board with an armor revision - I kind of think that more substantive work would be best on whatever new chassis we end up with when we can make one, for now. Think a full design would be a little wasted on the Hitman.

Quote from: Votebox
Geactiveerde-Hitteontruimingslichtwerper: (1) TricMagic
WR.Tulpenbloei Small Laser: (3) TricMagic, NUKE9.13, Powder Miner
Dijkstijl Composite Armour: (2) NUKE9.13, Powder Miner

267
Quote from: Voteback Mountain
Nar-Carok Vacations In:
Fjords (4): MoP, Twinwolf, Rockeater, Powder Miner

Vampy Seeks Companionship In:
Satrapy (2): Twinwolf, Rockeater
Polis (2): MoP, Powder Miner

We Cuck The Angels By Taking:
Truesilver (2): MoP, Powder Miner
Broken Shackles (1): Twinwolf
Treant Branch (1): Rockeater

We Doublecuck The Angels By Aligning With:
Federalists (4): MoP, Twinwolf, Rockeater, Powder Miner
Assimilationists (0):

268
I gotta do the ancient rites if the alternative is the bearers, they REALLY feel like a design that is intended to be Uncommon but written to be Rare (if you understand my meaning), and I’m just not willing to take the risk.
Quote from: Oh fuck, they stayed dead
The Bearers of the Magi (2): Rockeater, C2M
The Ancient Rites (5): MoP, Knightwing64, Twinwolf, Taricus, Powder Miner

269
I think we could probably get away with soul blast as a revision since we’ve got the vast majority of the work done already (the soul gems), and the spell itself is pretty unshaped. It’s not quite easy to say because we have little spell experience, but that might haunt us in general anyway

270
:"Uhhh... are we really important enough to, like... decide that? I guess like there's the Goddesses and Demons here and stuff and you're probably talking to them too, but, like, I don't know, maybe the Generian kingdoms matter too or something? Boy, I really just feel, like, sort of out of place right now."
:"But... like... my opinion... I guess it does kind of seem like she at least shouldn't really be around Generia though. I kind of wonder how she managed to get so far with manipulating people when she's as completely mindblowingly arrogant as she is, but, y'know... she did. Probably means she could again if she were just wandering around down here, right...?"

Pages: 1 ... 16 17 [18] 19 20 ... 1281