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Post by Gravedust on Nov 15, 2010 10:26:18 GMT -8
@ Jazz Actually guns can elevate to hit targets at more or less any altitude difference, no tilting necessary. Sorry , this is one of the things I haven't written up yet because I'm still not sure just how I want it to work...
Be aware though that a difference in altitude translates into extra range.. since I don't want to get all pythagorean you just add the altitide difference onto the range. So at range 5 and an altitude difference of 2, the total range is 7.
(Keep in mind how altitide relates to range.. is -can- be used defensively, but I'll leave it up to you to discover just how..Or maybe you'll see it done in a bit here. >.> )
The main effect that altitude has on firing is if the heights are different enough you can score a hit on a ship's top or bottom. The basic formula so far is if the altitude difference is twice the range difference you'll get a top or bottom shot, if you hit. I.e. Ship 1: Altitude 1 Ship 2 Altitude 4 If the range between them is 2 or less, If ship 1 fires it'll hit ship 2's bottom. And if Ship 2 fires it'll hit Ship 1's Top. (and for the sake of thouroughness, the range would be 5)
That's 1 way of doing it, the other idea being that these areas are instead 'blind spots' where cannons can't shoot. In some ways I think this might be a better solution but I haven't decided one way or the other just yet.
ANYWAY.
As a side note, I'm not quite sure what you intend by the 'forward to match speed and position' command ..I'm not really sure I can allow commands like that. : /
DOUBLE ANYWAY.
As it turns out, Karma Charger couldn't fire on Ariel last round because I ruled that the little plateau she's camped out of is in part blocking her view of her target.
One of the things I REALLY need to do it write up some simple line of sight rules. : / I'll try to get that done today but I have a TON to do. : /
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Post by jazzs3quence on Nov 15, 2010 10:45:34 GMT -8
Okay, screw that, then, ROE 9.
With the "forward to match" command, I was taking the lead from the "forward as much as steam allows" commands that have happened already in the game. Basically I just want to get alongside it. If that's not Kosher, then Forward 3, although surely if pilots were flying at the same time they'd be able to see that the other pilot was still going and keep going themselves which was the whole idea. I'm not trying to dogfight, but it just seems awkward to have to try to predict where the target *will be* based on where it *was* to make a shot that would otherwise be right next to it. It makes more sense for long distance stuff, where there's more of a margin of error...anyway, whatever, it's not a big deal.
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Post by Gravedust on Nov 15, 2010 14:29:39 GMT -8
Ahh, okay, I see where you're going with that.
The main reason I'm not allowing making positioning based on other craft is because it makes things a little too easy for pursuing craft. So long as you have a better flight profile than your target you'll always be able to stay more or less wherever you want and there won't be really anything he can do to get away.
The reason I do make people predict what they think their target is going to do is to allow room for uncertainty and tactics. A clever captain in the Lobster's situation might be able to come up with one or two ideas to save his skin, (or at not get raked stern-to-bow with every round. I'm frankly astonished it made it through last round, it got very lucky on it's malf rolls. Though considering 1/3 of it's crew is now half-dead, maybe not that lucky after all...) Of course Lobster's Captain has never done anything clever in his life, so he'll continue forward at flank speed and get shot up. I'm sort of expecting this round to be his last. >.>
Anyway, your idea of 'Well, just stay on him" makes perfect sense in a 'realistic' scenario, but to preserve the game-ness I have to do things this way as it helps to balance close-range combat somewhat. You get the benefit of easier, more damaging shots, but also have to deal with the fact that the enemy's position in relation to your own may change a lot faster and wind up spoiling some of your shots. Since cannons traverse and all that chances are good you'll get -some- sot of shot off (unless the target pulls something really radical), it may just not be ideal.
Blah blah blah.
Anyway, it was a good and reasonable idea, but I don't think I can allow it, really. : / I know you already said it wasn't a big deal, but I figured I'd explain my reasoning anyway.
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Post by jazzs3quence on Nov 15, 2010 14:54:27 GMT -8
Yeah, I mean, it would be kind of neat to pull off dogfight-style tactics but I understand that the complications that that would involve in terms of building a system that could handle that would be unreal.
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Post by Gravedust on Nov 16, 2010 0:12:31 GMT -8
Whew.. Writeup's mostly done, but I need my sleep.. -_- hope to have it finished early tomorrow evening.. Sorry for the delay. : /
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Post by Gravedust on Nov 16, 2010 10:34:06 GMT -8
Garg. So yeah, sorry in case anyone is wondering, it takes me ~5 hours to do the rolls, updates and writeup. Which sounds pretty stupidly excessive, but the fact that I have to type everything out really slows the process down. If you've been watching the Logs you may notice I've been doing some shorthand on a lot of things, I expect that trend will continue. Also every time a ship's status changed I get to edit it's corresponding Illustrator file and if it's an enemy ship I have to keep track of exterior damage. Armor hits aren't bad, but when you start getting interior damage it gets to be a bit much. I think Lucky Pierre's sudden integration with the planet took the better part of an hour to document.
I get the feeling if I did it all on paper on a table somewhere it would take 1/2 or 1/4 the time, all the file juggling is a little unwieldly, whereas if you use the 11"x17" sheets I design for the ships, all the info is right there for you, and changing it is as simple as applying a pencil.
It doesn't help that Calc night also coincides with L4D night, which easts 1-1.5 hours (though it's supar fun) I'm thinking Monday Night Xombie Zhootin might be ideal, and then just take the rest of the week off...
Aaanyway. I did do all the calc last night, but I didn't finish the writeup because the SP! thread proved I don't write very well when I'm tired. ; ;
In other news, stand by a for a brief tutorial about cargo and the loading thereof.
Also I'm still working on cranking out some LOS rules.. time's been tighter than I expected.
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Post by Gravedust on Nov 16, 2010 11:47:14 GMT -8
Okay okay okay. So here's some stuff about loading.
When you land near cargo, it exists in an 'imaginary' compartment right outside your airship (If your crew disembarks you will see them on the status sheet outside the airship like they were during deployment)
It takes 1 Action to move out onto the ground (basically the same as changing compartments) and 1 Action to pick up the Cargo. You can attempt to pick up as much as you want, but you can only move around with it by passing a Hauling roll.
