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Author Topic: Sonata's Stagehands - Great Flame War Arms Race  (Read 14231 times)

Happerry

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #105 on: February 19, 2021, 06:06:09 pm »

Turn 3 : Design Phase
Quote
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.
3 + 4 + -1 = 6 : Above average (Hard)

The lightning machine gun dinosaur is complete. This large cyborg theropod has a repeating cannon for an upper jaw at the end of its swan curving neck, firing shots somewhat stronger then the estimated firepower of a pistol based charged shot at rates higher then the pistol can fire, or it can actually do a charged shot to fire a ball of electricity larger then its head that discharges into everything around whatever it hits. However, enemies can be warned of the charging of the cannon by the rising and falling 'dubstep' sound that the cannon emits as it charges up, as well as by the bright glow it releases as it is charging or as it holds a charged shot for firing.

The Lesser Lasard has a set of Tesla Coils on its back from where it draws the power to use its main weapon, but the charged shot uses enough power that it can drain the Lasard completely dry after firing. These Tesla Coils can also unleash an omnidirectional shockwave of electricity if needed, but this is a very inefficient use of power and can also see the Lasard drained dry. It also has some friendly fire issues and can blind the eyeless Lasard, which 'sees' through two long strips of electromagnetically sensitive scanners mount on either side of its back.

The Lasard has very limited melee skills outside of its omnidirectional shock, however, as its long nose of a cannon gets in the way of biting enemies and the cannon itself suffers if used as a blunt weapon, while its legs, meant to lock in place to give a stable firing position, are generally unable to do a kick. This limits it to defending itself in melee with its tail, which makes for a formidable blunt weapon if one with minimal finishing power.

The size and exotic sensor systems of the Lesser Lasard, as well as it's grape sized brain, render it a Complex virus.

It is Turn 3, in the Revision Phase. During this phase you must vote on what revision to do to your current assets.


Spoiler: Designs (click to show/hide)
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m1895

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #106 on: February 19, 2021, 07:45:59 pm »

Templar.exe
The Templar.exe has been designed due to Jorg's lack of any big, beefy melee units, beyond the ADI, which given the situation in the Jungle is simply untenable.
The Templar is basically a Defender given a basic sword, similar to the Swordy's sword, but a bit bigger a somewhat more durable. The most substantial improvement over previous sword wielding troops is a substantially larger sword technique library. Now, this doesn't turn the Templar into a swordmaster or anything, but it does bring it up to a professional level, where it can reliably use it's sword and shield to dictate the terms of a fight against less skilled melee combatants.
The Siren has also had it's main sound file replaced with a small library of songs, similar to the invoke soundtrack chip.

Templar.exe: Fire and Sword
Given the mostly wooded nature of the Jungle, It's only natural that we develop something fire-based to squash the indies that dwell there.
This Templar variant resembles the Defender it's derived from, but both it and it's shield are wreathed in flame when theatre mode is off, making attacking it in melee a somewhat risky proposition, and given that it's traded the wimpy pulse pistol for a sword, also wreathed in flame, you may not be given a choice in the matter. It also boasts a somewhat improved sword technique library. While this is mostly just including proper use of the shield in it's techniques, it does include a small handful of novel techniques, giving it a slight edge over unskilled and undisciplined combatants. Mysteriously, the Templar has a singular horn growing out of it's head. No idea how that happened; we didn't program that.
« Last Edit: February 19, 2021, 10:47:14 pm by m1895 »
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #107 on: February 23, 2021, 08:56:37 am »

Quote from: Votebox.rar
Templar.exe: (1) Failbird
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m1895

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #108 on: February 23, 2021, 09:30:41 am »

Quote from: Votebox.rar
Templar.exe: (2) Failbird, m1895
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Doomblade187

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #109 on: February 24, 2021, 07:24:49 pm »

Quote from: Votebox.rar
Templar.exe: (3) Failbird, m1895, 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.

