Post by Gravedust on Mar 4, 2011 11:41:41 GMT -8
Okay.. Here is the transcript of the playtest I did last weekend. I decided to put it up since I thought people might be interested. Also because I can't sleep. I'm including the combat log, though it'll be edited somewhat for brevity and to keep a few things secret. But you'll be able to see a lot of the commands that go into playing the game, and especially how the overall strategy is (supposed to) work.
The comments in ((double brackets)) are notes I leave for myself so when I come back later it's easier for me to tell what I was thinking when I moved any particular unit. Anyway, here we go!
Oh. Wait.. I should explain the teams. Each team gets 1 of each started mech I build. When a particular mech gets destroyed it gest to respawn once, then it it out permanently. There is no objective to this map other than to eliminate the other team.
Later on I take a little time to make the placers reflect basically what mech they are, but in the beginning I only had placers for Balthezars and Achilles.
But by number, the types are:
1: Achilles (Close combat/melee)
2: Arclite (Long range artillery/missles)
3: Balthezar (Mech of all trades. Midfielder)
4: Danmaku (Snipermech extrardanaire)
5: Destrier (Big Cannons and heavy heavy armor)
6: Gargoyle (Hacker/debuffer, long range)
7: Gladius (Energy weapons, good shield defense, a little light on offfense)
So yep.
Positions at game start:
===============
BLUE GOES FIRST!
===============
B1:
-Jump 2 South (+10 Sig)
-Move South 4, SE 1
((Boing!!))
B2
-Move East 1, BW 1
((Efrr.. gotta get in position))
B3
-Move East 5
((Can't jump so have to run out the gates))
B4
-Jump 2 SE (+12 Sig)
-Move 2 SE, 3 East, 1 South, face SE
((Next round I'll hop on thise rocks and maybe make a shot, or maybe I'll just wait till a good shot and -then- hop up))
B5
-Move 3 East, 1 NE
((Can't jump, have to run out gates.))
B6
-Jump 4 East (+12 Sig)
-Move 4 East
((Going for a closer position, hoping someone won't somehow find a way to screw me while I'm outside the walls))
B7
-Move east 5
((gotta get out the gate like everyone else...))
==================
ROUND 2:: RED'S TURN
===================
R1
-Move 7 West
-Jump 2 West (+10 Sig)
((the plan is to rush the platform and try to DFA off it))
R2
-Move West 2
- Launch Artillery on: K-15 (+3 Sig)(-1 ammo)
- Launch Artillery on: O-10 (+3 Sig)(-1 ammo)
((just testing things out, really.))
R3
-Move West 5
((Gotta get out the gate))
R4
-Jump 4 West (+12 sig)
-Move Left 5
-Move South 4
((Heading for the big platform))
R5
-Move West 3, SW 1
((Gottsa Get out..))
R6
-Move West 3, South 2
((Biding my time...))
R7
-Move West 4
(Roadblocked!))
((the red crosshairs you can see indicate pending artillery strikes))
==================
ROUND 2:: BLUE'S TURN
===================
B1 (-5 Signature)(+5 Energy)
-Move 2 SE, South 3
((Getting in position for an attack of opportunity, sort of hoping I won't get blown up.))
B2 (-5 Signature)(+5 Energy)
-Move 1 NE
((Just following the group, no worthwhile targets yet))
B3 (-5 Signature)(+17 energy)
-Move SE 1, South 3
((still heading out...))
B4 (-5 Signature)(+5 Energy)
-Jump SE 2 (+12 signature)
-Move S 9
((Muheuehaha.. next round I can maybe get up on top of the platform and do some shooting))
B5 (-5 Signature)(+5 Energy)
-Move East 2, South 3
((still trying to dget into a decent firing solution))
B6 (-5 Signature)(+12 Energy)
-Jump 4 East (+12 Signature)
-Move South 2
((hiding! the intent is to screw over some midfielders when I get the chance))
B7 (-5 Signature)(+30 Regen)
-Move 2 SE, 1 South
((Sally forth to crush the infidels!))
((WHOOPS!!! I forgot to save this round. -_- Well at least nothing really interesting happened...))
==================
ROUND 3:: RED's TURN
===================
::::ARTY::::
Artillery on: K-15
Artillery on: O-10
R1(-5 Signature)(+10 Regen)
Move West 7, Face NW
((Going to use Arty this round to flush out the guys around the Platform then maybe cut them up next round))
R2 (-5 Signature)(+5 Regen)
-Launch Arty on X-8 (+3 Sig)(-1 ammo)
-Launch Arty on T-7 (+3 Sig)(-1 ammo)
((Second half of R1's plan.. tho it occurs to me they can probably out maneuver it...))
R3 (-5 sig)(+17 Energy)
-Move NW1, North 3
((out to fight,and to cover the outside of the wall for the infiltrators))
R4 (-5 sig)(+5 energy)
-Move North NE 4, North1
-Jump North 3 (+12 Sig)
-Fire on 1 shot at B4 (-1 Ammo)(+5 Signature)
B4 is hit by a cannon shot for 50 damage!
((HAR HAR HAR!!! SMRT!!))
R5 (-5 Sig)(+5 Energy)
-Move West 2 NW1, North 1
((Still... tryign .. to get .. out....))