Cargo (in this case, it can vary) weighs 20 each. I.e. each piece you try to move adds 20 to the difficulty of the Strength roll you need to pass to Haul it. [D100 + Strength] Vs. [How much you are carrying]
If you fail the roll nothing bad happens, you just can't move the cargo that Action. (Which can technically be a bad thing, but at least you don't like explode or something.)
BY DEFAULT crew will only attempt to haul an amount they are guaranteed to succeed their haul check with. (I.e. if they have 20 strength they won't try to haul anything heavier than 20), But you can tell them to move any amount you like.
Cargo may be dropped off in any Cargo Hold (so long as it has space) This takes 1 Action. Cargo can be moved from one room to another to free up space in rooms closer to the door.
Likewise you can also haul ammo from one Cannon to another. The Weight of the ammo is the same as the damage it does. (I.e. 16 damage cannon ammo weighs.. you guessed it.. 16.)
Unattended cargo left sitting unsecured has a chance to rattle around and damage crew and compartments, so make sure it's stowed properly.
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Post by Gravedust on Nov 16, 2010 20:35:28 GMT -8
-Karma Charger- Minerva Fain<Radio>: Shovel it elsewhere, McCullough. You'll get yours. Maybe not today, but you're right at the top of my list, don't worry. -Cordelia- Terrence Hopper<Intercom>: Once more with feeling, yeah? Jake Glenn<Intercom>: Uh-huh. Rosalie Pratt<Intercom>: Yup. *The gunners open up on Lobster Magnet yet again, scoring solid hits all around and wreaking havoc along all three rear decks. * Rosalie Pratt<Intercom>: Jeezuz. Well that little turret brewed up nicely, but I can't believe this thing is still in the air! There's a hole in the hull so big I can -literally- see their damned pressure tank through it. Captain Whitney<Intercom>: I'm getting the strong impression that ship was seriously misnamed. I think Bullet Magnet would have been more apt. -Ariel- Captain West<Intercom>:All right, we're headed for the deck to cut ourselves a piece of the pie. Anyone that's not got a job I want in the cargo bay, lickety-split. You'll be hauling. Oliver, you too. Oliver Kirlkand<Intercom>: Gotcha boss. Captain West<Intercom>:Gunners keep your eyes peeled for Minerva. When she pokes her head out, you shoot it off. Eli, settle us in. -Karma Charger- Minerva Fain<Radio>: Ready on not, here, I... Wait, where the hell did you go, West? Ohhh.. Hm. Well then.. Back in a moment... -Lobster Magnet- "Leftclaw" North: LOBSTER... MAGNET... GET .. AWAY.....!!! ====================================== ::ENEMY STATUS::LOBSTER MAGNET-Steam venting- Turret cannon Destroyed (D3C1) -Fire in D3C1- - Forward Armor Destroyed (Deck 3) - (D1C1) Left Side Armor Destroyed - (D1C2) Left Side Armor Damaged - (D2C2) Left side armor Destroyed - (D2C4) Left Side Armor Damaged - (D3C1) Left Side Armor Destroyed - (D1C1) Right armor Damaged - (D2C1) Right side armor Destroyed - (D2C2) Right side armor Destroyed - (D3C1) Right side armor Damaged - Rear Armor Damaged (Deck 1) - Rear Armor Destroyed (Deck 2) - Rear Armor Destroyed (Deck 3) ((Just for fun, here's what she looks like on the inside...)) KARMA CHARGER-Steam venting- ===================================== MISSION OBJECTIVES:::• ((WARNING!!))Salvage at least $10,000 from Crash Sites before other ships arrive ($20,000 Bonus)((2 rounds remain!)) • Destroy or chase off Karma Charger ($5,000 Bonus) -
• Destroy or chase off Lucky Pierre ($5,000 Bonus) (COMPLETE!) • Destroy or chase off Lobster Magnet ($5,000 Bonus) (COMPLETE!)
======================================================================================
STEAM PRESSURE: 5,580/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,450/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [20/27] - FORWARD TURRET [Damage 16] [1800 steam] [AMMO [12/16]] AFT TURRET [Damage 16] [1800 steam] AMMO [15/16]] SIDEGUN AMMO [Damage 20] [1400 steam] [AMMO [4/6]] - MALFUNCTIONS [None] - CARGO [0/12]
:::: CREW :::: [Dallas West][Veteran Captain][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Eli Marsh][Veteran Pilot][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Andy Fuller][Veteran Musketeer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Kay Hanson][Veteran Musketeer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Tanya Morse][Veteran Swashbuckler][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Cheri Richmond][Veteran Engineer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Rosalind Clements][Elite Medic][10/10 Health][-/- xp][Skill-IV Drip][Parachute][Item2] [Oliver Kirkland][Elite Roustabout][10/10 Health][-/- xp][Skill - 2nd Strike][Parachute][Item2] [Gary Kline][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Wayne Gray][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Lillie Ellisson][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2]
STEAM PRESSURE: 6750/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [14,370/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [20/27] - FORWARD TURRET [Damage 16] [1800 steam] [AMMO [8/16]] AFT TURRET [Damage 16] [1800 steam] [AMMO [12/16]] SIDEGUN AMMO [Damage 20] [1400 steam] [AMMO [2/6]] - MALFUNCTIONS [None] - CARGO [0/12]
::CREW:: [Daryl Whitney][Veteran Captain][10/10 Health][0/5 xp][Skill-None][Item1-Parachute][Item2-None] [Elias Graves][Elite Pilot][10/10 Health][-/- xp][Skill - Extra Evasive][Parachute][Item2] [Terrence Hopper][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Rosalie Pratt][Regular Cannoneer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Jake Glenn][Regular Cannoneer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Eugene Wells][Regular Musketeer][10/10 Health][0/3 xp][Skill-None][S.Bomb][Jetpack] [Thaddeus Gillian][Regular Musketeer][10/10 Health][0/3 xp][Skill-None][Grenade][Jetpack] [Lucio Glass][Regular Engineer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Lionel Potts][Elite Engineer][10/10 Health][-/- xp][Skill - Reinforce][Parachute][Item2] [Adela Glass][Regular Medic][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Beth Knox][Regular Swashbuckler][10/10 Health][0/3 xp][Skill-None][Cutting Torch][Jetpack] [Adam Bowyer][Regular Roustabout][10/10 Health][0/3 xp][Skill-None][Parachute][Item2]
STEAM PRESSURE: 13360/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [20/27] - FORWARD TURRET [Damage 16] [1800 steam] [AMMO [13/16]] AFT TURRET [Damage 16] [1800 steam] [AMMO [12/16]] SIDEGUN AMMO [Damage 20] [1400 steam] [AMMO [4/6]] - MALFUNCTIONS [None] - CARGO [0/12]
::CREW:: [Kail McCullough]Elite Captain][10/10 Health][0-/- xp][Skill - Leadership][Jet Pack][Parachute] [Six][Elite Pilot][10/10 Health][-/- xp][Skill-Firing Platform][Parachute][Item2] [Jim Reynolds][Veteran Musketeer][10/10 Health][0/5 xp][Skill-None][Parachute][S. Bomb (2/2)] [Elizabeth "Lizard" Reynolds][Regular Musketeer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Bill Addison][Veteran Swashbuckler][10/10 Health][0/5 xp][Skill-None][Jetpack][Item2] [Stitch Finnigan][Regular Medic][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Shin Kizami][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Sun Kizami]][Regular Cannoneer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Griselda "Griz" von Sozer][Elite Engineer][10/10 Health][-/-xp][Skill Damage Control][Parachute][Item2] [Midge][Rookie Roustabout][10/10 Health][0/2 xp][Skill-None][Parachute][Item2]
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Post by Gravedust on Nov 16, 2010 20:41:52 GMT -8
Oh.. Jazz, I moved Ariel's roustabout and a few other misc. crew towards the door under the assumption that's what you'd want done.. If that's not the case let me know, it's easy enough to undo.
