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Author Topic: Sonata's Stagehands - Great Flame War Arms Race  (Read 14223 times)

dgr11897

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #90 on: February 10, 2021, 01:20:16 pm »

Quote from: votebox
Mobile assault stage v2 : (1) DGR
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My Power armor arms race

m1895

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #91 on: February 10, 2021, 01:31:34 pm »

Quote from: votebox
Mobile assault stage v2 : (2) DGR, m1895
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Doomblade187

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #92 on: February 10, 2021, 02:40:58 pm »

Quote
Mobile ASSault Stage V2 (1): Doomblade
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #93 on: February 10, 2021, 02:42:49 pm »

Quote from: votebox
Mobile assault stage v2 : (3) DGR, m1895, Failbird
Mobile ASSault Stage V2 (1): Doomblade
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Happerry

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #94 on: February 12, 2021, 04:56:47 pm »

Turn 2 : Revision Phase
Quote
Mobile Assault Stage v2
The Mobile assault stage has worked out quite well all things considered but it could certainly stand for some improvement. The most obvious improvement is the Inclusion of retractable railings on the edges of the platform, preventing minions from falling off due to a light breeze. The other notable feature is the direct integration of the pilot into the craft, this allows us to scrap a lot of code relating to walking and such, and thus allowing us to shove in more bits about flying and using its main weapons.
4 + 1 + -1 = 4 : Below average (Hard)

The biggest improvement to the flying stage is, simply, actually coding the pilots with flight coding. If that was all, this revision would simply have been done and gone, an effective upgrade to the stage. Oh, and handrails around the edges would have been added as well, sure, that's basically nothing.

Integrating the pilot directly into the stage? That's not nothing. Even with the pilot still mostly using handheld controls to guide the stage around, directly tying the stage into the pilot allows for direct feedback between the two, and that feedback has to be accounted for and controlled. Mostly, at this level, it's just filtered out. It's definitely possible to do more with trying a minion directly into a vehicle, or a more specialized program then a minion, but with the level of available effort there's neither the time nor the programmers to achieve more then a crude filter between the pilot's coding and the stages coding, and glitches still happen between the two sometime, disrupting the pilot's control over the stage.

Oh, and they also added a somewhat more advanced targeting algorithm to the pilot for who to shoot missiles at.

It is now the Deployment Phase of Turn 2. During this phase you must decide which of your hackers will be leading your attacks (you currently have two attacks), and decide what they will use their memory space to bring with them in terms of chips and champions (You currently have 6 memory).


Spoiler: Designs (click to show/hide)
« Last Edit: February 28, 2021, 04:11:26 pm by Happerry »
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Draignean

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #95 on: February 12, 2021, 08:05:43 pm »

Deployment Plan: Keep the Beat

Jorg 'Bass Line' Jorgenson
Deployment Zone: Viral Jungle
Chip Folder,
- Stunbolt [1]
- Recovery 10 [1]
- BlueFiend.mon [4]
- DramaticSpotlight [ 0 ]
- InvokeSoundtrack [ 0 ]

Aria
Deployment Zone: Sea of Recycling
Chip Folder,
- Missile I [1]
- Missile I [1]
- Missile I [1]
- Missile I [1]
- MinionCall A [1]
- MinionCall A [1]
- DramaticSpotlight [ 0 ]
- InvokeSoundtrack [ 0 ]

Quote from: BattleVoteBox
[1] Keep the Beat: Draignean
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dgr11897

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #96 on: February 12, 2021, 08:09:41 pm »

Quote from: BattleVoteBox
[2] Keep the Beat: Draignean, DGR
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Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Doomblade187

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #97 on: February 12, 2021, 08:19:11 pm »

Quote from: BattleVoteBox
[3] Keep the Beat: Draignean, DGR, Doomblade
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #98 on: February 12, 2021, 08:32:06 pm »

Quote from: BattleVoteBox
[4] Keep the Beat: Draignean, DGR, Doomblade, Failbird
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Happerry

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #99 on: February 15, 2021, 06:57:54 pm »

Quote
Jorg 'Bass Line' Jorgenson
Deployment Zone: Viral Jungle
Chip Folder,
- Stunbolt [1]
- Recovery 10 [1]
- BlueFiend.mon [4]
- DramaticSpotlight [ 0 ]
- InvokeSoundtrack [ 0 ]

With a crash and a roar, one of the mighty apex predators of the Viral Jungle comes smashing through the trees. This Tyrant Ape is part reptile, part monkey, part tank, and all mean. It is a powerful virus with a crushing maw, fists fit to punch out a god, terrible razor-bladed treadfeet, and a back mounted turret firing energy shells fit more for artillery then for a direct combatant.