R6 (-5 Signature)(+12 Energy)
-Move West 4
- Hack B4 (Disable Cannons) (-6 Energy)(+5 Signature)
-SUCCESS
- Hack B4 (Disable Cannons) (-6 Energy)(+5 Signature)
-Already Affected-
((Herhehehehehehe.... Had I been thinking I would have gone for a mobility kill instead of another cannon attempt))
R7 (-5 Signature)(+30 Energy)
-Move West 3
-Move NW 1
((Dur durr durr.. Still moving.. Slow mechs are slow))
((Here you see the first hacking attack of the game. You'll also notice the range is @#$%^& LONG. Hackerbots are really a strategic asset.. They do literally no actual damage but the range of effects they can stick on an enemy is wide and extremely nasty. If you want to reduce the effectiveness of hacker attacks, make sure you mechs are not one-trick ponies. for instance the Danmaku's cannon got turned off, so it's basically useless the next round, as that's the only weapon it's got. The cannon will come back the next turn, but basically the hack rendered it instantly combat ineffective. The other way to make hacking attacks not hurt so much is to simply sent a lot of units. Unless they have a ton of hackers, they won't be able to disable them all. But a lone wolf unit is pretty well fucked.))
==================
ROUND 4:: BLUE's TURN
===================
B1(-5 Signature)(+10 Energy)
-Face East
((Ima just stay put and see what happens.))
B2 (-5 sig)(+5 energy)
-Move NW1, North 1
(((AAAAAH!!!!!.. Nothging to shoot at.. position is really poor...))
B3 (-5 Sig)(+17 Energy)
-Move SE 2, South 1
((Gonna go fight in the middle! ))
B4 (-5 Sig)(+5 Energy)
CANNONS DISABLED
-Move North 9
-Jump North 2 (+12 Sig)
((RRRRRRUUUUUNNNNNNN!!!!!!!))
B5 (-5 Sig)(+5 energy)
-Move South 5
((STILL GOING!!! WANT TO SHOOT SOMETHING!!!))
B6 (-5 Sig) (+12 energy)
-Hack R4, Disable Cannons (-6 Energy) (+5 sig)
-SUCCESS!!-
B6's cannon is hacked into inoperability!
-Hack R4, Signature Spike
-Hack R4, Disable Cannons (-6 Energy) (+5 sig)
-SUCCESS!!-
R4's signature is spiked!
((MUHUAHAHAHA!!!))
B7 (-5 Sig)(+30 Energy)
-Move 5 south
((Still.. STILL trying to find something to shoot.))
((I added tracks to the mechs so you can see their movement. Grey is walking, Yellow is jumps. Helps make sense of things a bit. And hey another mech getting royally hosed by a Gargoyle from across the map. It is to laugh. If you'll notice pretty much all the hacking attempts in this game succeed, that's because I set the difficulty for most of the effects far too low. I think this round or the next I adjust it upwards quite a bit. It probably still needs some tweaking.))
==================
ROUND 5:: RED's TURN
===================
R1(-5 Sig)(+10 Energy)
-Move NW 2, West 1, Face North.
((Biding my time... hopefully won't get blown up by new Arty strike))
R2 (-5 Sig)(+5 Energy)
-Launch Arty on L-13 (-1 Ammo)(+3 Sig)
-Launch Arty on N-10 (-1 Ammo)(+3 Sig)
((Trying to prevent advance of footies thru the center. HA HA! FUCK THOSE GUYS!))
R3 (-5 Sig)(+17 Regen)
-Moves NW 2, North 1
((Getting into position to possibly engage w/ lasers next round...))
R4 (-5 Signature)(+5 Energy)
CANNON DISABLED!!
-Move SW 4, South 1
((Getting out of the #$%^&* Gargoyle's range and also away from their Arclite. Signature is high so it could squash me with a missile if it gets in range... This gives me time to cool off a little and get in a better position...))
R5 (-5 Sig)(+5 Energy)
-Move North 5
((TO BATTLE!!! My range is 15 so I might be able to snuggle up to the rock outcrop in the center there and snap some shots off.. Next round, if they get closer..))
R6 (-5 Sig)(+12 Energy)
-Move South 1, SW1, West 2
-Jump West 4 (+12 Sig)
((Changing positions to help debilitate the Achilles that's skulking about to the west.))
R7 (-5 Sig)(+30 Energy)
-Move North 2, NW 1, West 1, Face North
((Trying to get into a decent combat position, don't want to bunch up w/ the other two...))
ARTILLERY::
Arty on X-8
Arty on T-7
((There is literally nothing interesting going on this turn, so let's talk about artillery. Simply put the role of artillery is to get mechs to move. It takes a round for it to get where it's going, so it's not like you're going to surprise anyone with it. (except for exceptionally slow mechs like the Arclite) Basically you place arty in order dissuade the enemy from going where they want to go (numerous times I drop it in front of an enemy advance, and drop it on cover spots to keep baddies from taking refuge there) and to get them out of places I don't want them. Arclite arty isn't actually all that powerful (20 damage is respectable, but not a world-ender, especially for mechs with shields) so I may need to make a variant that shoots heavier stuff later.
==================
ROUND 6:: BLUE TURN
===================
B1:(-5 Sig)(+10 Energy)
-Move East 7
((Staying out of Red 1's stabby range, and being in position to Jump out at the Groundies next turn. Provided I don't get debuffed to shit))
B2:(-5 Sig)(+5 Energy)
-Move East 3
-Launch Arty on T-18 (-1 Ammo)(+3 Sig)
-Launch Arty on S-19 (-1 Ammo)(+3 Sig)
((Huf Huf huf... I'm coming, guys!!!1 Oh and I guess I'll try to break up the Red ground formation...))
B3: (-5 Signature)(+17 Energy)
-Move SE 2, East 1
-Fire Laser at R5 (-7 Energy)(+4 Signature)
15 (+20)(+12 Size) (-0 Eva) = 47 -miss-
((Shoudl be able to skirt this arty barrage and take a potshot at the big Red over there.. and miss. Shit.))