Also note that Lobster Magnet hasn't actually escaped yet, that won't happen until he actually drives off the map. But since he's lost his gun he can't really do anything so I gave you guys completion. If you want to pursue him though, you certainly can.
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Post by Gravedust on Nov 18, 2010 23:03:44 GMT -8
Hmmmn, Well it looks like it's been a busy week for everyone, pretty much. If you can get orders in by today (friday) then I'll have a new round ready by monday; otherwise we can shoot for monday and a new round on weds...
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Post by Gravedust on Nov 19, 2010 10:24:27 GMT -8
New ship!
The Centurion is intended as a starter ship for SA. In the future I'm thinking of giving beginning players $200,000 to buy both ship AND crew, to sort of force them to start small and build up) so I needed something with a low price tag but that could still fight decently.
------- [Bulk: 90] [Empty Weight: 116.1 Tons][Max Power : 4000 Hp] [Firepower: 32] [Armor: 645] [Crew: 10] [Cargo: 8] [Level Speed: 48.9 K/h] [Overspeed: 120K/h] [Max Climb: 1,600 f/m] [Max Range: 10,562 Km] [Value: $128,450] [Total Rating:19,000][Avg. Rating: 2,111] --------
Initially designed and produced by Midland shipyards as a small, inexpensive and easy to produce airship with martial capability, the Centurion is a simple design realized through simple construction methods. While intended to be fielded in large numbers for military use, the design is also popular in the private sector as well. It's stable nature and sedate handling makes it popular with crews, as does its ease of maintenance. Though the craft is not always as reliable as others in the sky, when it does break at least it's easy to fix.
The Centurion class' heavy armor makes it a suitable addition to the battlefield, but that selfsame armoring also puts a limit on it's mobility, and the ship as a whole is rather slow. Another detracting factor is the ship's armament. With one forward cannon and one side oriented, an arrangement that is criticized as being inflexible, and one that makes it difficult to bring all the ship's firepower into play at once. -------------
Right at the moment the best candidates for 'starter' vessels are the Condor, (which I need to make a new variant that's basically a dropship...) the new Centurion and.. sort of.. the Hornet.. it's a bit pricey but it doesn't need much of a crew. I'll have to double check that. In any case I still need to make a 'fast' starter ship. I expect it'll be a bit of a precarious balance to keep it under cost. She'll likely be build a bit like an eggshell...
On other news, I think I've pretty much figured out the shipbuilding system, it's taking less time to do with each new ship I produce, and at this point the part that takes the longest is actually drawing the vanity picture for the craft (this is the reason why you haven't seen the Claymore's sheet yet, I'm having a hell of a time coming up with a design I like...) But at this stage I could probably pop out a ship a day pretty easily if I didn't have to deal with work or anything like that.
Double Anyway: I've been thinking a bit about how ships will work together and what 'roles' they will have. One of the things I wanted to do in this game was make sure it isn't -just- 'me and my ships vs. you and your ships' straight combat sim. I expect there'll be very few straight-on slugfests.. I try to make sure every mission has some sort of objective for both sides besides just annihilating he other side. Sometimes objectives that contradicts other objectives they may have.
This is part of the reason why I included salvage spots into the game, and why they'll be in basically every map. If you've done the math with the cargo spots, you'll note that if you managed to pick up all the salvage, it's actually worth just as much as completing the mission objectives. I intended for the salvage/cargo points to be a secondary source of income. Therefore, fast 'scavenger' ships with good cargo capability can scoot around the field and pick up salvage for cash and valuable prizes while other ships work on completing the mission's other objectives... Of course the salvage sites in the current missions are undefended as well, but that won't always be the case... Later on you can expect turrets and other emplacements to be on guard.. As well as enemy skirmishers on the ground waiting for your scavenger crews.
Which brings me to the subject of musketeers and swashbucklers.. They haven't really been getting a good workout this mission (sadly) but in future missions they will come in handy, if not be crucial. Future missions will feature fortified emplacements that need to be assaulted and taken down as mission objectives, even if there is no ship-to-ship boarding action (I planned for there to be.. But then Lucky Pierre decided to fly into a mountain)
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Post by jazzs3quence on Nov 19, 2010 10:38:59 GMT -8
Yeah, it was a mite easy for me to create a crew entirely populated by vets. Lowering the starting cash would probably be good I'll have my post up tonight. Sorry, I've been in a code coma for most of the week.