BlueFiend.mon brings it to a halt in a single sizzling bolt of electricity and then smashes its armored chest in with a single piledriver blow.

Expansion is going well under the Bass Line's leadership. Oh, the jungle has plenty of new horrors to throw at the expansion teams, but the new Mobile Assault Stages are proving a true blessing in this area. Not for their ability to fly, as anything that flies too high in this jungle is targeted by a multitude of plant-based anti-air attacks. Nor for their ability to carry troops, though that is used as well. But instead, for being large enough that Jorgenson can, with BlueFiend.mon's assistance, mount powerful communication relay/enhancer modules on its dance floor, allowing for exploration teams to triangulate between existing bases to prevent getting entirely lost in the trackless depths of the jungle.

As such, large expeditions under BlueFiend.mon's leadership or smaller expeditions under the commands of Officers make their way from the two clearings already fortified and begin the process of finding more of the Jungle's stabilizing nodes to bring under Sonata's influence. Several minor nodes close to the Sea of Recycling are swallowed up without any major trouble from the local virus-life by the Officer lead expeditions, and BlueFiend.mon successfully claims a pair of inner jungle clearings before the trouble really begins.

The first sign of more substantial resistance comes when the newest clearing claimed goes dark just hours after the first uplink station is built within it and BlueFiend.mon is transferred back to one of the older, more fortified clearings to take command of the next expedition. When the second central Jungle Clearing comes under attack, Jorgenson is watching. However without any strategic battlechips there's not much he can do as the clearing is struck by a war-party of carapace armored warriors mounted on sixteen eyes spiderfliers. Just as the Minions rally to fight off these fighters and their venomous war-blasters the earth erupts behind them as burrowing Terrantulas erupt from the binary soil bearing yet more fighters, swarming over the nearby SwordyMinions with poisoned fang-blades and trapping nets. Only slowed temporarily by the Defender's distractions and stout poison resistant shield these insectoid themed warriors are soon pulling down the relay-uplink station built in the center of the clearing, and Jorgenson's ability to watch is severed.

The third clearing has BlueFiend.mon waiting, and with information on the enemy the Bass Line has ordered the ground reinforced, covered in quick setting digicrete to counter or at least slow down enemy diggers. When the enemy strikes, overconfident from their earlier successes, they find a warned and waiting garrison waiting for them. BlueFiend.mon rips the first group of fliers from the sky, electrified flying fists knocking them from their flightpaths and bringing them in range of the storm of pulse pistol shots fired by the defending minions as the Assault Stages assigned to this garrison unleash a flight of missiles on the second swarm of flying enemies, forcing them into hasty and in the end unsuccessful evasive action.

And then the Terrantulas attack. Or, you know, they try to attack from the sound of impacts and sudden upward buckling of the digicrete where Terrantulas find that that substance is far less soft and diggable then soil is. When they finally force their way through, the SwordyMinions are not scattered and taken by surprise, but are waiting with normal minions arranged to be able to fire on the first foes through. Without the support of fliers to disrupt the defenders, the first Terrantula looses the limb it finally smashes through the digicrete and the rest prove little most successful.

The attack is a failure, but Jorgenson knows this enemy will be back sooner or later, and reinforcement and repairs of the clearings continues.

As more seaside clearings are taken by Sonata's Stagehands, scouting expeditions find the source of this foe. It seems that, in the depths of the Viral Jungle, others have also found out about these central stabilizing nodes, and a pseudo-civilization of insectoid themed warriors has formed there, building their hive complexes on these stable zones. And now that they've discovered rivals seeking the same hive-locations, they're preparing for war...

Still, with the last of the rim-jungle clearings taken, the control gained over the local datasphere is barely enough, and processing engines are set to attempting to trace the digital trail of the Firmament.

