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Post by Gravedust on Oct 26, 2010 22:53:26 GMT -8
============================== MISSION 1: BETRAYAL AT WINDLEE CANYONOur story begins with two ships, the Cordelia and the Ariel, as they sail northward. The small privateer fleet is traveling to greener pastures after the funds have dried up on their latest venture. Their track for today takes them through Windlee Canyon, a long cut through a high mountain range that provides protection from the fierce and deadly winds that roll across it. --------------------------------------------------------------- -Cordelia- Captain Daryl Whitney: Make sure to keep 'er down between the rocks, Elias. It's blowing like hell today. Elias Graves: Yep, yep I got it. Begging the Captain's pardon but this pilot was flying when you were still too young to wipe your own ass. Captain Whitney: Duly noted. This stretch always makes me nervous, though. Gunner Jake Glenn:<Intercom> What? Big rocks, high winds and turbulence? What's not to love? It's the only reason I got up this morning. Captain Whitney<Radio>: Ariel, you still hanging in back there? -Ariel- Captain Dallas West<Radio>: Just fine. Next time I want more than just a coin toss to say who goes first. -Cordelia- Captain Whitney<Radio>: What, like you want me to drink you under the table again? -Ariel- Captain West<Radio>: That was a fluke, my good man. A once in a lifetime- Gunner Gary Kline<Intercom>: Hey Captain. I've got some smoke in my optics here... Looks like we might have a crash up ahead. Captain West: Oh really? Smoke always smells like money to me. Find out for sure, Gary. Gary Kline: Will do... Looks like... Whoa.. Two... No, three! I have three crash sites up ahead! One still puffing smoke but not really burning.. Other two look cold but fresh. Maybe came up on the rocks last night? -Cordelia- Captain Whitney<Radio> Hey Ariel, are you seeing what we're seeing? -Ariel- Captain West<Radio> I see salvage in the hold and money in the bank, How about you? -Cordelia- Captain Whitney:<Radio> Yep, that'd be it. Gunner Terrence Hopper<Intercom> I have two ships in sight! ... Wait.. I don't believe it. That's Lucky Pierre and Lobster Magnet! Captain Whitney<Intercom>: What, seriously? Terrence Hopper:<Intercom> Hell yeah! Captain Whitney: Figures. We spend six weeks looking for those bastards and once we find 'em the bounty's expired. -Ariel- Captain Dallas West<Radio>: Hey, are you- -Cordelia- Captain Whitney <Radio>: Yep. Looks like they're going after the salvage, too. No bounty for it, but you wanna roll 'em anyway? -Ariel- Captain West <Radio>: Hell yeah! Besides, those are our smoking ruins out there! But if we're gonna do this we should do it fast. We don't want anyone else trying to get a piece of the claim. -Cordelia- Captain Whitney<Radio>: That's what I'm thinking. There's a convoy maybe ten minutes behind us, we should clean up before they get here. -Ariel- Captain Dallas West<Radio>: Attention Lucky Pierre and Lobster Magnet! This is the Ariel and the Cordelia, informing you that you have this one chance to bugger off before we fill those crates of yours with cannonshells! -Lucky Pierre- Captain John Rivers<Radio>: Oh no, my sweet little chickadees. This prize is all mine. If you want it, come and fight me for it. -Ariel- Captain West<Radio>: Big words from the famed aerial pervert. All right then, that was pretty much the plan anyway. Tootles. Ariel out. -Lobster Magnet- Captain Roger "Leftclaw" North <Radio>: TRY IT, BASSTARDS!! I'll gut your eyes out! ARRRRRSSSRHHHRGHGHTRRRRR!!! -Cordelia- Captain Whitney <Radio>: Whoa. Guess they weren't kidding about that headwound. -Ariel- Captain West<Radio>: Yeah... -Lucky Pierre- Captain Rivers<Radio>: C'mon Lefty! I'll take these boys on, you scoop up the cargo. We'll split the take later. -Lobster Magnet- Captain "Leftclaw"<Radio>: HUUURRRRGHHHAARRR!!! -Cordelia- Captain Whitney <Intercom>: All right, kids. Looks like we have a score to settle and some cash to make. You all know your business, let's make this fast and pretty! -Ariel- Captain West: <Intercom>: Here we go, lads! Battle Stations! ==================================================================== ::MISSION OBJECTIVES::• Salvage at least $10,000 from Crash Sites before other ships arrive ($20,000 Bonus) • Destroy or chase off Lucky Pierre ($5,000 Bonus) • Destroy or chase off Lobster Magnet ($5,000 Bonus) ==================================================================== ::OPPOSING FORCES:::Captain Roger "Leftclaw" North and Captain John Rivers Captain Rivers' Vessel Lucky Pierre[Hornet Class Pirate vessel] [18,500 Rating][1,850 Avg] Captain North's Vessel Lobster Magnet[Condor Class Pirate Vessel][21,000 Rating][2,100 Avg] ==================================================================== ::SCENARIO RULES::The air above Windlee Canyon is rife with fast-moving winds and turbulence. Any airship flying at an altitude higher than 5 Verts will recieve a stacking -20 penalty to piloting and gunnery rolls, increasing for