B4:(-5 Signature)(+5 Energy)
-Nothing-
((You know what? I'm staying right here till a good shot presents itself. One more good punt and I'm done.))
B5 (-5 Sig)(+5 Energy)
-Move SE 2, S 1
((You know what? screw it. I'll just wade thru the damn arty. I can handle it.))
B6 (-6 Sig)(+12 Energy)
-Hack R7: Depower Shields (-6 Energy)(+5 Signature)
-Success!!
-Hack R7 Dump energy Reserves (-6 Energy)(+5 Signature)
-Success!!
((AHAHAHAHAHAHAHAHAHAHAHAH Sucka!! Goodbye combat effectiveness!))
B7 (-5 Sig)(+30 Energy)
-Move SW1, S2
((Trying to squeeeze in between these arty shots to get in a good position to attack next turn..))
((Blue finally shoots some arty. Arclites are @#$%^ slow, and despite it's wide range, B2 was just too damned far away to hit anything worthwhile.. And another hacking attack takes R7 out of the fight for a turn or 2. since it now has to wait for its' power to come back so it can have shields and shoot lasers. Pew pew. ))
==================
ROUND 7:: RED TURN
===================
R1 (-5 Sig)(+10 Energy)
-Move North 4
((Getting into position to maybe take a swipe at the blue Achilles next round, or whoever gets close.))
R2 (-5 Sig)(+5 Energy)
-Launch Arty on K-15 (-1 Ammo) (+3 Sig)
-Launch Arty on O-15 (-1 Ammo) (+3 Sig)
((trying to get the bunkered guy to move, and also hoping to make it harder for blues to advance in general))
R6 (-5 Sig)(+12 Energy)
-Move NW 2, North 1
- Hack B1, Depower Shields (-6 Energy)(+5 Signature)
-Success!!-
- Hack B1, Disable Movement (-6 Energy)(+5 Signature)
-Success!!-
((Softening up that Achilles for the kill!!))
R3(-5 Sig)(+5 Energy)
-Move 5 N
-Fire Laser at B1 (-7 Energy)(+4 Sig)
-miss-
-Fire 2 round Cannon burst at B1 (-2 Ammo)(+8 Signature)
-miss-
((Here's my chance! ....SHIT!!))
R4(-5 Sig)(+5 Energy)
-Move South 3, West 6
((Still tryign to cool off.. want to eventually take a position on the platform for shooty shooty))
R5(-5 Sig)(+5 Energy)
-Move NE1, North 3
- Fire 1 round cannon burst at B1 (-1 Ammo)(+6 sig)
-miss-
- Fire 1 round cannon burst at B1 (-1 Ammo)(+6 sig)
-miss-
((Gonna try to put some damage on that Achilles... NooOOOOOO!!!!!!!!))
R7:(-5 Sig)(+30 Energy)
(Allocate 30 energy to shields)
-Move NW 2, West 1
((SHIT! That sucked. Get shields back up,Stay put so as to not walk into the Achilles' range..))
================
Arty on L-13::
-Blue 5 hit for 20 armor damage!
Arty on N-10::
((And Blue 1 demonstrates the usefulness of having a high Evasive stat (60 in this case) by making everyone miss and look stupid. You can also see the beginning of a common theme; mechs ganging up on the victim of a hacking attack, though it doesn't really pan out in this round.
=================
ROUND 8:: BLUE TURN
=================
B1: (-5 Sig)(+30 Energy)
MOVEMENT DISABLED
(Allocate 30 energy to Shields)
-Jump SW, Face West
((Can't move but I can still jump.. this should hide me from the ranged kids next turn.. probably can't prevent the Red Achilles from jumping on me, tho....))
B2: (-5 Sig)(+5 Energy)
-Move East 3
-Launch on R-14 (-1 Ammo)(+3 Sig)
-Launch on R-15 (-1 Ammo)(+3 Sig)
((Anyone moving to attack B1 is going to rrreeeggrrreet it. :3 ))
B6: (-5 Sig)(+12 Energy)
-Hack R3: Disable Movement (-6 Energy)(+5 Sig)
-Failure
-Hack R3: Depower Shields
-Success!-
((Softening up R3.. was hoping to keep him from moving after B1 but it didn't stick. Got his shields down, tho.))
B3(-5Sig)(+17 Energy)
-Move SE 2, South 1
-Fire Laser at R3 (-7 Energy)(+4 Sig)
60(+20acc)(+28 Size)(-30 Eva) =78 -Miss-
-Fire 2 round Cannon burst at R3 )
98(+20acc)(+28 Size)(-30 Eva)(-16 recoil) = 200 HIT!!
R3 takes 40 armor damage!
((Woot woot! Did some damage at last!!))
B4: (-5 Sig)
-Jump SE 1 (+12 Sig)
-Move South 2
-Fire on R1 (-1 Ammo)
-miss-
((Ah what the hell.. May die for doing this, but it's worth a shot to poke at the red.))
B5:(-5 Sig)
-Move South 4
-Fire 1 round cannon burst at R3 (-1 Ammo)(+6 sig)
-Miss-
-Fire 1 round cannon burst at R3 (-1 Ammo)(+6 Sig)
Hit!
R3 Takes 30 Armor damage!
((HAR HAR HAR!!!))
B7:(-5 Sig)(+30 Energy)
-Move SE 2. East 1
-Fire Laser at R3 (-7 Energy)(+4 Sig)
-HIT!-
Damage 20-10 = 10
((Yay got to shoot something finally....))
ARTILLERY::
Arty on T-18
-Hits R3 for 20!