+1 Control in the Viral Jungle for Sonata's Stagehands. The third point is held by a native civilization of viruses, who will have to be defeated to claim full control over this zone. Note that, with all or at least most exterior processing nodes taken by Stagehand Forces, it is likely that if the Firmament attacks they will be engaging the Stagehands not the Independents.

Quote
Aria
Deployment Zone: Sea of Recycling
Chip Folder,
- Missile I [1]
- Missile I [1]
- Missile I [1]
- Missile I [1]
- MinionCall A [1]
- MinionCall A [1]
- DramaticSpotlight [ 0 ]
- InvokeSoundtrack [ 0 ]

The new Mobile Assault Stages, as relatively scarce as they might be, prove a godsend in the oft flooding isles of the Sea of Recycling. Usable both for exploration and rescue of stranded detachments, the stages are also highly useful in responding to the new threat of pirate attacks. Striking from fast moving swordfish sailboats with light-saber horn ramming prows and swarms of explosive coconut throwing cyborg monkey crewapes as well as more independent raiders mounted on rocket-salmon drawn hover chariots, the were-parrot pirate captains of the Sea of Recycling have no desire for a new rival to encroach upon their domain.

Without the Mobile Assault Stages to provide air transport and mobility for defending forces, as well as the fire support of their twin missiles, the pirates would have almost free reign to pick and choose their engagements and strike only where Aria is weak, only forced to fear Aria's personal attention and her large scale missile strikes. But with the flying stages, Aria too has a level of mobility not limited by the flooding paths and small isles of the sea, and can respond to attacks with quick reinforcements and ranged strikes from beyond the pirate's ability to strike back.

These raiding strikes can slow her expansion, but they can not stop it.

More laser semaphore towers go up as more of the larger isles are fortified and turned into production facilities and data-relays for contesting the local datasphere, and more data dredging nets and constructed to filter the flows for anything left of Sonata's previous existence. Slowly but surely, Aria's presence and control over the Sea grows greater, despite pirate attacks and native wildlife, or even interference from wanderers in from the other areas of the web searching the Seas for their own reasons. Only the great steam powered kraken-machines of the sea's deepest regions can completely put a stop to Aria's expansion so far, and even the pirates do their best to avoid those leviathans and their thousands of branching tool-tipped tentacles.

Still, despite this success, Aria is coming to the end of unclaimed territory. Only limited space remains between her current outer-expansion efforts and the pirate bays that the simian foes come from, and as she encroaches upon their territory more and greater captains turn their attention to her. Soon, she knows, she will not have to deal with single ship raiders, but instead full armadas united by the desire to reclaim their sea if her expansion continues. More pressingly, she has also discovered a multitude of caves hidden and scattered across the smaller isles where the Archival Sediment breaches the surface. And within, she can detect the tell tale signs of Firmament control over the Datasphere...

Despite these issues, the control over this zone is enough to begin sifting through the sea for signs of the Firmament's passage and attempt to begin to trace their ultimate source.

+1 Control in the Sea of Recycling for Sonata's Stagehands. To take the third point in the Sea of Recycling will require a head on confrontation with the great Pirate Bays of this sea, who will have to be defeated to claim full control over this zone. Note that, with the majority of the stable islands taken by Stagehand forces, it is likely that if the Firmament attacks they will be engaging the Stagehands not the Independents.

Two Zones in the The Undernet are Dominated by Sonata's Stagehands. The Undernet is now Dominated by Sonata's Stagehands. Sonata's Stagehands has dominance over 1/5 Sectors. Once 3/5 are Dominated, the Stagehands may begin attacking the Firmament's home zone.


Spoiler: Designs (click to show/hide)
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #100 on: February 15, 2021, 07:56:19 pm »

Beat Strikers
Ah the good old days, back when VR was a rarely affordable novelty just coming into its own through purpose made games, as opposed to now when one can fully physically immerse themselves within the very internet. One particularly nostalgia influenced individual saw our Swordy Minions feat with The Missile, and got inspired, based on a classic game from the early years of VR, one which has stood the test of time even to today, he has made the Beat Strikers.