every Vert beyond 5. ====================================================================== ::DEPLOYMENT::Airships can be placed at any space in the green Deployment Area zone, at any facing. For this scenario the may be initially placed no higher than 5 Verts. Crews are currently unplaced, so please indicate their desired starting positions, as well as any equipment you wish to supply them with. If you're feeling antsy you can also give orders for the first round, rather than wait for the results of the Deployment phase (which are typically boring. ) ================================= Good Luck, and may the force be with you! ================================= STEAM PRESSURE: 20,000/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [27/27] - FORWARD TURRET AMMO [16/16] AFT TURRET AMMO [16/16] SIDEGUN AMMO [6/6] - MALFUNCTIONS [None] - CARGO [0/12]
STEAM PRESSURE: 20,000/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [27/27] - FORWARD TURRET AMMO [16/16] AFT TURRET AMMO [16/16] SIDEGUN AMMO [6/6] - MALFUNCTIONS [None] - CARGO [0/12]
============================================ A couple of notes: Again your crew icons are outside the ship because I wasn't sure where you wanted them placed. Once you give me locations for them they'll show as being seated properly. I've taken the liberty of doing initial calcs for your ships, so if you want to start giving orders for the 1st turn you can (under the assumption that you don't do anything illegal during the deployment phase.. but it's pretty hard to screw up deployment...) You can see how much engine power and steam you have to work with. Fuel works a lot differently in SA than in SP. In SP, 1 unit of fuel lasts for pretty much an entire day of steaming, however in SA 1 unit lasts 1 round. I've also multiplied the amount of fuel each ship gets by 3, so in most cases there's more than enough to get by, but if things stretch on it could become a concern. (If the demo map goes for 27 rounds, though.. Eeesh.) Oh. I forgot to mention about the salvage markers. they have the number of 'shares' remaining indicated (12/12) in this case. And the price underneath is how much each share is worth. And that's pretty much it. This first mission (and the people you fight in it) is pretty silly, but I wanted to have a little fun. If you have any questions at all, feel free to let me know.
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Post by jazzs3quence on Oct 27, 2010 9:58:48 GMT -8
(( Not to be nitpicky, but I got 11 parachutes for the crew of the Ariel that I didn't see on the thingie you posted last night. Also, I know they're just markers, but aren't 3 dots == veterans? Most of Ariel's crew are veterans, after all... Sorry...details, I know... Starting positionsCordyCapt. Whitney/Elias Graves - D1C2 Adella Glass - D2C2 Lucio Glass - D3C3 Lionel Potts - D3C2 Adam Bowyer - D4C4 Terrence H - D2C4 Rosalie Pratt - D1C1 Jake Glenn - D2C1 Eugene Wells(Sapper Bombs x2/Grenade x2)/T. Gillian(Grenade x3)/Beth Knox(Cutting Torch) - D4C3 (each equipped with a jetpack) (( presumably they can carry multiple items, yeah? )) ArielCapt. West/Eli Marsh - D1C2 Cheri R - D3C2 Rosalind C - D2C3 Gary Kline - D2C4 Wayne Gray - D1C1 Lillie Ellison - D2C1 Oliver K/Tanya Morse/Andy Fuller/Kay Hanson - D2C2 All parachutes and any leftover equipment in either ship stored in the forward cargo area Deployment -- let's see if I can screw this up... Cordelia starts in A6, Vert 3 Ariel starts in B7, Vert 3 ))
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Post by Gravedust on Oct 27, 2010 10:41:44 GMT -8
*loudest possible sigh* Hurrrrrr Yeah, sorry, I was sort of having a night last night. I'll get the parachuteness and the dot issue sorted. -_- I would have sworn to all applicable saints that I added the extra chutes to inventory. The vet issue was just a brainfart. =P
Re: Equipment: Each crew can carry 2 pieces of equipment.
So for instance you could give someone a Jetpack and a Parachute, or a Parachute and Grenades, or double up on Grenades, etc. (but the maximum you can carry would be 2, since each one takes up a slot. Sapper bombs are a bit different, because you get 2 charges in a single slot, but yeah..)
Oh and don't worry about any leftover equipment and such, it just sort of stays in the bank.
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Post by jazzs3quence on Oct 27, 2010 10:57:38 GMT -8
(( so for things like grenades, is that like, you can only carry a max of 2 grenades per person because they only have 2 slots? Or do the grenades themselves count as 1 item (for storage purposes) with however many individual grenades based on how many you have? in either case, drop the grenades on Eugene, so he just has a jet pack and the sapper bombs. ))
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Post by Gravedust on Oct 27, 2010 11:24:10 GMT -8
Well.. I'll see if I can simplify it a bit. Each Grenade counts as an item, and each person can carry two items. So yep, as you said, the max grenades per person is two, if they have 2 grenades equipped.