Arty on S-19
((KA-BOOM. And R3 suddenly is having a very bad day. I forget exactly why I didn't move him out of the way.. I think I was assuming his shields would absorb the arty blast and he'd be okay.... Buuut then he sort of got his shields taken down by B6 and then gangbanged by everyone else. But folks! He's NOT dead. At this point he's hanging in there at 10/110 armor...
=================
ROUND 9:: RED TURN
=================
R1 (-5 Sig)
Move South 3, West 4
((repositioning...AGAIN.))
R2 (-5 Sig)
-Launch on R 12
-Launch on R 12
-Move South 3
((The idea is we get the hackermech to pin the two targets so they both get hit by the arty next round...In retrospect the Achilles will probably jump clear...))
R3:(-5 Sig)(+17 Energy)
(Transfer 20 Energy to Shields)
-Move North 4, West 1
-Fire a 5 round burst at B4 (-5 Ammo)(+20 Sig)
Hit!
B3 takes 20 Shield damage and 80 Armor Damage!
-Melee attack B3
-No damage-
((SUICIDE CHARGE!! RRRRRRRRRAAAAHHHHHHHH!!!!!!))
R6: (-5 Sig)
-Move South 4
-Hack B1: Disable Movement (-6 Energy)(+5 Sig)
-Success-!
-Hack B5: Disable Movement (-6 Energy)(+5 Sig)
Success-!
((MUHAHAHA... Stick around, friends!! ..also backingup a bit since I don't want that Achilles to chop me in half...))
R4: (-5 Sig)
-Move West 5, North 4
-Jump North 3 (+12 Signature)
-Fire a 2 round burst at B5 (-2 Ammo)(+10 Signature)
-HIT!-
B5 takes 100 Armor damage!
((POINK!!! ..Probably should have done a 5 round burst.. There's a good chance I'll get a missile shot at me next round.. My Sig is REALLY high. >.<))
R5: (-5 Sig)
-Move NW2, North 1
-Fire 1 round burst at B3(-1 Ammo)(+6 Sig)
-Hit!-
B3 takes 30 Armor Damage! -DESTROYED-
-Fire 2 round burst at B7(-2 Ammo)(+12 Sig)
-Miss-
((Yay, managed to finish off the Balthezar. Missed my shot at the Glady, tho.))
R7: (-5 Sig)(+30 Energy)
(Redirect 20 Energy to shields))
-Move NW2, West 1
((Moving in to do some damage next round...))
ARTILLERY---
Arty on K-15
Arty on O-15
((Red 3 has his revenge! In the form of a 5-round cannon burst to the face before B5 steps in to finish the job. Also R6 does somethign semi-clever by disabling movement on B1 and B5 to make them sit in the next arty barrage. (And also so B1 can't run over and carve anyone up.)
=================
ROUND 10:: BLUE TURN
=================
B1 (-5 Sig)(+10 Regen)
MOVEMENT DISABLED!
-Jump SE (+10 Sig)
((Not a great move, but it's the only one that doesn't involve me getting nailed by artillery....))
B2: (-5 Sig)
-Move W 1
- Launch Missile at R4 (-1 Ammo)(+10 Sig)
47(+13 Sensors)(+61 Signature) = 121 -Hit!-
R4 takes 100 Armor damage -DESTROYED!-
==Launch Arty on N-16 (-1 Ammo)(+3 Sig)
((HAR HAR!! Suck it, sniper!))
B3:
-RESPAWNS!-
((Owwwwwww...))
B4: (-5 Sig)
-Move East 8 (-10 Armor, falling), South 1
-Fire 5 Round burst at R5 (-5 Ammo)(+25 Signature)
-Hit!-
R5 Hit for 250 Armor damage!
-Jump North 4
((Being a little cheap here.. I think we're going to have to rebalance Cannons, yes I do...))
B5 (-5 Sig)
MOVEMENT DISABLED
-Fire 2 round burst at R5(-2 Ammo)(+12 Sig)
- miss -
-Fire 2 round burst at R5(-2 Ammo)(+12 Sig)
- miss -
((NNNNOOOOO!!!!!!!! Pathetic. -_-))
B6 (-5 Sig)(+12 Energy)
-Hack R5: Signature Spike(-6 Energy)(+5 Signatuture)
-Success!-
-Hack R5: Disable movement(-6 Energy)(+5 Signature)
-Failure!-
((Prepping R5 for a missle kill.. Would have liked to have stuck him too to help out B7, but oh well...))
B7 (-5 Sig) (+30 Energy)
-Fire laser at B3 (-7 energy)(+4 Sig)
-Hit!-
R3 takes 15 Shield damage
-Fire laser at B3 (-7 energy)(+4 Sig)
-Hit!-
R3 takes 5 Shield damage and 10 Armor damage! -DESTROYED-
-Move North 4, East 1
======
ARTILLERY
-Launch on R-14
-Launch on R-15
((
Here you see R4 eating a seeker missile because it's signature got too high. This was helped out a lot by an earlier hacking attack (I think round 4 or thereabouts) that boosted his sig by 30 points. A few more rounds of jumping and shooting got it a little higher but what really sealed the the deal was B2 FINALLY got it into missile range after trudging around on the backline for 8 turns.
and here is where I stopped, because I noticed a huge problem with the way I had done the cannons. You can see why if you look at B4's actions this round. Basically it zoomed in from halfway across the map to close range, shot off a huge burst and did 250 damage (enough to 1-shot any mech in the game besides the one it hit), then zoomed away. This isn't a play-type I want to be workable, because (like I said when I did it) it's pretty cheap. Cannons are supposed to be good close-range weapons, but the amount of damage they do combined with a fast platform like the Danmaku is just too effective.I think did figure out how to fix it, though. So huzzah! Anyway, that's the first playtest.
