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Messages - Maxinum McDreich

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2101
Well, part of the reason I used a slot for a specialised weapon was to give me the sole advantage of the waters. But that suggested notion, so long as everyone else is happy with it, is fair.

I had no idea the drones could attack the sender, though I still find them really good for a roll of 5. However, the description's awesome enough that leeway that way's fine. (After all, you did say better description's may equal perks :P)

I still find the targeting is risky for a roll of a 6, but I'll concede. The laser's are fine, since for one, he doesn't have much fuel overall (yes, I know, re-rolls to come) and using it will force him to search for fuel unless thar be a shoppe nearby. Powerful, yes, but will prevent himself from advancing too far. If that laser got a higher roll, then yes, TERRIFYING! But that's the point of coming up with something awesome. :P

2102
I'd like to mention one or two balancing concerning things with a roll of 5 or better.

I personally feel that the tracking device on the Valkryie is too much of a double edged sword for something that got a 6. It may be just me, but for a 6, I'd like to see those boosts every other turn WITHOUT the enemies being able to target him using that device.

Battering ram is awesome, and the missile system is really awesome.
But the Kamikaze droids are right useful. Now, I dunno if they're overpowered or if my torps are underpowered, but the kamikaze droids seem to be slightly less accurate and slightly less damaging but able to target anything, gain accuracy on a second try and increased range (albeit with larger ammo) But this is highly comparable for a 5 and a 6, NOT including that the torps can only target water targets.

Personally, though it's nice to have a weapon that can damage a single unit with greater damage than anyone else, cos it's only damaging water units (tho not important, only one other goes in water) I'd expect that a 6 would make it terrifying in the water. I'm inclined to think that the droids have one or two many awesome things for a 5 aswell.


My views only, thought I'd bring them up.

2103
I assume the smaller the ammo size the better, otherwise my ammo size of 2 for the torps after getting a roll of a 6 is a little harsh :P

Armour! Yes!

Armadillo

Roll 1: Thick, heavy steel covered by differing layers of ceramics. Takes some speed away for increased armour. Also, the armour is angled and cornered to make it particularly effective at glancing off ground attacks. However, it is not meant in any way to counter aerial attacks (or anything that fires up then down) (The vehicle itself has an open top so that the crew can get fresh air. Whilst defended horizontally, vertically it's completely undefended)

Roll 2: Point Defense. To counter aerial attacks, the Armadillo has miniature missiles and a targeting systems to counter bombs, missiles, rockets effectively, taking them out before reaching the Armadillo. Drawbacks are is that it uses ammo (a good roll will hopefully limit that problem :P) and does not counter artillery.

Roll 3: The Armadillo's old yet rugged approach means that it's easy to repair with lesser skills and equipment. To represent that, repairing is a free and automatic action that works at half ability without taking up crew actions, but also ensures there is no dodge roll if there was any. It's therefore possible to race - Repair normally - Repair Half Strength in one turn, but will automatically take hits. (If that's not a fair trade, or there is no dodge roll if there's not a dodge function, then have it take up a crew action aswell.)
The roll would determine the normal repair rate, and therefore, the halved repair rate.
(I realise this is a somewhat different approach, so I hope I've balanced it atleast a little.)

2104
(I quite liked the two commentators style personally...)

Ah weapons! Wonderful wonderful weapons. THAT part was hazy in the dream. Oh well.

Weapon 1: Heavy Machine Guns. It's anti-armour ammo can go through cars and low flying planes. It can harm ships if they're not large and overly metallic. That's the best case scenario. Chances are, it'll just be there for show.

Weapon 2: Torpedo's. Only useful in the water, it absolutely destroy's ships.

The weapon 3 roll shall be used to re-roll the fuel tanks.

The Armadillo's use of antique's is starting to get a reputation in the paddock. :P

2105
The Armadillo:

1: Large cargo bay, located just below the crew's feet.
2: Large fuel tanks, located below the cargo bay.
3: Non-existent crew quarters. It's a tank, the most we get is sleeping bags in an aisle way, though that IS the plan, so I guess it still get's a roll.