Also be aware that when you use one it is -gone- permanently, and you must buy more after the battle in order to replace them.
Sorry I should have hammered that out a little more, I think.
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Post by jazzs3quence on Oct 27, 2010 11:42:44 GMT -8
(( yeah, I figured once you used it, it was gone, which is why I was equipping my guys with multiple...soooo....T. Gillian, who I currently said has 3 grenades + a jetpack will just have 1 grenade + jetpack. ))
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Post by Gravedust on Oct 27, 2010 13:03:56 GMT -8
*insert quarter*PLAYER 2 ENTERS GAME![/b] STEAM PRESSURE: 20,000/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [27/27] - FORWARD TURRET AMMO [16/16] AFT TURRET AMMO [16/16] SIDEGUN AMMO [6/6] - MALFUNCTIONS [None] - CARGO [0/12]Rawr! Okay, Assign items and deploy and we'll be about ready to get this on zee road. :3 And I'll do the Addison >> finn transplant in a sec here.. didn't notice your notice till after I'd already compressed everything. =P it'll be correct from now on.
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Post by brendur on Oct 27, 2010 13:39:44 GMT -8
Righty oh.
Man your positions!
Kail/Six - D1 C2
Shin - D2 C4
Sun - D2 C1
Jim (Item 1: Jet Pack, Item 2: Sapper Grenade) - D1 C1
Lizard/Stitch/Bill (Item 1: Jet Pack) - D2C2
Griz - D3C2
Midge - D3C1
Parachutes in Storage at D4C3
Iron Shrike deploys at B13, Vert 4
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Post by Gravedust on Oct 27, 2010 13:56:50 GMT -8
Bit of clarification,
Lizard/Stitch/Bill (Item 1: Jet Pack) - D2C2
Does that mean Bill is getting the pack, or all three? I have you as only having 2 in inventory, though I think you have enough to buy the others if you want.
Also, as a tacit reminder; In SA Storage is only for salvage.. Any items need to be equipped your crew in order for them to make use of them. If they aren't equipped they aren't available.
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Post by jazzs3quence on Oct 27, 2010 14:09:15 GMT -8
Also, as a tacit reminder; In SA Storage is only for salvage.. Any items need to be equipped your crew in order for them to make use of them. If they aren't equipped they aren't available. (( but if an item is a consumable, like a bomb or a grenade, you can go back to the cargo area (or storage or whatever) and equip new items, can't you? or is it 2 items and that's it for the game? ))
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Post by Gravedust on Oct 27, 2010 14:13:11 GMT -8
That's it for the MISSION, yeah. Once the current mission is over any unused equipment will go back in the inventory mush pot and can be redistributed before ye next mission. Mostly this is for KISS purposes. I'm already dealing with 80 characters, so I'd prefer not to have to track personal inventories vs. ship inventories and handle swapping and things like that. If it turns out to not be as much of a hassle I'm thinking I might get a bit more lenient. But for now, what you're issued at the start of the mission is what you've got, and anything that's not issued isn't around. If you'd like to re-do your character loadouts in light of this, then that's A-OK.
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Post by jazzs3quence on Oct 27, 2010 14:21:27 GMT -8
(( bah. I would, but I don't want to have to go through and figure it out. on with the show. ))
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Post by Gravedust on Oct 27, 2010 14:23:54 GMT -8
I will make one tiny suggestion, and that is I can jam parachutes onto all of the characters with nothing equipped, since you bought 'em.
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Post by jazzs3quence on Oct 27, 2010 14:29:19 GMT -8
(( ...oh...right...yeah...that'd be good <.< ))
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Post by Gravedust on Oct 27, 2010 14:36:22 GMT -8
IT SHALL BE DONE!!!
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Post by Gravedust on Oct 27, 2010 20:17:48 GMT -8
-Iron Shrike- Captain Kail McCullough<Radio>: Well hello, Cordelia and Ariel! Fancy meeting the two of you were. You were thinking of starting a fight without me, were you? -Cordelia- Captain Whitney<Radio>: Is that you, McCullough? And yeah, it looks like we have a fight brewing. Nothing we can't handle but you're welcome to take a swing if you want. -Iron Shrike- Captain McCullough<Radio>: Think I'll take you gents up on that. Been a while since the Shrike's gun barrels've had a good cleaning. One thing though, we came in here chasing Minerva Fain, but she lost us in the rocks. Keep your eyes open for her though, she's likely to come at us if she hears a tussle. -Cordelia- Captain Whitney<Radio>: She still flying that rat-trap of a Hornet? Karma Charger or whatever it's called? Psh. One more Hornet wreck on the rocks won't make much difference today. Come on then, let's get to it! ======================================= The stage is set, go ahead and give your orders. If you have any questions about anything, feel free to let me know.