Slick

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #110 on: February 24, 2021, 08:13:03 pm »

Quote from: Votebox.rar
Templar.exe: (4) Failbird, m1895, Doomblade, Slick
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Happerry

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #111 on: February 28, 2021, 04:35:18 pm »

Turn 3 : Revision Phase
Quote
Templar.exe
The Templar.exe has been designed due to Jorg's lack of any big, beefy melee units, beyond the ADI, which given the situation in the Jungle is simply untenable.

The Templar is basically a Defender given a basic sword, similar to the Swordy's sword, but a bit bigger a somewhat more durable. The most substantial improvement over previous sword wielding troops is a substantially larger sword technique library. Now, this doesn't turn the Templar into a swordmaster or anything, but it does bring it up to a professional level, where it can reliably use it's sword and shield to dictate the terms of a fight against less skilled melee combatants.

The Siren has also had it's main sound file replaced with a small library of songs, similar to the invoke soundtrack chip.
3 + 1 + 0 = 4 : Below average (Normal)

It was a good thing that the coders already had a decent sword design, because finding an acceptable skill library for a sword and shield warrior turned out to be surprisingly difficult. Oh, there were plenty of sword skill libraries out there, but there's more libraries for using four swords at once, or being a sword, or using a two swords and a tail sword, or a sword and flamethrower, or a gunsword, then there are for old fashioned sword and shield work.

But when it comes down to it, despite taking a surprisingly long time to find one, a proper skill library is found. It's not a masterwork of sword and shield, but it'll serve acceptably. Lastly, as requested, the sword they'll be using is made a little larger, turning it from a normal shortsword into a longsword. Sadly, no one has time to properly compress the songs requested, so its siren stays just a siren.

Being not really any more complicated then the base design, the Templar.exe stays at the Simple complexity rating.

It is now the Deployment Phase of Turn 3. 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: August 02, 2021, 06:25:23 pm by Happerry »
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

m1895

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #112 on: February 28, 2021, 05:33:34 pm »

Deployment Plan: Continue the Chorus

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: World Data Police HQ
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
Continue the Chorus (1): m1895
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #113 on: March 02, 2021, 10:56:00 am »

Quote from: BattleVoteBox
Continue the Chorus (2): m1895
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Happerry

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #114 on: August 02, 2021, 06:16:13 pm »

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

See the Battle Report in the core thread.

Quote
Aria
Deployment Zone: World Data Police HQ
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 World Data Police HQ is not a soft target, and things aren't made any easier by lack of any supporting installations within connected zones. Patrols of Guardbot.exe programs are constant, and so are the security barriers and scattered watchtowers. As well, the lack of stealthy minions also hampers operations here, as any open strike will likely draw a major response.

In the end, it is that 'feature' of the zone that allows Aria to sneak in as she launches a missile strike at other parts of the zone and then manages to slip a force of minions through the now thinned lines as forces are dispatched in response to this blatant attack. It's not much, but it is enough to find a secondary data node with minimal defenses. A well placed MinionCall A allows for the disablement of communications as the security center is suddenly full of Minion.exe attackers and viral spikes are embedded into the Outpost's data-harvester and relay node.

However, Ara warns that this is about as far as she can go with her current forces. Without either access to more stealthy minions or leverageable support from connected zones continued intrusion attempts into the World Data Police HQ zone will see her forces detected... and purged.

Or you could invent a force capable of looking the world data police in the eye in their own homes and forcing them to back down, but that's considered unlikely.

+1 Control in the World Data Police HQ for The Firmament.
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

dgr11897

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #115 on: August 02, 2021, 06:55:26 pm »