The comments in ((double brackets)) are notes I leave for myself so when I come back later it's easier for me to tell what I was thinking when I moved any particular unit. Anyway, here we go!
Oh. Wait.. I should explain the teams. Each team gets 1 of each started mech I build. When a particular mech gets destroyed it gest to respawn once, then it it out permanently. There is no objective to this map other than to eliminate the other team.
Later on I take a little time to make the placers reflect basically what mech they are, but in the beginning I only had placers for Balthezars and Achilles.
But by number, the types are:
1: Achilles (Close combat/melee)
2: Arclite (Long range artillery/missles)
3: Balthezar (Mech of all trades. Midfielder)
4: Danmaku (Snipermech extrardanaire)
5: Destrier (Big Cannons and heavy heavy armor)
6: Gargoyle (Hacker/debuffer, long range)
7: Gladius (Energy weapons, good shield defense, a little light on offfense)
So yep.
Positions at game start:
===============
BLUE GOES FIRST!
===============
B1:
-Jump 2 South (+10 Sig)
-Move South 4, SE 1
((Boing!!))
B2
-Move East 1, BW 1
((Efrr.. gotta get in position))
B3
-Move East 5
((Can't jump so have to run out the gates))
B4
-Jump 2 SE (+12 Sig)
-Move 2 SE, 3 East, 1 South, face SE
((Next round I'll hop on thise rocks and maybe make a shot, or maybe I'll just wait till a good shot and -then- hop up))
B5
-Move 3 East, 1 NE
((Can't jump, have to run out gates.))
B6
-Jump 4 East (+12 Sig)
-Move 4 East
((Going for a closer position, hoping someone won't somehow find a way to screw me while I'm outside the walls))
B7
-Move east 5
((gotta get out the gate like everyone else...))
==================
ROUND 2:: RED'S TURN
===================
R1
-Move 7 West
-Jump 2 West (+10 Sig)
((the plan is to rush the platform and try to DFA off it))
R2
-Move West 2
- Launch Artillery on: K-15 (+3 Sig)(-1 ammo)
- Launch Artillery on: O-10 (+3 Sig)(-1 ammo)
((just testing things out, really.))
R3
-Move West 5
((Gotta get out the gate))
R4
-Jump 4 West (+12 sig)
-Move Left 5
-Move South 4
((Heading for the big platform))
R5
-Move West 3, SW 1
((Gottsa Get out..))
R6
-Move West 3, South 2
((Biding my time...))
R7
-Move West 4
(Roadblocked!))
((the red crosshairs you can see indicate pending artillery strikes))
==================
ROUND 2:: BLUE'S TURN
===================
B1 (-5 Signature)(+5 Energy)
-Move 2 SE, South 3
((Getting in position for an attack of opportunity, sort of hoping I won't get blown up.))
B2 (-5 Signature)(+5 Energy)
-Move 1 NE
((Just following the group, no worthwhile targets yet))
B3 (-5 Signature)(+17 energy)
-Move SE 1, South 3
((still heading out...))
B4 (-5 Signature)(+5 Energy)
-Jump SE 2 (+12 signature)
-Move S 9
((Muheuehaha.. next round I can maybe get up on top of the platform and do some shooting))
B5 (-5 Signature)(+5 Energy)
-Move East 2, South 3
((still trying to dget into a decent firing solution))
B6 (-5 Signature)(+12 Energy)
-Jump 4 East (+12 Signature)
-Move South 2
((hiding! the intent is to screw over some midfielders when I get the chance))
B7 (-5 Signature)(+30 Regen)
-Move 2 SE, 1 South
((Sally forth to crush the infidels!))
((WHOOPS!!! I forgot to save this round. -_- Well at least nothing really interesting happened...))
==================
ROUND 3:: RED's TURN
===================
::::ARTY::::
Artillery on: K-15
Artillery on: O-10
R1(-5 Signature)(+10 Regen)
Move West 7, Face NW
((Going to use Arty this round to flush out the guys around the Platform then maybe cut them up next round))
R2 (-5 Signature)(+5 Regen)
-Launch Arty on X-8 (+3 Sig)(-1 ammo)
-Launch Arty on T-7 (+3 Sig)(-1 ammo)
((Second half of R1's plan.. tho it occurs to me they can probably out maneuver it...))
R3 (-5 sig)(+17 Energy)
-Move NW1, North 3
((out to fight,and to cover the outside of the wall for the infiltrators))
R4 (-5 sig)(+5 energy)
-Move North NE 4, North1
-Jump North 3 (+12 Sig)
-Fire on 1 shot at B4 (-1 Ammo)(+5 Signature)
B4 is hit by a cannon shot for 50 damage!
((HAR HAR HAR!!! SMRT!!))
R5 (-5 Sig)(+5 Energy)
-Move West 2 NW1, North 1
((Still... tryign .. to get .. out....))