Orders phase closes on Friday at 5:00 PM PST, though we may go ahead sooner if everyone submits early.
(Bren I stuck parachutes on all your guys that could fit them)
============================================
STEAM PRESSURE: 20,000/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [27/27] - FORWARD TURRET AMMO [16/16] AFT TURRET AMMO [16/16] SIDEGUN AMMO [6/6] - 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: 20,000/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [27/27] - FORWARD TURRET AMMO [16/16] AFT TURRET AMMO [16/16] SIDEGUN AMMO [6/6] - 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: 20,000/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [27/27] - FORWARD TURRET AMMO [16/16] AFT TURRET AMMO [16/16] SIDEGUN AMMO [6/6] - MALFUNCTIONS [None] - CARGO [0/12]
::CREW:: [Kail McCullough]Elite Captain][10/10 Health][0-/- xp][Skill - Leadership][Parachute][Item2] [Six][Elite Pilot][10/10 Health][-/- xp][Skill-Firing Platform][Parachute][Item2] [Jim Reynolds][Veteran Musketeer][10/10 Health][0/5 xp][Skill-None][Jet Pack][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 Oct 28, 2010 11:04:56 GMT -8
========================= Thought I might do a bit of tutorializing, on giving orders and whatnot, especially on the subject of piloting, since in a few ways it's one of the more calculation-intense parts of the game.
Basically you need to keep track of 2 things closely, and 1 other thing as a secondary concern.
The two things you really need to worry about are how much engine power you use, and how nasty your maneuvers are making your Piloting roll.
The thing you don't really have to worry so much about is your steam pressure. Due to the way the steam pressure is handled in the Upkeep phase, (the boiler's steam generation goes into effect at the beginning of the round, before the flight steam upkeep is done) it's actually impossible to stall out your airship for lack of steam pressure, unless your boiler is damaged. So feel free to use as much as you like. The one concern you SHOULD have is if you use too much steam for movement you may not have enough to fire cannons. Also if your cannons fire before you complete your movement (I.e. if you hit your Range of Engagement before the end of your movement) your cannons can suck up enough steam to leave you without more power for movement. But rest assured, your ship will, again, NOT stall out for lack of steam. (unless you've taken some damage already)
ANYWAY. Likewise, your ship won't crash from lack of engine power if you use all of it the previous round. If you run out of engine power while moving you'll just go back into a hover til the end of the round (and you can still make Evasive Maneuvers) Nothing to worry about there.
If your Piloting roll gets too high, however, then you can get in trouble, as you can unexpectedly skid, gain or lose altitude, etc etc, which can not only put you out of position, but there's a chance you can wind up on the rocks as well.
A simple way of making sure you never fail a piloting roll is to keep the total difficulty for your maneuvers under your pilot's Pilot skill.
Pilot skill can be a little limiting, however, so you can tempt fate and go over by a little (or a lot if you feel lucky) and trust in the dice to see you through. Remember even a rookie pilot can score adjusted 125 on their roll if they get lucky.
There is also a small exploit in the fact that if you do make a piloting error, it can't cause your airship to do maneuvers it doesn't have the pressure or engine power for. So if you fail a roll near the end of your movement when engine power is nearly gone, then there isn't much bad that can happen. (Aside from it'll rattle your crew around and maybe injure them)
In general, however, borking up a piloting roll is only a crash danger at low altitude or close to mountains and such. In most cases the furthest you can 'skid' (massive bad luck and unskilled pilot) is 4 movement spaces)
------------- Anyway.. here's how I handle piloting calculations when I'm doing orders for my ships.
Let's say I have a Vagabond in the center of the current map, right where the Southmost crash site is, at 2 Verts of altitude.
I decide I want to take a long-range pot-shot at Lucky Pierre. My range right now is ~15 squares, which reduces the power of my turret cannons to about a fart, so I ought to close the distance first. Looking at the map, I see there is a bit of altitude 3 Terrain coming up. I'm at 2 verts, so I should gain 1 or I might be out of line of sight. Plus I don't want to ram into the damn thing. So. First move is to gain a Vert.
I check my Flight Table. Ascending costs 2070 Engine power (and 2070 steam) Ouch, that really cuts down on my forward range, but okay.
So my remaining engine power is: 4620(-2070) = 2550
Doing a quick calculation, (remaining engine power(2250) divided by forward flight cost(690)) Lets me know that I now have enough power to go 3 spaces forward, with a little left over. (3.26)
I have the idea of turning broadside to I can fire all 3 of my guns rather than just the forward turret. I check the cost of a 90° turn on the Flight box. It's 560, which turns out is more than I have Engine power for after going up 1 vert, then forward 3 movement spaces. (2070+690+690+690+560) = 4700, but I only have 4620 available.