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Post by Gravedust on Nov 19, 2010 10:58:30 GMT -8
It's all good. ^^
For ye demo wanted a decent range of crewies so I gave you a relative ton of cash. (^.^)b
You know my original plan everyone was going to get $1,000,000 for ship and crews so they could assemble sort of a fleet however HA HA NO! I don't think I could handle that any ships, especially with multiple players. Of course I get a little faster every time I do calcs, especially if I shortcut a bit and not type everything out. But for now I'm going to try and keep it pretty small.
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Post by jazzs3quence on Nov 19, 2010 11:10:23 GMT -8
Yeah, speaking for myself, managing multiple ships is a double edged sword. On the one hand, it's cool because I can do coordinated attacks (which is, of course, the point) but it makes things twice as complicated as I imagine doing one ship would be to do movement stuff, especially if I'm flying in some kind of formation (like I was at the beginning of the game). It seems like if you want to do fleet combat, you'd need to either have shorthanded rules or some sort of automagic damage calculator thingie going on...
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Post by Gravedust on Nov 19, 2010 12:46:37 GMT -8
Well as far as I can tell, really my main time sinks are:
• Calculating steam costs and piloting skill for ship movement Since I have to add up everything to make sure the ships go the proper way and things cost the proper amount of steam and the piloting skill checks. (really sort of moot since your pilots are pretty damned skilled they haven't really gotten anywhere near their caps yet, in most cases I just skip the piloting check and it's associated calcs altogether. Though K.Charger's next move has a 45% chance of pilot error.. should be interesting. >.>
• Updating everything
Your average round looks like this:
• Air Tac The variables really don't change, so I just keep the same forumlas from last round and make new rolls, then put everyone in order.
• Do upkeep. Usually this is just -1 fuel, Mark that on the Log and the Ship's text file. Any malfunctions like fire or Out Of Control, or stalls process during this phase, but mostly I haven' t had to deal with them.
• Copy down the orders Easy enough. Sometimes I move them around to make things happen a little differently, timing wise. The net effect ought to be the same anyway.
•Stuff happens The general order of actions (It's not set in stone yet) is:
Movement Crew Combat (when applicable, hasn't been so far) Firefighting Repair Overcharge Ship movement Gunnery
Ship movement takes a bit of time. Since I have to calculate steam cost and pilot skill in the log, figure the steam remaining then when that's all finished go in and move the ship around on the map and adjust the tracks and all that.
Gunnery I do separately, usually after the movement is completed (if the combined movement and gunnery steam costs run the ship out of steam I'll order things so thy occur as they would have occurred, i.e. move, shoot, move some more till the steam is gone. But for me it's easier to just do the movement and then go back to figure out at what point the ship would have fired. I just make a line that's the length of the ROE and where the ship's track and the line to the target intersect is where the shot happens, and from there I get the direction of the hit. This part takes a little time but not usually too long. The calculation is pretty simple and I'm very familiar with it by now, I can set it up pretty quickly. The only tough part is remembering what special skills may be involved to alter the rolls.
For a while I had to look up each ship's evasion modifier, but I've got those where I need them now, so it's less of a problem.
Damaging hits take a while, but most of that time is gong back and forth between the log and the ship diagram marking everything down and changing the numbers, replacing intact bulkheads with busted ones, changing tile colors, indicating crew damage, etc. etc. Mostly all visual stuff. Any malfunctions or crew hits have to be noted in the ship's text file as well, and armor damage gets noted in the Enemy ship status area.
After I'm done with all the ships I do my little writeup with all the characters talking. That takes some time but usually it's pretty fun. I try to stick to the order things happened in the log but sometimes things get moved around a little to make more sense. Occasionally I have to look at previous stuff they've said to make sure I keep their characters straight. (it doesn't help that Eli and Elias are both pilots and have almost the same damn name. -__0)
Flattening out the map and the ship diagrams into .gifs takes a few minutes, as does uploading them and linking to them. Sometimes I cheat and just link to a diagram from a previous round if nothing changed. Cordelia has been using the same diagram since round 4....
The text part of the ship status is just copied from each ship's text file, with a little editing to compress them some, and marked up a little with colors and bold and all else. Takes a little while, but always less than I expect, somehow.
Sooo.. yep.. Really I think what takes the most time is the extra work I have to to display everything on the web. There's a lot of file shuffling and updating that has to be done so I can prepare the report, and (as I think you saw with the Lobster magnet display), the enemy ships are tracked just as carefully as the player ships.
Anyway. I do get a little faster with each run-through, and as I identify little shortcuts that can be taken, so we'll see how things end up in the long run. the next mission has a few more ships than this one, and I guess I'll just keep pushing the numbers till I reach what I think is my limit. But yeah, I don't ever expect we'll get to into the realm of having 100s of ships face off against each other, but I think I can probably handle a dozen or so, which ought to be big enough for my purposes.
Or maybe I'll just break down and learn to program and do it that way. =P
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Post by brendur on Nov 19, 2010 13:06:02 GMT -8
Bill: You can quit fooling with that pistol, you keep spinning the chamber like that and it'll dry out the oil, make it more like to jam when you fire it. Lizard: Tsk, fine. Grrr...that lily livered bitch needs to close her legs long enough to grow a pair and board us.
Stitch: Know men back home that'd pay a pretty penny to hear a girl talk like that about bein boarded.
Lizard: Keep your acquaintances and their pennies to yourself you shriveled relic.
Bill: Stitches carnal acquaintances aside, won't do wishing for things like that.
Lizard: Yeah...but Shin, Sun, and Da are having all the FUN!.
Orders
Six, 90 degree turn clockwise, forward 7 Verts Shin overcharge, fire at the Karma Charger, ROE 4 Griz overcharge engine.
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Post by jazzs3quence on Nov 19, 2010 18:35:09 GMT -8
Capt. Whitney: <Intercom>Alright, kids, let's wrap this up and give Ari some cover. Rosalie Pratt: <Intercom>Hey Jake. Betcha I sink this bitch first. Jake Glenn: <Intercom>You're on, hot cheeks. Terrence H: <Intercom>My money's on Rosalie... Jake Glenn: <Intercom>For the love of- After all the times I bailed you out? Terrence H: <Intercom>I'm just sayin'... Whitney: <Intercom> Terrence, you see that ship come up, you fire, ken? Terrence: <Intercom>Not a problem. Whitney: <Intercom>And can one o' you jackasses belowdecks get Glenn some ammo? Beth Knox: <Intercom>I'm on it. Thaddeus Gillian: I bet you are... Knox: Shut it or I will gut you.