R6 (-5 Signature)(+12 Energy)
-Move West 4
- Hack B4 (Disable Cannons) (-6 Energy)(+5 Signature)
-SUCCESS
- Hack B4 (Disable Cannons) (-6 Energy)(+5 Signature)
-Already Affected-
((Herhehehehehehe.... Had I been thinking I would have gone for a mobility kill instead of another cannon attempt))
R7 (-5 Signature)(+30 Energy)
-Move West 3
-Move NW 1
((Dur durr durr.. Still moving.. Slow mechs are slow))
((Here you see the first hacking attack of the game. You'll also notice the range is @#$%^& LONG. Hackerbots are really a strategic asset.. They do literally no actual damage but the range of effects they can stick on an enemy is wide and extremely nasty. If you want to reduce the effectiveness of hacker attacks, make sure you mechs are not one-trick ponies. for instance the Danmaku's cannon got turned off, so it's basically useless the next round, as that's the only weapon it's got. The cannon will come back the next turn, but basically the hack rendered it instantly combat ineffective. The other way to make hacking attacks not hurt so much is to simply sent a lot of units. Unless they have a ton of hackers, they won't be able to disable them all. But a lone wolf unit is pretty well fucked.))
==================
ROUND 4:: BLUE's TURN
===================
B1(-5 Signature)(+10 Energy)
-Face East
((Ima just stay put and see what happens.))
B2 (-5 sig)(+5 energy)
-Move NW1, North 1
(((AAAAAH!!!!!.. Nothging to shoot at.. position is really poor...))
B3 (-5 Sig)(+17 Energy)
-Move SE 2, South 1
((Gonna go fight in the middle! ))
B4 (-5 Sig)(+5 Energy)
CANNONS DISABLED
-Move North 9
-Jump North 2 (+12 Sig)
((RRRRRRUUUUUNNNNNNN!!!!!!!))
B5 (-5 Sig)(+5 energy)
-Move South 5
((STILL GOING!!! WANT TO SHOOT SOMETHING!!!))
B6 (-5 Sig) (+12 energy)
-Hack R4, Disable Cannons (-6 Energy) (+5 sig)
-SUCCESS!!-
B6's cannon is hacked into inoperability!
-Hack R4, Signature Spike
-Hack R4, Disable Cannons (-6 Energy) (+5 sig)
-SUCCESS!!-
R4's signature is spiked!
((MUHUAHAHAHA!!!))
B7 (-5 Sig)(+30 Energy)
-Move 5 south
((Still.. STILL trying to find something to shoot.))
((I added tracks to the mechs so you can see their movement. Grey is walking, Yellow is jumps. Helps make sense of things a bit. And hey another mech getting royally hosed by a Gargoyle from across the map. It is to laugh. If you'll notice pretty much all the hacking attempts in this game succeed, that's because I set the difficulty for most of the effects far too low. I think this round or the next I adjust it upwards quite a bit. It probably still needs some tweaking.))
==================
ROUND 5:: RED's TURN
===================
R1(-5 Sig)(+10 Energy)
-Move NW 2, West 1, Face North.
((Biding my time... hopefully won't get blown up by new Arty strike))
R2 (-5 Sig)(+5 Energy)
-Launch Arty on L-13 (-1 Ammo)(+3 Sig)
-Launch Arty on N-10 (-1 Ammo)(+3 Sig)
((Trying to prevent advance of footies thru the center. HA HA! FUCK THOSE GUYS!))
R3 (-5 Sig)(+17 Regen)
-Moves NW 2, North 1
((Getting into position to possibly engage w/ lasers next round...))
R4 (-5 Signature)(+5 Energy)
CANNON DISABLED!!
-Move SW 4, South 1
((Getting out of the #$%^&* Gargoyle's range and also away from their Arclite. Signature is high so it could squash me with a missile if it gets in range... This gives me time to cool off a little and get in a better position...))
R5 (-5 Sig)(+5 Energy)
-Move North 5
((TO BATTLE!!! My range is 15 so I might be able to snuggle up to the rock outcrop in the center there and snap some shots off.. Next round, if they get closer..))
R6 (-5 Sig)(+12 Energy)
-Move South 1, SW1, West 2
-Jump West 4 (+12 Sig)
((Changing positions to help debilitate the Achilles that's skulking about to the west.))
R7 (-5 Sig)(+30 Energy)
-Move North 2, NW 1, West 1, Face North
((Trying to get into a decent combat position, don't want to bunch up w/ the other two...))
ARTILLERY::
Arty on X-8
Arty on T-7
((There is literally nothing interesting going on this turn, so let's talk about artillery. Simply put the role of artillery is to get mechs to move. It takes a round for it to get where it's going, so it's not like you're going to surprise anyone with it. (except for exceptionally slow mechs like the Arclite) Basically you place arty in order dissuade the enemy from going where they want to go (numerous times I drop it in front of an enemy advance, and drop it on cover spots to keep baddies from taking refuge there) and to get them out of places I don't want them. Arclite arty isn't actually all that powerful (20 damage is respectable, but not a world-ender, especially for mechs with shields) so I may need to make a variant that shoots heavier stuff later.
==================
ROUND 6:: BLUE TURN
===================
B1:(-5 Sig)(+10 Energy)
-Move East 7
((Staying out of Red 1's stabby range, and being in position to Jump out at the Groundies next turn. Provided I don't get debuffed to shit))
B2:(-5 Sig)(+5 Energy)
-Move East 3
-Launch Arty on T-18 (-1 Ammo)(+3 Sig)
-Launch Arty on S-19 (-1 Ammo)(+3 Sig)
((Huf Huf huf... I'm coming, guys!!!1 Oh and I guess I'll try to break up the Red ground formation...))
B3: (-5 Signature)(+17 Energy)
-Move SE 2, East 1
-Fire Laser at R5 (-7 Energy)(+4 Signature)
15 (+20)(+12 Size) (-0 Eva) = 47 -miss-
((Shoudl be able to skirt this arty barrage and take a potshot at the big Red over there.. and miss. Shit.))
B4:(-5 Signature)(+5 Energy)
-Nothing-
((You know what? I'm staying right here till a good shot presents itself. One more good punt and I'm done.))