Crumbs! So close! I have 2 options at this point. I can only travel 2 spaces forward before I turn, or I can overcharge my engines to give me a little more power. So long as I get a success I'll almost certainly get more than 80 power out of it. My mechanics are pretty skilled and I have one in an engine room already, so that's what I'll do!
Okay. With that sewn up, let's look in on the piloting rolls. Checking the rolls for all my maneuvers, I see we have: 7+6+6+6+12 = 37. No sweat for my Regular pilot, though there's a 12% chance a Rookie could bork it up.
Anyway. Here's what the orders for this round look like, shipwide. ================================= Jimmy Mechanic: Overcharge Engine in your compartment.
Bob the Pilot: Ascend 1 Vert Move Forward 3 Verts Turn Right °90
Gunners: Traverse Turrets Left Target Lucky Pierre with all available shots, ROE 12 ================================
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Post by brendur on Oct 29, 2010 6:55:08 GMT -8
(( Thanks for the parachutes, that certainly simplifies things. I'd also like to move the jet pack that was on Jim to Kail and give him a Parachute instead))
-Iron Shrike- Captain Kail McCullough <Radio>: Hoy! We could box these boys in with this terrain if we move smart like, I'm going down the ravine then around back through the right gully. M'willin to bet the Lobster's going to make a straight charge, we'll loop about n'pinch him between the Shrike and Ariel.
The steel haired captain flips open the shout tube and starts giving orders.
"Griz! Get on that aft engine, I want everything you can get out of her! Shin as soon as you see that scarred bastard in your sights I want you putting holes in his ship!
Looking to Six he taps out the map on his desk. "Push her forward to 7 verts. If we've got enough left in the engines let her down one vert."
Orders
Griz to Aft Engine, Overcharge
Shin on standby to fire when confidant of range
Six Move forward 7 verts, descend 1 vert.
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Post by jazzs3quence on Oct 29, 2010 10:26:51 GMT -8
<Radio> Capt. West: We're gonna wrap around this peak and see if we can catch 'em by surprise. Whitney, you think that crack pilot o' yourn can hug that puppy close? Capt. Whitney: I'm sure he can, but I might be sick in the process. West: I'll have Gray shoot you a sick bag. Whitney: 'ppreciate that. Elias Graves: Lionel, Lucio, get yer asses to the engines. We may be pushing her a bit around these pebbles. West: Cher, get ye to the aft engine. Oliver, why don't you help the girl out and take the forward engine. Oliver: On it. OrdersArielforward 2 45 degree turn left forward 5 Cheri to D3C1 Oliver to D3C3 Cordelia forward 3 45 degree turn left ascend 1 Lionel to D3C1 Lucio to D3C4 (( let me know if I do anything illegal or that's going to smash my two ships into each other ))
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Post by Gravedust on Oct 29, 2010 11:48:25 GMT -8
Ships won't ever bonk into each other, whoever is in the process of moving will simply stop where they are.. It is of course possible to cockblock yourself this way if you aren't careful, but at first glance it looks like you'll be all right. Ships -can- crash if a piloting error is involved, however >.>
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Post by Gravedust on Oct 29, 2010 12:03:17 GMT -8
Oh.. One more thing.. You have your mechs moving, but I don't see any overcharge orders. If you want them to work their magic you need to tell them so.
I forgot to mention, unless it says otherwise explicitly, any thing you can do, overcharging, repairs, etc. now takes only 1 Action (so yes you can make 2 repair attempts in one round) there are some things that need 2 actions, but they are all elite skills at the moment.
Otherwise, Yay, I think we're all set.. I probably won't have to me to do calcs till I get home, but the new turn ought to be up by tonight, maybe a little late-ish.
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Post by jazzs3quence on Oct 29, 2010 12:14:57 GMT -8
I'm waiting to overcharge until I see how it works, but I'm moving them now so I don't need to do it later. Baby steps.