Cordelia Jake Glenn fire @ Lobster Magnet ROE 5 Rosalie Pratt fire @ Lobster Magnet ROE 5 Elias Graves 45deg turn Left forward as far as steam allows Terrence H fire @ Karma Charger ROE 6 Beth Knox haul ammo to D2C1 (I realize she won't get there for a couple turns)
Ariel Oliver K haul cargo (90) Andy Fuller, Kay Hanson, Tanya Morse exit ship Andy Fuller, Kay Hanson, Tanya Morse haul cargo (Andy (30), Kay (30), Tanya (50))
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Post by Gravedust on Nov 19, 2010 21:38:05 GMT -8
I just now noticed, Cordy's flight orders have her heading toward that butte to the NE of her.. so she'll only move lke 3 spaces before she has to stop. Is this what you intended, or was there a turn in there somewhere? If you want to amend your orders it's no problem, I won't do the rest of the round till later this weekend.
Also I think I should have clarified re: ammo. Ammo can be moved from 1 gun to another (provided they use the same Damage rating of ammo) or gotten from a Magazine (or Ammo storage as I used to call them) Compartment. (The Mephsto class has one if you want to look at it) Your Cargo hold doesn't have anything at all in it until you load it with salvage or cargo or whatever during the round. But basically unless you have a magazine compartment you're stuck with whatever ammo you started combat with.
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Post by jazzs3quence on Nov 21, 2010 6:06:23 GMT -8
ah crap, yeah there was a turn...fixing now....
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Post by Gravedust on Nov 21, 2010 19:46:16 GMT -8
-Iron Shrike- Captain McCullough: Come on Six, get us up this hill so we can say 'hi' to Minerva. Quick as you can. Six: *Nods* Captain McCullough<Intercom>: Griz, is there anything in the way of more power you can give us? Griz<intercom>: Not unless you have another me tucked away somewhere. I'm wringing all the juice out of this engine as it'll give. Any more and she'll burn out. Captain McCullough:<Intercom>: Fair enough. Shin, keep your eyes peeled. -Ariel- Oliver Kirkland<Wireless>: Ah, back on terra firma once again... Hmm.. Nice pickings out here... Uck. I just stepped in a bit of the former crew. They must have gone in -hard- Wait... I'm seeing scorch marks, shrapnel bits and metal scoring.. They were brought down by cannonfire! Hang on... Hey there's somebody down here! ...Somebody alive I mean. Hang on, I'm digging him out. *Muffled clanking* Oh.. He's hurt bad. Wait.. He's trying to give me something, like a little packet.. He's saying something.. He wants to talk to a Captain... Hang on, I'll give him my headset. Courier<Wireless>: ... To.. Whatever Captain this is... I'm an Amvere royal courier... My ship was.. attacked, and.. I won't live to deliver.. my message... I charge you to de- *coughs* Nnnf.. To deliver it in my stead. The message goes.. to... Savelle... Palace.. There are clearance.. and .. landing.. codes attached, that will get you through.. Safely... If.. the message is delivered... quickly... the royal couriers... Will reward you... Greatly.... But.. But the message -MUST- *cough* ...Must remain unopened. Or you get.. Nothing... ...Please.... Finish my journey.. For me.. Medic Rosalind Clements<Intercom>: I'm heading down there. Oliver Kirkland<Wireless>: Did you catch all that? He just handed me the package... I'd try to move him back to Ariel, but I don't think he'd survive it.. I.. -Hey! WAIT!- *A gunshot* Ah!! Jeez!! ...He just shot himself! Oh... Goddamn Amveres... Look, I'm going to finish loading the Salvage, then we can figure out what to do about all this. Captain West<Radio>: You all catch what was just on the wireless? -Cordelia- Captain Whitney<Radio>: Yep. -Iron Shrike- Captain McCullough<Radio>: Yeah. -Ariel- Captain West<Radio>: Any thoughts? -Cordelia- Captain Whitney<Radio>: Something along the lines of holy shit ...Presuming the guy was telling the truth.. -Iron Shrike- Captain McCullough<Radio>: Ditto. Though him blowing his own damn head off makes me think he's not lying for his own benefit. -Lobster Magnet- Captain "Leftclaw"<Radio>: WHAT?!? -Cordelia- Captain Whitney<Radio>: Oh jesus are you still here? -Lobster Magnet- Captain "Leftclaw"<Radio>: I'M GOING!!! -Cordelia- Captain Whitney:<Intercom>: Will someone please do something about that jackass? Rosalie Pratt:<Intercom> I'm on it... *BLAMM!!* *The shot smashes into the already heavily damaged rear engine compartment and in a gout of steam the engine whines and shuts down, almost but not quite totally destroyed.* Rosalie Pratt:<Intercom> Ha! Nice.. That ought to slow him up some... I was hoping for a kill though.. Shame. -Karma Charger- (Not audible to the crews in-game, but presented here for your pleasure) Captain Fain: Well crap. Looks like they're going to gang up on us. Here's what we'll do. Pull a hairpin then dive down the side of the mountian. Straighten out when you get near the floor of the canyon and we'll ride the speed out. Ana Woodward: I'm... Uh... I'm not sure I can do that. Captain Fain: EEeeeexxxcuse me? Why the hell not? Ana Woodward: That's a lot of speed and a lot of turns and a lot of rocks at the bottom. Captain Fain: ...Well then don't fucking hit the rocks at the bottom. Problem solved. Ana Woodward: Captain, this is dangerous... Captain Fain: Yeah, well so am I. And I want this bird on the deck so you'd damned well put her there -now- or I'll find a pilot that will. AFTER I've thrown you the hatch. Go! GO! Captain Fain:<Intercom>All right, hold onto your asses, hats, etcetera, we're taking her down. Mr. Britt, I expect you know who we'll be hitting first, hold your shots till close range. Van, Make sure both those shots count. -Iron Shrike- Captain Mccullough<Intercom>: There she goes! Shin! Shin: <Intercom> Not in range! Captain Mccullough: FFFFFFFFUUUUUUU-Ariel- Captain West: Ah shit, here comes Karma Charger. Captain West: <Intercom> Eh.. Hold tight... We might get shot a bit. -Karma Charger- Pilot Ana Woodward: Okay.. okay.. Doing fine.. Doing fine... Doing.... Fine... Dooiinnnnggggg... Oh.. Oh.. Shit! SHIT! Captain Fain: SHIT! Ana Woodward: Gaaaaaaahhh!!! Oh god! Captain Fain: GOD CAN'T HELP YOU NOW!! FLY THIS BITCH!! Ana Woodward: I'm trying!!!! Captain Fain: THERE IS NO TRY!! DO IT!! -Cordelia- Elias Graves: Think I might have another story soon... Captain Whitney: Yeah, no kidding. -Karma Charger- Pilot Ana Woodward: Wait! I got it! I got it! ..I think. Captain Fain: Good girl! <intercom> Shoot already! SHOOT! *Both overcharged shots slam into the back on Ariel, damaging armor but causing no other harm* -Ariel- Captain West: Ow. Jesus. Captain West <Radio>: So, that love tap was it? I thought you were mad at me. -Karma Charger- Captain Fain<Radio>: Fuck you! -Ariel- Captain West: Hee hee hee. Eli Marsh: ...What did you do to her, anyway? Captain West: Oh, it's a looooong story. Eli Marsh: Any chance I'll get to hear it? Captain West: None at all. ======================================= :::BACKGROUND NOTE:: Savelle and Amvere are neighboring countries (actually they are separated by a small sea) with a long history of hostile relations, stemming from an a single incident a number of years ago when one of the Amverran royal family was knocked up by the king of Savelle. The incident nearly sparked an all-out war between the two countries who have been on rocky grounds ever since. Amvere is known for it's martial focus and the almost spartan discipline of it's military, and Savelle is known for economic shrewdness and is a well ordered, thoughrally civilized country. ====================================== ::ENEMY STATUS::LOBSTER MAGNET-Steam venting- -Turret cannon Destroyed (D3C1) -Fire in D3C1- -Rear engine Inoperable- - Forward Armor Destroyed (Deck 3) - (D1C1) Left Side Armor Destroyed - (D1C2) Left Side Armor damaged - (D2C2) Left side armor Destroyed - (D2C4) Left Side Armor damaged - (D3C1) Left Side Armor Destroyed - (D1C1) Right armor Damaged - (D2C1) Right side armor Destroyed - (D2C2) Right side armor Destroyed - (D3C1) Right side armor damaged - Rear Armor Destroyed (Deck 1) - Rear Armor Destroyed (Deck 2) - Rear Armor Destroyed (Deck 3) KARMA CHARGER-Steam venting- ((It's hard to see on the map, but Karma Charger's altitude is 1)) ===================================== MISSION OBJECTIVES:::• ((WARNING!!))Salvage at least $10,000 from Crash Sites before other ships arrive ($20,000 Bonus)((1 round remains!))
• Destroy or chase off Karma Charger ($5,000 Bonus) - • Destroy or chase off Lucky Pierre ($5,000 Bonus) (COMPLETE!) • Destroy or chase off Lobster Magnet ($5,000 Bonus)
====================================================================================== ::::ROUND 9: FIGHT!!:::: Music by Oney - Extra epic semi-finale music! STEAM PRESSURE: 5,580/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [14,580/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [19/27] - FORWARD TURRET [Damage 16] [1800 steam] [AMMO [12/16]] AFT TURRET [Damage 16] [1800 steam] AMMO [15/16]] SIDEGUN AMMO [Damage 20] [1400 steam] [AMMO [4/6]] - MALFUNCTIONS [None] - CARGO [0/12]
:::: CREW :::: [Dallas West][Veteran Captain][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Eli Marsh][Veteran Pilot][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Andy Fuller][Veteran Musketeer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Kay Hanson][Veteran Musketeer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Tanya Morse][Veteran Swashbuckler][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Cheri Richmond][Veteran Engineer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Rosalind Clements][Elite Medic][10/10 Health][-/- xp][Skill-IV Drip][Parachute][Item2] [Oliver Kirkland][Elite Roustabout][10/10 Health][-/- xp][Skill - 2nd Strike][Parachute][Item2](Carrying 4 Cargo) [Gary Kline][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Wayne Gray][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Lillie Ellisson][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2]
STEAM PRESSURE: 8150/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [15,770/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [19/27] - FORWARD TURRET [Damage 16] [1800 steam] [AMMO [8/16]] AFT TURRET [Damage 16] [1800 steam] [AMMO [11/16]] SIDEGUN AMMO [Damage 20] [1400 steam] [AMMO [2/6]] - MALFUNCTIONS [None] - CARGO [0/12]
::CREW:: [Daryl Whitney][Veteran Captain][10/10 Health][0/5 xp][Skill-None][Item1-Parachute][Item2-None] [Elias Graves][Elite Pilot][10/10 Health][-/- xp][Skill - Extra Evasive][Parachute][Item2] [Terrence Hopper][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Rosalie Pratt][Regular Cannoneer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Jake Glenn][Regular Cannoneer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Eugene Wells][Regular Musketeer][10/10 Health][0/3 xp][Skill-None][S.Bomb][Jetpack] [Thaddeus Gillian][Regular Musketeer][10/10 Health][0/3 xp][Skill-None][Grenade][Jetpack] [Lucio Glass][Regular Engineer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Lionel Potts][Elite Engineer][10/10 Health][-/- xp][Skill - Reinforce][Parachute][Item2] [Adela Glass][Regular Medic][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Beth Knox][Regular Swashbuckler][10/10 Health][0/3 xp][Skill-None][Cutting Torch][Jetpack] [Adam Bowyer][Regular Roustabout][10/10 Health][0/3 xp][Skill-None][Parachute][Item2]
STEAM PRESSURE: 13360/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [19/27] - FORWARD TURRET [Damage 16] [1800 steam] [AMMO [13/16]] AFT TURRET [Damage 16] [1800 steam] [AMMO [12/16]] SIDEGUN AMMO [Damage 20] [1400 steam] [AMMO [4/6]] - MALFUNCTIONS [None] - CARGO [0/12]
::CREW:: [Kail McCullough]Elite Captain][10/10 Health][0-/- xp][Skill - Leadership][Jet Pack][Parachute] [Six][Elite Pilot][10/10 Health][-/- xp][Skill-Firing Platform][Parachute][Item2] [Jim Reynolds][Veteran Musketeer][10/10 Health][0/5 xp][Skill-None][Parachute][S. Bomb (2/2)] [Elizabeth "Lizard" Reynolds][Regular Musketeer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Bill Addison][Veteran Swashbuckler][10/10 Health][0/5 xp][Skill-None][Jetpack][Item2] [Stitch Finnigan][Regular Medic][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Shin Kizami][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Sun Kizami]][Regular Cannoneer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Griselda "Griz" von Sozer][Elite Engineer][10/10 Health][-/-xp][Skill Damage Control][Parachute][Item2] [Midge][Rookie Roustabout][10/10 Health][0/2 xp][Skill-None][Parachute][Item2]
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Post by jazzs3quence on Nov 22, 2010 16:33:50 GMT -8
Wayne Gray: <Intercom> Ow. That kinda hurt... Rosalie Pratt: <Radio> Aww bitch, it's on! Capt. West: <Intercom> Give her some heat. Let's see what the insides of that fancy new ship look like!