Basic: Bonus for cargo and fuel with poor on the crew quarters.
I dunno if we can do this, but I'm intending on having just two weapons. Issit possible to have the loss of the third impact positively on the rolls here? (If so, then have Crew Quarters get a standard roll with bonuses to cargo and fuel.)

2106
Can't say the racetrack'll support my vehicle very well based on the principle of slow and ponderous but hard to slow down. :P

2107
IN IN IN IN IN!!!!


Name contestant: Connor Hasbin
Reason: Connor had a dream he did! A wonderful, beautiful dream! But that's not important! What's important is that in that dream he saw an awesome vehicle of awesome, and he knew he had to make it and race it! KNEW IT! Problem was, it was armed, which immediately put him in this death-race. Oh well.
His dream may or may not be the result of telepathy, alien tinkering or magical faries that are bored.
Name vehicle: Armadillo
First turn:
Type: Vehicle (tank) part boat.
Propulsion: Internal Combustion Engine! Antiques, yay!
Fuel: Diesal. NO WAIT! HYPER DIESAL. Lasts 8 times as long as regular diesal! I dunno, it's the future! Make it diesal of awesome, but it's diesal! It's slower but more power. DIESAL! (I can't look at the word diesal anymore and see it as a word)

2108
Roll To Dodge / Re: Roll to be in a Hut: Turn 20
« on: January 17, 2012, 07:49:45 pm »
Ok, that hurt a little more than I wanted.

Equip Dagger, put stick in pile. Suggest to Feren to eat meat to heal, and, sensing telepathically that Feren has found something that needs to be explored, go and search the treasure for useful things (like special enchantments that would improve that Cuirass for instance). +1 to search rolls and double finds, for the win! :P (Free actions for the win too!)

2109
Roll To Dodge / Re: Roll to be in a Hut: Turn 19
« on: January 15, 2012, 03:13:04 pm »
we will find a way to power that sometime! We're making an awesome team that no pheonix will beat if we're given the time!

Also, enacting the plan. Looting corpse for smaller weapons and armour that Skits can use. Course, any trinkets, soulstones, weapons of mass destruction is always welcome.

2110
Roll To Dodge / Re: Roll to be in a Hut: Turn 18
« on: January 14, 2012, 05:48:13 pm »
I'll choose a side when I ruddy well want to! :P

Skits is not taking sides, but is wishing a human victory since they have a better chance at stopping the pheonix than a bunch of walking, burnable trees, though it pains him to see mother nature dying.

2111
Watching. Can't go wrong with a good ol' zombie RP :P

2112
Roll To Dodge / Re: Roll to be in a Hut: Turn 18
« on: January 13, 2012, 05:58:06 pm »
Ugh, poor planning was not needed.

So, Skits shall come up with a new plan to replace the old one!

2113
Roll To Dodge / Re: Roll to be in a Hut: Turn 17
« on: January 12, 2012, 07:03:57 pm »
Screw that! Skits is the one with the tiger kill! :P

I'd certainly want that heroic trait, but searching's become so useful, I'd probably end up leveling one of my two current ones. But, I'll see how it goes :P

2114
Roll To Dodge / Re: Roll to be in a Hut: Turn 17
« on: January 12, 2012, 04:43:37 pm »
hmmm... no humans died this turn... (also, very enjoyable read ^^)

Skits shall plan searching for daggers/dirks and small armour!

2115
Roll To Dodge / Re: Tale of the elements RTD [Turn 2]
« on: January 12, 2012, 10:52:05 am »
Phew!

''I can do one better. My name is Matthias from the royal line of Drechburn. There is a run down castle just South-East from here. My goal is to re-establish a kingdom away from the anarchy and provide protection. Whilst run down, the place still has workable walls and can provide protection for your family and whoever else. So, I offer a choice:
We can split the treasure and part ways.
Or, we can split the treasure, to which you go and collect your family and whoever else, and arrive at the castle. All I'll ask in the meantime is you to work on making the castle useable in my absence. What do you work as?''

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