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Post by Gravedust on Oct 29, 2010 12:52:36 GMT -8
Roger dodger. If you want to get an idea of how your Overcharge attempts will work out, you can have a look the the Vagabond's status sheet .pdf in the ship bin. If you look under engines, you'll see some info: ================ Overcharge: [1-29:Malfunction][30-49:Nothing][50-59: +150 Power] [60-69: +300 Power][70-79: +450 Power] [80-89: +600 Power][90-100: +750 Power] Malfunction: [10-29 Nothing][30-49 Steamline Rupture][50-59 Fire!][60-69 Explosion!][70-79 FIRE!!][80-89 Disabled][90-100 EXPLOSION!!] Destroyed: [1-19: Nothing][20-39 Fire! ][40-59: Explosion!][FIRE!! 60-79][80-100: EXPLOSION!!] ================== This details exactly how the engine will react under different circumstances. The numbers correspond to the result of a D100 roll. The Overcharge roll is: [D100+Mechanical] - [condition damage of Compartment] Let's look again at Overcharge. Overcharge: [1-29:Malfunction][30-49:Nothing][50-59: +150 Power] [60-69: +300 Power][70-79: +450 Power] [80-89: +600 Power][90-100: +750 Power] So. There are a couple of different results we can get. A result of 29 or lower will result in a malfunction! That's not good. Luckily, Regular Engineers have a +40 to Mechanical Skill, so it's actually impossible for them to get a malfunction roll unless they are injured and have a roll penalty, or the equipment itself is damaged. The next result is [Nothing] which is just what it sounds like.. nothing bad happens, but there is no engine power boost produced. From here on in (rolls of 50+) however, we get into the good stuff. Results of 90 or higher result in an additional 25% of base power produced, which in the case of these engines works out to an additional 750 Power. (Which in the Vagabond's case is enough to propel the ship a whole extra movement space) Expert Engineers have a Mechanical skill of 80, so they'll almost always be able to hit the maximum. And even on poor rolls they'll still get at least +600. You can check out the overcharge results table for other systems on the ship as well. Pay special attention to the Pressure tank.. There's a reason you don't want the rookies screwing around with them. Edit: Dammit! the Vagabond .PDF is actually wrong.. Here's what it SHOULD be for the Pressure tank: Overcharge: [1-49: Malfunction][50-59: No Effect][60-69: +1000 Steam][70-79: +2000 Steam][80-89: +3000 Steam][90-100: +4000 Steam] ================ By the way your new avatar scares the piss out of me. -_-
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Post by jazzs3quence on Oct 29, 2010 13:08:08 GMT -8
By the way your new avatar scares the piss out of me. -_- That's the whole point, duh. Don't worry, I'm changing it back after Halloween.
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Post by Gravedust on Oct 29, 2010 23:15:23 GMT -8
-Iron Shrike- *Griz makes her way aft into the engine room* Griz: Excuse me, little one. I have work to do. Midge: I heard. What's going on? Griz: It seems you'll see your first battle today. Grab on to something sturdy and sit tight and quiet. Watch me if you like. But keep your ears open, there may be a need of you. Midge: Okay. Griz: Don't be afraid, little one. We have the advantage in ships and firepower. And if what I've heard about the men we're fighting is true, they are both fools. It should be an easy fight. Midge: But we never found Minerva.. What if she finds -us-? Griz: Then we'll give her purple head a good knocking, too. It will be fine, trust me. -Cordelia- Elias Graves: See, this isn't bad at all. It's only a challenge if there's a crosswind or something. That reminds me of a good story. I once saw this big old cargo carrier get pushed into a coastal cliff by a sea wind. Sheared off all the rotors on her port side and she rolled over, slid down the rocks and -BOOM- It was one hell of a mess. Not sure if anyone made it out, either. Captain Whitney: That's lovely, but it doesn't exactly soothe my nerves right at the moment. You have any tales that don't involve crashes with the loss of all aboard? Elias Graves: ..Eh.. Those aren't as good. Gunner Jake Glenn:<Intercom> Hey! I think I see a mountain goat! -Lobster Magnet- Captain "Leftclaw" North:<Radio> GO.. GO.. GET... HERRRGH.... (unknown, muffled)<Radio> ...What? ...you can't just point... What, the Wreck? Okay, okay... -Lucky Pierre- Captain John Rivers:<Radio> Lefty! Your mic is open! -Lobster Magnet- "Leftclaw" North:<Radio> *Breathing noises* -Lucky Pierre- Captain John Rivers:<Radio> YOUR MIC IS OPEN!! -Ariel- Captain Dallas West:<Radio> Yeah... So I just wanted to reiterate that you're the worst pirates I've ever seen, and we'll be by shortly to smack you all across the sky. -Lobster Magnet- "Leftclaw" North:<Radio> *Breathing noises and loud coughing* -Lucky Pierre- Captain John Rivers:<Radio> Goddamnit Lefty! YOUR MIC!! THE ROUND CLOSES AT 5PM PST, ON MONDAY (or sooner, if orders get in faster.)[/center]
STEAM PRESSURE: 13,470/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [26/27] - FORWARD TURRET AMMO [16/16] AFT TURRET AMMO [16/16] SIDEGUN AMMO [6/6] - 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]
STEAM PRESSURE: 14,200/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [26/27] - FORWARD TURRET AMMO [16/16] AFT TURRET AMMO [16/16] SIDEGUN AMMO [6/6] - 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: 15,580/20k (+9000 Boiler)(+0 Stoke)(-1380 Flight) = [18,620/20k] ENGINE POWER: 6000 (-1380 Flight) = [4620] - FUEL REMAINING: [26/27] - FORWARD TURRET AMMO [16/16] AFT TURRET AMMO [16/16] SIDEGUN AMMO [6/6] - 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]
============================================ Whew! Off to a good start, I'd say. Everyone did just fine with their orders. A couple thing to note: You can actually pass safely over terrain that is at the same altitude as you (think of it as skimming 50 or so feet above the surface) It's only if you cross into terrain that's -higher- than you are then you wind up with a crunch. But if you're altitude 3 and crossing over a bump that's also altitude 3, then no sweat. One thing that I need to get hammered out in this game is line of sight. I have some basic rules, but we'll have to sort of play it by ear, I think. You may also note that the movement of the ships' doesn't always match up with the movement squares. The squares are mostly for visual reference so you can plot course movements by eye. (I actually measure the moves using the 'tracks' you can see on the map. They serve as both yardsticks and an indicator of who went where over the last couple of rounds.) Since eyeballing the distance between ships or terrain might not always be exact, you can always ask me for more precise measurements and I'll get them for you. Other than that, I plan to do a little tutorial on the Shooty parts of the game soon, hopefully this weekend.