B5 (-5 Sig)(+5 Energy)
-Move SE 2, S 1
((You know what? screw it. I'll just wade thru the damn arty. I can handle it.))
B6 (-6 Sig)(+12 Energy)
-Hack R7: Depower Shields (-6 Energy)(+5 Signature)
-Success!!
-Hack R7 Dump energy Reserves (-6 Energy)(+5 Signature)
-Success!!
((AHAHAHAHAHAHAHAHAHAHAHAH Sucka!! Goodbye combat effectiveness!))
B7 (-5 Sig)(+30 Energy)
-Move SW1, S2
((Trying to squeeeze in between these arty shots to get in a good position to attack next turn..))
((Blue finally shoots some arty. Arclites are @#$%^ slow, and despite it's wide range, B2 was just too damned far away to hit anything worthwhile.. And another hacking attack takes R7 out of the fight for a turn or 2. since it now has to wait for its' power to come back so it can have shields and shoot lasers. Pew pew. ))
==================
ROUND 7:: RED TURN
===================
R1 (-5 Sig)(+10 Energy)
-Move North 4
((Getting into position to maybe take a swipe at the blue Achilles next round, or whoever gets close.))
R2 (-5 Sig)(+5 Energy)
-Launch Arty on K-15 (-1 Ammo) (+3 Sig)
-Launch Arty on O-15 (-1 Ammo) (+3 Sig)
((trying to get the bunkered guy to move, and also hoping to make it harder for blues to advance in general))
R6 (-5 Sig)(+12 Energy)
-Move NW 2, North 1
- Hack B1, Depower Shields (-6 Energy)(+5 Signature)
-Success!!-
- Hack B1, Disable Movement (-6 Energy)(+5 Signature)
-Success!!-
((Softening up that Achilles for the kill!!))
R3(-5 Sig)(+5 Energy)
-Move 5 N
-Fire Laser at B1 (-7 Energy)(+4 Sig)
-miss-
-Fire 2 round Cannon burst at B1 (-2 Ammo)(+8 Signature)
-miss-
((Here's my chance! ....SHIT!!))
R4(-5 Sig)(+5 Energy)
-Move South 3, West 6
((Still tryign to cool off.. want to eventually take a position on the platform for shooty shooty))
R5(-5 Sig)(+5 Energy)
-Move NE1, North 3
- Fire 1 round cannon burst at B1 (-1 Ammo)(+6 sig)
-miss-
- Fire 1 round cannon burst at B1 (-1 Ammo)(+6 sig)
-miss-
((Gonna try to put some damage on that Achilles... NooOOOOOO!!!!!!!!))
R7:(-5 Sig)(+30 Energy)
(Allocate 30 energy to shields)
-Move NW 2, West 1
((SHIT! That sucked. Get shields back up,Stay put so as to not walk into the Achilles' range..))
================
Arty on L-13::
-Blue 5 hit for 20 armor damage!
Arty on N-10::
((And Blue 1 demonstrates the usefulness of having a high Evasive stat (60 in this case) by making everyone miss and look stupid. You can also see the beginning of a common theme; mechs ganging up on the victim of a hacking attack, though it doesn't really pan out in this round.
=================
ROUND 8:: BLUE TURN
=================
B1: (-5 Sig)(+30 Energy)
MOVEMENT DISABLED
(Allocate 30 energy to Shields)
-Jump SW, Face West
((Can't move but I can still jump.. this should hide me from the ranged kids next turn.. probably can't prevent the Red Achilles from jumping on me, tho....))
B2: (-5 Sig)(+5 Energy)
-Move East 3
-Launch on R-14 (-1 Ammo)(+3 Sig)
-Launch on R-15 (-1 Ammo)(+3 Sig)
((Anyone moving to attack B1 is going to rrreeeggrrreet it. :3 ))
B6: (-5 Sig)(+12 Energy)
-Hack R3: Disable Movement (-6 Energy)(+5 Sig)
-Failure
-Hack R3: Depower Shields
-Success!-
((Softening up R3.. was hoping to keep him from moving after B1 but it didn't stick. Got his shields down, tho.))
B3(-5Sig)(+17 Energy)
-Move SE 2, South 1
-Fire Laser at R3 (-7 Energy)(+4 Sig)
60(+20acc)(+28 Size)(-30 Eva) =78 -Miss-
-Fire 2 round Cannon burst at R3 )
98(+20acc)(+28 Size)(-30 Eva)(-16 recoil) = 200 HIT!!
R3 takes 40 armor damage!
((Woot woot! Did some damage at last!!))
B4: (-5 Sig)
-Jump SE 1 (+12 Sig)
-Move South 2
-Fire on R1 (-1 Ammo)
-miss-
((Ah what the hell.. May die for doing this, but it's worth a shot to poke at the red.))
B5:(-5 Sig)
-Move South 4
-Fire 1 round cannon burst at R3 (-1 Ammo)(+6 sig)
-Miss-
-Fire 1 round cannon burst at R3 (-1 Ammo)(+6 Sig)
Hit!
R3 Takes 30 Armor damage!
((HAR HAR HAR!!!))
B7:(-5 Sig)(+30 Energy)
-Move SE 2. East 1
-Fire Laser at R3 (-7 Energy)(+4 Sig)
-HIT!-
Damage 20-10 = 10
((Yay got to shoot something finally....))
ARTILLERY::
Arty on T-18
-Hits R3 for 20!