Ariel Wayne Gray fire @ Karma Charger ROE 1 Lillie Ellisson fire @ Karma Charger ROE 1
Cordelia Jake Glenn fire @ Karma Charger ROE 2 Rosalie Pratt fire @ Karma Charger ROE 2 Eli Marsh 135 deg turn L Terrence H fire @ Karma Charger ROE 2
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Post by brendur on Nov 22, 2010 17:28:08 GMT -8
-Iron Shrike- Kail McCullough: Heh, she's got speed but thats too much boat for her pilot. Six, show them how that maneuver is supposed to look like. I want our cannons close enough for her to kiss.
Six: -Going down-
Kail McCullough:<Intercom> Shin! Swing round to port, all gunners prepare to fire when you have her in your sights! Griz, give her all you've got. Everyone else, hang on to your asses!
Midge: <Intercom> I'd like to get off now!
Lizard:<Intercom> Stow it ya damn stowaway!
Bill: So how long have you been waiting to use that one?
Lizard: Couple of weeks, ooooh, here we go!
Orders Six Turn 90 degrees counter clockwise, dive foward 3 verts, turn 45 degrees counter clockwise, forward 4-5 verts to side up to the Karma Charger. Griz overcharge engine 1. Shin traverse port, Overcharge fire at Karma charger ROE 2 Jim, fire twice at Karma charger Roe 2 Sun, Overcharge, fire twice at Karma charger ROE 2
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Post by Gravedust on Nov 23, 2010 0:15:43 GMT -8
-Iron Shrike- Captain McCullough: And here we are. Sweetly done, Six. Six: *nods* Captain McCullough<Intercom>:Gunners, you know your business. Get to it! Shin K.<Intercom>: Here go! *BLAMM!* Hit! Ring bell! Jim Reynolds<Intercom> Here goes... *BLAMM!* Hey! A hit! I think I may be getting the hang of this! *BLAMM!*Swing and a miss* ..Or maybe not. Sun K.<Intercom> Powa-up-u! *VmMMM-Chk-WHABAMM!!* *The shot punches into the Charger's rear engine nodule near where Jim hit it and a second later a small secondary explosion rips through the compartment.* Sun K. Ha! Shin K. <Intercom> Still only luck! -Lobster Magnet- "Leftclaw" North:<Radio> I SMELL... BURNING... YOU SMELL THAT!? -Ariel- Captain West:<Radio> Please die. -Cordelia- Captain Whitney<Intercom>: I'd say it's about time to put an end to all this, don't you? *Cordelia's gunners open up on the Charger, scoring several solid hits amongst a few misses.* Jake Glenn<Intercom>: That's it for me. My gun's dry. How did we do? Rosalie Pratt<Intercom>:Dammit dammit dammit. I missed one... And the other hit but didn't go in. Thing's armored like hell on a handcart. -Ariel- Captain West<Radio>: Hi. Do you think you could possibly not be blasting chunks off an airship that's damn near directly over mine? I've got shrapnel raining on my ground crew. Thanks. Captain West:<Intercom> How's it going down there, Oliver? You back aboard yet? Everyone still got all their parts? Oliver K.<Intercom>: Yes sir, Just. I've got 4 shares of cargo and the package from that courier. Socking 'em away now. The others are in and should have their stuff put away momentarily. We're all aboard and clear if you want to make for sky. ====================================== ::ENEMY STATUS::LOBSTER MAGNET-Steam venting- -Turret cannon Destroyed (D3C1) -Fire in D3C1- -Rear engine Inoperable- - Forward Armor Destroyed (Deck 3) - (D1C1) Left Side Armor Destroyed - (D1C2) Left Side Armor damaged - (D2C2) Left side armor Destroyed - (D2C4) Left Side Armor damaged - (D3C1) Left Side Armor Destroyed - (D1C1) Right armor Damaged - (D2C1) Right side armor Destroyed - (D2C2) Right side armor Destroyed - (D3C1) Right side armor damaged - Rear Armor Destroyed (Deck 1) - Rear Armor Destroyed (Deck 2) - Rear Armor Destroyed (Deck 3) KARMA CHARGER-Steam venting- ((trying a new way to indicate damage, along with how much damage a particular section has taken (not how much remains) )) Top- D1C1 armor damaged (5) Front- D1C1 armor Destroyed Right side- D1C1 Armor Destroyed D3C3 armor damaged (16) Left Side- D1C1 Armor damaged (16) D1C2 Armor damaged (19) D2C2 Armor damaged (16) Rear- Deck 1 Armor damaged (5) ===================================== MISSION OBJECTIVES:::• Salvage at least $10,000 from Crash Sites ($20,000 Bonus)(8/10!)• Destroy or chase off Karma Charger ($5,000 Bonus) - • Destroy or chase off Lucky Pierre ($5,000 Bonus) (COMPLETE!) • Destroy or chase off Lobster Magnet ($5,000 Bonus) (COMPLETE!)[/b] [/color] ========================================================== More side notage, on the subject of overcharging: Overcharging takes an Action, so if all you're using is a Gunner, you can't overcharge both sots (unless you have the right special skill) However if you have an Engineer if the compartment with your gunner, then the engineer can use his Actions to Overcharge the gun twice, while the gunner uses his actions to fire twice. The result being 2 overcharged shots, which is what K.Charger did the previous round. Having 2-man gun crew isn't really a terrible idea, if you have the crew slots for it. ======================================================================================
::::ROUND 10: FIGHT!!:::: Music by Oney - Extra epic semi-finale music! [/center]
STEAM PRESSURE: 14580/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,450/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [18/27] - FORWARD TURRET [Damage 16] [1800 steam] [AMMO [12/16]] AFT TURRET [Damage 16] [1800 steam] [AMMO [15/16]] SIDEGUN AMMO [Damage 20] [1400 steam] [AMMO [4/6]] - MALFUNCTIONS [None] - CARGO [4/12]