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Post by Gravedust on Nov 1, 2010 10:58:42 GMT -8
MUCH ADO ABOUT GUNNERY. Time for a bit more tutorializing! When it comes to shooing, there are 4 big factors to deal with • The gunner's skill • The size of the target • The distance from the target • The target's Evasive Maneuvers. The actual equation looks like this:: [D100 + Cannoneering skill] + [Target's bulk/Target's Range] - [Target's Evasion modifier] Vs. [Difficulty 100] For every 10 points over 100 you get a +1 to damage, up the the maximum damage of the original shot, adjusted by Overcharging. As you can see, the size of the target and it's range is actually a -positive- modifier to the shot. This makes large ships very easy to hit at close range. Even a completely untrained gunner has a decent chance to hit a Goliath at range 4: (240 / 4) = 60 However a smaller ship, like a Hornet: (100 / 4 ) = 25 is significantly harder to swat. The main thing making hits difficult is the target's Evasive Maneuvers roll, which adds a negative modifer to the shot. Evasive maneuvers has recently changed somewhat from the last version. It's now dependent on the power-to-weight ratio of each ship, rather than just it's size. The Evasive Maneuvers roll is: [Piloting Skill][/10] x [Evasive modifier of the ship] (the Evasive modifier formula is: [Ship's Max Power / Ship's Weight] [/2]) Since the new evasive modifier hasn't been added to the ship diagrams yet, i'll list them here: - Hornet: 3.1 Condor: 1.6 Mephisto: 2.3 Raven: 2.8 Vagabond: 2.2 Goliath: 1.4 Claymore: 1.8 - So the best pilot with the luckiest roll in the dodgiest ship in the game (the Hornet,) currently can get a maximum Eva bonus of 31. [100 / 10] x [3.1] = 31 Anyway.. Let's see how I usually go about calculating wether or not I should bother firing at a target. In my earlier example, I had a Vagabond hovering out in the middle, ready to line up some shots against Lucky Pierre. Let's take a look at my chances for hitting are... After moving forward I'm at range 12. Lucky Pierre is Bulk 100, so my target size modifier is +8 (10/12 =8.33) My turret gunners are Regulars, and my broadside gun is a Vet. The Regulars have +40 (+8 target size) = 48 Bonus (Or a 48% chance of hitting) The Vet has (+60) (+8 target size) = 68 (or a 68% chance of hitting) That's a bit lukewarm but decent enough, however since the range is 10 my shots will only be doing 6 damage for the turrets and 10 for the side gun. That isn't enough to get through even the Hornet's thin armor. But I also have to take the Hornet's Evasion into consideration.. I'll assume he's got at least a Regular pilot, which gives him a 16 Evasion bonus. ( [[50/10] x 3.1]] = 16 ) That reduces my chances of a hit to 32% for a Regular and 52% for my Vet. So screw it. Low accuracy and low damage. It's not worth firing this round. I decide I'll wait for a closer shot. ----- A round goes by, and Mr. Pierre edges forward a little. He's now at range 6. He didn't fire, though. Before making my move.. Let's see what his chances are of hitting me. I'm in a Vagabond (120 Bulk) at Range 6. That's a +20 for him to hit on account of my size and range. (120/6 = 20) Assuming he has Regular gunners that's a +60 for him to hit. 60%. Yikes. But my pilot still has a his evasion bonus to add to the mix. He's a regular (50 skill), so that works out to an 11 Eva bonus. ( [50/10] * [2.2] = 11 ) (as a side note, the Extra Evasive Elite Skill adds it's +10 to the, so that 11 would be 21 in that case) Anyway. So his chance of hitting me this round at the current range is 49%. (60-11 = 49) The range will be reducing his shot damage to 14, so as long as he doesn't hit me in the same spot twice or get a particularly good Overcharge rolls it shouldn't get through my armor. ..Or so I hope. My chance to hit him is 41% for the Regulars and 61% for the Vet. Still not great, so I decide what I'll do is get a little closer to improve my odds. At range 3 I would have a 57% chance to hit with my regulars and a 77% Chance with my Vet. That seems like a good deal. I give orders for my pilot to drive the ship 3 spaces forward and turn the ship's side towards the target. I have this to say to my gunners: All guns target Lucky Pierre with all available shots. ROE 3. (If you give a gunner orders to fire but don't specify an ROE, they will engage at Range 10 by default.) Now then. Here's where Airship Tactics becomes important. If Lucky Peirre beats me on the Air Tac, and his orders call for his ship to move elsewhere, by the time my move comes up -he may not be there- and so in a worst-case scenario my gunners may not be in a position to fire at all, or at least may have to waste a Action Traversing their turrets, and only get to fire once instead of twice. If Lucky Pierre is feeling particularly tricky, he might anticipate my move and maneuver himself to a position that both blocks my shot and lines up a good one of his own, so that even if he -loses- the Air Tac roll he's still in a position of advantage if the move I made was foolish. We'll talk more about Air Tac and the order of events in a future installments. For now I hope you understand shooting a little bit more. If you have any questions about this or anything, feel free to ask.