Greater Lazard(Tank):
If the Lesser Lazard was a heavy infantry weapon, then the Greater Lazard is a Self Propelled gun. Larger than the original, its shots fire at the same rate but possess far greater power. In addition to simply being larger, more durable, and having greater energy output, the Greater Lazard is also armed with a set of Missile launchers, allowing it to provide indirect fire support or anti air. The Greater Lazard towers over the battlefield in this way, double the size of its lessers. It also has actual eyes in addition to the electromagnetic sensors
Assault podium:
A smaller vehicle derived from the code of the Assault stage, this one is designed as a full on assault unit. Smaller and cheaper, it looks like a flying speaker's podium, with a minion on it. To the sides of the podium are two Missile launchers, just like the ones we replaced the speakers of the Assault stage with, forming one part of its armament. The other part comes in the form of a gun from a Lesser Lazard, which has been attached to the top of the podium and can be angled down to provide suppressive fire or high powered bursts of electricity.
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My Power armor arms race

Doomblade187

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #116 on: August 02, 2021, 08:18:24 pm »

Little Drummer Boy

The Little Drummer Boy is a minion that is aimed to fulfill the larger coordination needs of the Stagehands. Resembling a walking metronome, the drummer clicks back and forth. The real value of the unit comes not from it's complete lack of armament, but from the fact that all of the Drummers have the exact same tempo and phase - they're always in sync. Though the power of good timing (by which we mean coding), they allow each and every officer program and higher entity to communicate. An on/off switch is provided for the clicking noise, though a flashing red light remains.
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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 #117 on: August 06, 2021, 08:02:07 pm »

Viri Design: Idoloid MDL 01 - Sakura.ISQ

This is the first in what will hopefully eventually be multiple lines of Commanding Officer programs. With a song in their soul, a rhythm to their step, and Music in their code(as in, the elemental alignment sense, though they are also made to be good singers) leading the charge while nestled in the middle of her fellow programs. Sakura class Idoloids confer a regenerative buff to any nearby friendly programs inside her Area of Effect with her singing, thus extending their lives by giving them the ability to recover damage without intervention from a chip. The Sakura class leads with upgraded tactical abilities over the base Officers, helping add some additional complexity to her fellow programs tactics.

In terms of design, the Sakura Model is a girl with straight violet hair that stretches down to her knees at the longest points. She wears a cutesy pastel pink nurses outfit with garter belts and stockings, decorated with cherry-blossom themed accessories. In addition, though it is largely for show, she carries an immense(empty) syringe nearly as large as herself. She is not completely defenseless however, as her Syringe can be used both as a stabbing implement and to fire Music Element pulse pistol shots from its tip, though her skill with these attacks is no greater than the base Officer.

Spoiler (click to show/hide)


Credit to Slick(whatever his name is on Bay12) for most of the writing of the first paragraph, I merely added on to it and gave the ideas.
« Last Edit: August 06, 2021, 08:05:07 pm by Failbird105 »
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dgr11897

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #118 on: August 06, 2021, 08:04:42 pm »

Quote from: Motebox
Idoloid MDL 01 - Sakura.ISQ (1): DGR
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Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
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hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #119 on: August 06, 2021, 08:07:15 pm »

Quote from: Motebox
Idoloid MDL 01 - Sakura.ISQ (2): DGR, Failbird


War Crab.crab
So, fun fact, it seems many of our designers didn't realize that the Assault Stages missiles were infantry scale. This realization has opened up doors for them. Doors that... maybe shouldn't have been opened. But hey, they're open now. The War Crab is one of those doors.

The War Crab is, well, a Crab. Although something of a stylized one, more like a videogame enemy type crab than a realistic crab. The most notable difference between the War Crab and a real crab is... well the missile launchers, but we'll get to those, to continue the point, the War Crab can walk straight forwards properly, instead of being largely limited to walking sideways, though it can still strafe with the best of them in that manner.

Now, as was mentioned earlier. Missile launchers. In place of its two large claws, a pair of missile launchers. Two barrels, allowing it to fire four missiles in succession while the missiles reload from first to last. Additionally, their bodies are well armored, making them fairly resistant to most types of damage.

They do have weaknesses of course though. For instance, they're not particularly smart, nor are their missiles. The crabs are no smarter than default minions. Additionally, to make the missiles less complicated they've been downgraded to dumbfire, which means they fly straight forward. Finally, the missiles always fire in the exact same order, this makes them relatively predictable.
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