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Author Topic: Roll to be a Mastermind - Turn 1 (Finally started!)  (Read 10350 times)

Dariush

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #105 on: February 02, 2012, 03:08:50 pm »

...does ANYBODY read my notes, like, at all?

- You need to specify how many units to send on any given mission;
- You don't have a laboratory yet.

10ebbor10

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #106 on: February 02, 2012, 03:16:16 pm »

...does ANYBODY read my notes, like, at all?

I do
« Last Edit: February 02, 2012, 03:18:53 pm by 10ebbor10 »
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Superior_Tomato

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #107 on: February 02, 2012, 03:48:40 pm »

-Send Elites out to capture Hikers and people who are nearby, avoiding villages, and keep the rest of the soldiers in my base, guarding the victims. Make sure to confiscate and turn off all communication devices. Try and get a basic idea of what each person does for a living.

-Set building teams One and Two to build secure Lavish quarters for our "guests".

-Building team three is to make me one hell of a Jacuzzi (Geothermaly heated, of course). Because I'm a supervillian, why not.
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'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

Noodlerex

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Re: Roll to be a Mastermind - Pregame (Spots always open!) (DONE!)
« Reply #108 on: February 03, 2012, 11:57:14 pm »

Personal Actions in order of importance:
Use both building squads to construct a laboratory underground
Steal all the USACMC's money with both human squads.
Send a diplomat to increase relations with the CE.

Send A saboteur to un-stabilise the USACMC's military
Sorry again man fixed it up I hope.
« Last Edit: February 04, 2012, 04:49:10 pm by Noodlerex »
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10ebbor10

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #109 on: February 04, 2012, 10:18:45 am »

Personal Actions in order of importance:
Use both building squads to construct a laboratory underground
Steal all the USACMC's money
Send a diplomat to increase relations with the CE.

Send A saboteur to un-stabilise the USACMC's military
Sorry again man fixed it up I hope.

Stealing money also requires troops.

@ Dariush: Maybe you should just roll the turn?
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Dariush

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #110 on: February 04, 2012, 10:24:03 am »

Sure, just a bit later.

Toaster

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #111 on: February 07, 2012, 09:30:13 am »

How much is a bit?
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

10ebbor10

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #112 on: February 07, 2012, 11:34:11 am »

How much is a bit?

This was taken from a PM. (Race actions have been omitted)
Dunno about Mastermind. There were only three people truly interested in the game (you, Toaster and cerapa if I'm not mistaken) and I had to prod several people several times, so I don't really have any motivation to continue, especially considering the amount of rolls and changes and whatnot to proceed. :( I'll probably redo the game later, or maybe update this one as soon as I get enough free time.
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Baradine

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #113 on: February 07, 2012, 02:34:06 pm »

I'm pretty interested in this game.
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Tiruin

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #114 on: February 07, 2012, 06:02:16 pm »

Woah, wait. I'm interested too  :-\
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antlion12

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Re: Roll to be a Mastermind - Turn 1 (Finally started!)
« Reply #115 on: February 07, 2012, 06:19:14 pm »

NO! Don't let it die. This is one of the more interesting rtds on the board.
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