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Post by Gravedust on Nov 1, 2010 15:41:25 GMT -8
Well okay.. Since it looks a bit like everyone is busy today and since Bren won't be available till late weds, I'm moving the deadline for orders for this round back to Thursday at 5:pm. That means just 1 round this week pretty much, but ah well, I guess I can use the extra time...
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Post by jazzs3quence on Nov 1, 2010 15:55:05 GMT -8
(( I'll get mine up tonight. Just got a bunch of projects I'm trying to wrap up today. ))
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Post by jazzs3quence on Nov 1, 2010 18:09:15 GMT -8
Cordelia Overcharge engines 45 deg turn right forward 6 45 deg turn right
Ariel Oliver K to D3C4 Overcharge engines 45 deg turn right forward 5 45 deg turn right forward 1
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Post by brendur on Nov 4, 2010 8:11:12 GMT -8
Six looks over her shoulder at the Captain, keeping the wheel steady and signing with one hand to him.
-They're going for the money, whats the plan?-
Kail smirked, even with her hands Six managed to come off as smug in the knowledge that he calculated wrong.
"We'll just have to give old bolts for brains a little incentive."
He turns back to the shout tubes, banging on the pipes to get the crew's attention. *Kail*<Intercom> "Lizard! Get off that ass and patch into the main radio from the bunks."
It's a hesitant voice that shouts back.
*Lizard*<Intercom> "Um..what makes you think I can do that..thing which I have no idea how to..um..do?"
*Kail*<Intercom> "Heh, cause I know for a fact those two slant eyed bastards on the cannons taught you how behind my back."
*Lizard*<Intercom> "Damn it! Who told? Was it Midge? Bet it was Midge, little runt can never..."
*Kail*<Intercom> "Belay that nonsense and just do it! When you're on there give Lefty a piece of your mind. "
It's a whoop of joy that comes back over the tube at this news.
*Lizard*<Intercom> "Really!?! Oh happy day! Had a few zingers tucked away for such an occasion...um...is this legal?"
A grunt comes over the tubes, and the gruff voiced Jim sounds in.
*Jim* <Intercom> "You've got my permission, I'm sure there's a perfectly good reason the good Captain has you swearing...on an open radio channel...to anyone that cares to listen."
*Kail*<Intercom> "As always Jim your loyalty and sarcasm are appreciated."
*Lizard* <Radio>
"RIGHT! So Lefty, I was wondering, that nasty little head welt you've got there. Was it given to you by your mother for not doing the chores, or by the local doxy for not paying up on time. I get the two confused you see, your mother and the local prostitute. If the aforementioned head-wound renders you immune to that little jaunt of wit, in summery... I AM CALLING YOUR MOTHER A WHORE. Not a particularly good one either, less the classy women that our medic Stitch dreams about, and more the one of those baggy rags they used to mop the docks up with which he is more familiar. Huh..probably had her a time or two at that."
There are sounds of Stitch cursing over her shoulder.
"In a moment Stitch, I'll get to you after I finish with this lot. My good man Pierre, don't think that I forgot about you. For you I have composed a limerick.
As I larked by the dockside so fair I chanced upon Lucky Pierre. With his pants below his hip, and a fat upper lip. He chased a poor boy's derriere."
*Kail*-Intercom "Yeah...I think that'll about do it. Griz! Keep it up on the aft engine. Forward and aft guns traverse to port and prepare to fire when you've got a bead on them! Six, Ahead two verts and then aim her towards that canyon to our right, full ahead 4 verts and then even her out between the walls."
Orders
Griz Overcharge Aft Engine
Shin traverse Forward gun to Port.
Jim traverse Aft gun to Port.
Six foward 2 vert, 45 degree turn to the right, forward 4 verts, 45 degree turn to the right.
Lizard call the oppositions heritage and sexuality into question.
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