Arty on S-19
((KA-BOOM. And R3 suddenly is having a very bad day. I forget exactly why I didn't move him out of the way.. I think I was assuming his shields would absorb the arty blast and he'd be okay.... Buuut then he sort of got his shields taken down by B6 and then gangbanged by everyone else. But folks! He's NOT dead. At this point he's hanging in there at 10/110 armor...
=================
ROUND 9:: RED TURN
=================
R1 (-5 Sig)
Move South 3, West 4
((repositioning...AGAIN.))
R2 (-5 Sig)
-Launch on R 12
-Launch on R 12
-Move South 3
((The idea is we get the hackermech to pin the two targets so they both get hit by the arty next round...In retrospect the Achilles will probably jump clear...))
R3:(-5 Sig)(+17 Energy)
(Transfer 20 Energy to Shields)
-Move North 4, West 1
-Fire a 5 round burst at B4 (-5 Ammo)(+20 Sig)
Hit!
B3 takes 20 Shield damage and 80 Armor Damage!
-Melee attack B3
-No damage-
((SUICIDE CHARGE!! RRRRRRRRRAAAAHHHHHHHH!!!!!!))
R6: (-5 Sig)
-Move South 4
-Hack B1: Disable Movement (-6 Energy)(+5 Sig)
-Success-!
-Hack B5: Disable Movement (-6 Energy)(+5 Sig)
Success-!
((MUHAHAHA... Stick around, friends!! ..also backingup a bit since I don't want that Achilles to chop me in half...))
R4: (-5 Sig)
-Move West 5, North 4
-Jump North 3 (+12 Signature)
-Fire a 2 round burst at B5 (-2 Ammo)(+10 Signature)
-HIT!-
B5 takes 100 Armor damage!
((POINK!!! ..Probably should have done a 5 round burst.. There's a good chance I'll get a missile shot at me next round.. My Sig is REALLY high. >.<))
R5: (-5 Sig)
-Move NW2, North 1
-Fire 1 round burst at B3(-1 Ammo)(+6 Sig)
-Hit!-
B3 takes 30 Armor Damage! -DESTROYED-
-Fire 2 round burst at B7(-2 Ammo)(+12 Sig)
-Miss-
((Yay, managed to finish off the Balthezar. Missed my shot at the Glady, tho.))
R7: (-5 Sig)(+30 Energy)
(Redirect 20 Energy to shields))
-Move NW2, West 1
((Moving in to do some damage next round...))
ARTILLERY---
Arty on K-15
Arty on O-15
((Red 3 has his revenge! In the form of a 5-round cannon burst to the face before B5 steps in to finish the job. Also R6 does somethign semi-clever by disabling movement on B1 and B5 to make them sit in the next arty barrage. (And also so B1 can't run over and carve anyone up.)
=================
ROUND 10:: BLUE TURN
=================
B1 (-5 Sig)(+10 Regen)
MOVEMENT DISABLED!
-Jump SE (+10 Sig)
((Not a great move, but it's the only one that doesn't involve me getting nailed by artillery....))
B2: (-5 Sig)
-Move W 1
- Launch Missile at R4 (-1 Ammo)(+10 Sig)
47(+13 Sensors)(+61 Signature) = 121 -Hit!-
R4 takes 100 Armor damage -DESTROYED!-
==Launch Arty on N-16 (-1 Ammo)(+3 Sig)
((HAR HAR!! Suck it, sniper!))
B3:
-RESPAWNS!-
((Owwwwwww...))
B4: (-5 Sig)
-Move East 8 (-10 Armor, falling), South 1
-Fire 5 Round burst at R5 (-5 Ammo)(+25 Signature)
-Hit!-
R5 Hit for 250 Armor damage!
-Jump North 4
((Being a little cheap here.. I think we're going to have to rebalance Cannons, yes I do...))
B5 (-5 Sig)
MOVEMENT DISABLED
-Fire 2 round burst at R5(-2 Ammo)(+12 Sig)
- miss -
-Fire 2 round burst at R5(-2 Ammo)(+12 Sig)
- miss -
((NNNNOOOOO!!!!!!!! Pathetic. -_-))
B6 (-5 Sig)(+12 Energy)
-Hack R5: Signature Spike(-6 Energy)(+5 Signatuture)
-Success!-
-Hack R5: Disable movement(-6 Energy)(+5 Signature)
-Failure!-
((Prepping R5 for a missle kill.. Would have liked to have stuck him too to help out B7, but oh well...))
B7 (-5 Sig) (+30 Energy)
-Fire laser at B3 (-7 energy)(+4 Sig)
-Hit!-
R3 takes 15 Shield damage
-Fire laser at B3 (-7 energy)(+4 Sig)
-Hit!-
R3 takes 5 Shield damage and 10 Armor damage! -DESTROYED-
-Move North 4, East 1
======
ARTILLERY
-Launch on R-14
-Launch on R-15
((
Here you see R4 eating a seeker missile because it's signature got too high. This was helped out a lot by an earlier hacking attack (I think round 4 or thereabouts) that boosted his sig by 30 points. A few more rounds of jumping and shooting got it a little higher but what really sealed the the deal was B2 FINALLY got it into missile range after trudging around on the backline for 8 turns.
and here is where I stopped, because I noticed a huge problem with the way I had done the cannons. You can see why if you look at B4's actions this round. Basically it zoomed in from halfway across the map to close range, shot off a huge burst and did 250 damage (enough to 1-shot any mech in the game besides the one it hit), then zoomed away. This isn't a play-type I want to be workable, because (like I said when I did it) it's pretty cheap. Cannons are supposed to be good close-range weapons, but the amount of damage they do combined with a fast platform like the Danmaku is just too effective.I think did figure out how to fix it, though. So huzzah! Anyway, that's the first playtest.