:::: CREW :::: [Dallas West][Veteran Captain][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Eli Marsh][Veteran Pilot][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Andy Fuller][Veteran Musketeer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] (Carrying 2 Cargo) [Kay Hanson][Veteran Musketeer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2]](Carrying 2 Cargo) [Tanya Morse][Veteran Swashbuckler][10/10 Health][0/5 xp][Skill-None][Parachute][Item2](Carrying 3 Cargo) [Cheri Richmond][Veteran Engineer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Rosalind Clements][Elite Medic][10/10 Health][-/- xp][Skill-IV Drip][Parachute][Item2] [Oliver Kirkland][Elite Roustabout][10/10 Health][-/- xp][Skill - 2nd Strike][Parachute][Item2 [Gary Kline][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Wayne Gray][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Lillie Ellisson][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2]
STEAM PRESSURE: 4930/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [12,550/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [18/27] - FORWARD TURRET [Damage 16] [1800 steam] [AMMO [6/16]] AFT TURRET [Damage 16] [1800 steam] [AMMO [9/16]] SIDEGUN AMMO [Damage 20] [1400 steam] [AMMO 0/6]] - MALFUNCTIONS [None] - CARGO [0/12]
::CREW:: [Daryl Whitney][Veteran Captain][10/10 Health][0/5 xp][Skill-None][Item1-Parachute][Item2-None] [Elias Graves][Elite Pilot][10/10 Health][-/- xp][Skill - Extra Evasive][Parachute][Item2] [Terrence Hopper][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Rosalie Pratt][Regular Cannoneer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Jake Glenn][Regular Cannoneer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Eugene Wells][Regular Musketeer][10/10 Health][0/3 xp][Skill-None][S.Bomb][Jetpack] [Thaddeus Gillian][Regular Musketeer][10/10 Health][0/3 xp][Skill-None][Grenade][Jetpack] [Lucio Glass][Regular Engineer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Lionel Potts][Elite Engineer][10/10 Health][-/- xp][Skill - Reinforce][Parachute][Item2] [Adela Glass][Regular Medic][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Beth Knox][Regular Swashbuckler][10/10 Health][0/3 xp][Skill-None][Cutting Torch][Jetpack] [Adam Bowyer][Regular Roustabout][10/10 Health][0/3 xp][Skill-None][Parachute][Item2]
STEAM PRESSURE: 6880/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [14,500/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [18/27] - FORWARD TURRET [Damage 16] [1800 steam] [AMMO [12/16]] AFT TURRET [Damage 16] [1800 steam] [AMMO [11/16]] SIDEGUN AMMO [Damage 20] [1400 steam] [AMMO [2/6]] - MALFUNCTIONS [None] - CARGO [0/12]
::CREW:: [Kail McCullough]Elite Captain][10/10 Health][0-/- xp][Skill - Leadership][Jet Pack][Parachute] [Six][Elite Pilot][10/10 Health][-/- xp][Skill-Firing Platform][Parachute][Item2] [Jim Reynolds][Veteran Musketeer][10/10 Health][0/5 xp][Skill-None][Parachute][S. Bomb (2/2)] [Elizabeth "Lizard" Reynolds][Regular Musketeer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Bill Addison][Veteran Swashbuckler][10/10 Health][0/5 xp][Skill-None][Jetpack][Item2] [Stitch Finnigan][Regular Medic][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Shin Kizami][Veteran Cannoneer][10/10 Health][0/5 xp][Skill-None][Parachute][Item2] [Sun Kizami]][Regular Cannoneer][10/10 Health][0/3 xp][Skill-None][Parachute][Item2] [Griselda "Griz" von Sozer][Elite Engineer][10/10 Health][-/-xp][Skill Damage Control][Parachute][Item2] [Midge][Rookie Roustabout][10/10 Health][0/2 xp][Skill-None][Parachute][Item2]
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Post by Gravedust on Nov 23, 2010 16:52:51 GMT -8
Centurion's done! ;D Well, except for 2 minor things but I'll finish them tomorrow. And not to blow any surprises, but there's a reason I wanted to get it finished this week. You'll be fighting them soon.
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Post by jazzs3quence on Nov 23, 2010 18:08:59 GMT -8
Dude, that thing looks like a freaking cylon. With more armor.
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Post by Gravedust on Nov 23, 2010 22:31:45 GMT -8
/coloneltigh "Frakkin' Cylons!" Hehe.. Well it's not intentional, but I can kind of see the resemblance.
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Post by jazzs3quence on Nov 24, 2010 7:26:36 GMT -8
"....it's in the FRAKKIN' ship!!!"
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Post by Gravedust on Nov 26, 2010 9:47:40 GMT -8
Bah I keep forgetting to mention when the round ought to end. -_- Since it's all thanksgiving-y, I'm setting in on Monday at 5. I need a little extra time to get the next bit up and running anyway.
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Post by brendur on Nov 29, 2010 16:29:03 GMT -8
(( also no L4D tonight, I am burnt out after this weekend which was one disaster after another ;p))
Orders
Six, turn 45 degrees counter clockwise, forward 4 verts, turn 45 degrees clockwise forward 2 verts.
Griz, overcharge engine
All gunners traverse to starboard, and fire once on the Karma charger, ROE 6.
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Post by Gravedust on Nov 29, 2010 16:31:24 GMT -8
((Bummer! But no worries. ))
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