The Beat Strikers wield a pair of energy baseball bats. These bats can be set to two settings; Deflect, and Delete. In deflect mode, the bat is solid, and has code that causes projectiles impacted by them to bounce off, allowing it to deflect or even reflect enemy projectiles away from themselves or nearby allies. In delete mode, it's closer to an energy sword, and will cut decently well through things that it hits, projectiles included, this is obviously the form they utilize for deleting enemy Viri. While no faster in traversal than regular minions, their arms can move with great speed so as to allow rapid barrages of attacks or deflecting equally rapid barrages of projectiles.

The Beat Strikers where originally generic humanoid figures, almost mannequin-esque, wielding a pair of 'totally-not-copyright-infringing Light Slicers'. Our other team members decided this was... far too boring. As such it was redesigned, though the generic humanoid model still remains underneath, it has been spruced up with a fun little baseball uniform. This uniform, as well as the bats themselves, change color depending on the mode being used. Red for delete, Blue for deflect, and the uniform turns purple if both bats are using a different mode.

Of course, the Beat Strikers are not without their weaknesses. They prioritize stopping projectiles over attacking enemies, and as such can be somewhat easily distracted, additionally their AI has not been enhanced particularly far from minions. They have some decently advanced melee AI, and relatively basic ability to calculate deflection angle, but they won't be making any particularly fancy moves. Additionally, we're not quite sure what caused this but... they seem to attempt to stay 'on tempo' with the music. The faster the soundtrack, the faster they will swing, and vice-versa, while this doesn't make them able to act any faster than they could normally, they will actively slow down when fighting in time with a slower paced song.
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #101 on: February 16, 2021, 05:26:25 pm »

Lesser Lasard.Mon
We've found ourselves somewhat in need of greater levels of ranged firepower. With us now having a substantial control over the Undernet, we now have far more access to the naturally formed Viri dwelling there. While we would prefer larger creatures, they are rather outside our ability to capture at this point. As such, we have chosen to capture the 'lesser' variant of a particularly potent wild virus we have encountered within the Jungle.

The Lesser Lasard can be best compared to a sort of mechanical theropod, though with a generally more upright posture than most. Where there would be the upper jaw and skull is instead a large electrical pulse cannon. Well, large in the infantry sense at least, comparable to a heavy infantry support weapon such as a rocket launcher and somewhat bulkier overall. This cannon can charge with a sort of rising and falling 'dubstep' sound to fire exceptionally powerful electrical blasts, at the cost of requiring the Lasard itself to have to recharge before continuing to fire. Alternatively, it can fire faster but weaker shots that drain far less of its reserve.

To avoid recoil, the Lasard uses the ingenious methods of legs that can lock their joints, and a large shock-absorbing tail that allows it to maintain balance and prevent itself from being pushed back when shooting. It also lacks eyes, meaning that instead of seeing through direct sight, it mimics real world electromagnetic senses, such as those used by sharks. The nature of these senses however means its ability to see things that are highly nonmagnetic and/or absorb electricity is highly diminished.

While a potent threat from long ranges, the Lesser Lasard has severe weaknesses in melee combat. While its lower jaw is perfectly functional and the barrel of its head possesses teeth on the underside to complete the set, its long 'nose' gets in the way of biting things, and it is completely lacking in arms. Its best melee combat asset is the tail, which can knock enemies around relatively easily even if it does not hurt overmuch. When particularly desperate, it can perform a close range area pulse of electricity, but doing so drains its reserves completely for drastically less effect than a fully charged shot.

Of course, melee is what we have our SwordyMinions for, so we don't really need the Lasard to fill both rolls, just filling the roll it has evolved to fill, but against our enemies and at our behest instead of other wild viruses or us, is good enough for us.
« Last Edit: February 16, 2021, 05:30:18 pm by Failbird105 »
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m1895

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #102 on: February 16, 2021, 05:32:26 pm »

Quote from: votebox
Lesser Lasard.Mon (1): m1895
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #103 on: February 16, 2021, 06:29:33 pm »

Quote from: votebox
Lesser Lasard.Mon (2): m1895, failbird
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Doomblade187

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #104 on: February 16, 2021, 07:13:23 pm »

Quote from: bassbox
Lesser Lasard.Mon (3): m1895, failbird, Doomblade
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.
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