Roll to Dodge - Mecha ON HOLD
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Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
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 Re: Roll to Dodge - Mecha Mission 1
Yeah, we do have 1 light, med and heavy as per hypers listing in the first post: Light Mechas: 20-40 tons Med Mechas: 40-70 tons Heavy Mechas: 70-100 tons
Personally i'd of preferred weight classes as per Battletech: Light: 20-39 tons Medium: 40-59 tons Heavy: 60-79 tons Assault: 80-100 tons This would leave us with lights and mediums in the same class and the heavies being bumped up to Assaults. Having Weight classes as these would show the extreme weight differential between our heavies and the other mechs. I feel it is like this because people either want a fast light mech, or a heavy ♥♥♥♥ that can dish out Serious Pain. This leads to people choosing either ~100 ton or 20-50 ton mechs. From what I remember only 2 or so of the mechs submitted aren't in that range, and those would only just be scraping into the heavy class. just some food for thought.Raven wrote: Just wanna put in a little note, this is like Mechassault. Awesome. Mechassault can go die in a fire for all I care (oh sure I have Mechassault 2, It's OK but not Good) Mechwarrior is where it's at.
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Tue Mar 29, 2011 1:47 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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 Re: Roll to Dodge - Mecha Mission 1
>Join the team
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Tue Mar 29, 2011 2:04 am |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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 Re: Roll to Dodge - Mecha Mission 1
Go go Hyper rolling gadget!
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Wed Mar 30, 2011 3:34 am |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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 Re: Roll to Dodge - Mecha Mission 1
Amazigh wrote: Mechassault can go die in a fire for all I care (oh sure I have Mechassault 2, It's OK but not Good) Mechwarrior is where it's at. Yeah. Ever since MW4 went freeware, I've been all over that game. Talos is a epic mech, but you can only get it with the mektek pack. That weight system is better. By quite a bit. It gives a large difference between Heavies and assaults, probably fleshing out the roles.
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Wed Mar 30, 2011 4:31 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: Roll to Dodge - Mecha Mission 1
Rolling.
Tomaster Vladimír Shurla [4]: You practically kick the door to the cockpit open, and stick your head out. "Hey! Erroni! Or someone competent! My mech refuses to turn on, at all! Someone get your ass up here and help!" Oh dammit, you can't even get down because someone took the lift. It looks like Erroni is dealing with someone on the ground over by Argus's mech. You resign yourself to wait until she is done, then you'll holler your head off at her. Abilities: Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock Conditions:
Mecha Name: Goliath Mk.V Class: Heavy (19M/112 Tons) Weaponry: - Two Heavy Cannons -- Both Arms - Hellfire FaF Missile Pod -- Back Inventory: - 32 Depleted Uranium Heavy Cannon Shells - 72 Hellfire Missiles Abilities: - Heavily Armored (+1 to defense rolls, -1 to dodging attacks) - Depleted Uranium Slugs (+1 to attacks using the main guns) - Morale Boost (+1 to all allied rolls at the beginning of the battle, or when the Goliath arrives on the battle scene) - Ypsilon Strike [SW] Conditions: Status: Arms: OK Legs: OK Torso: OK Etc: DANGER -- Mecha Unable to Start - Cause Unkown
Roast Veg Aark-han [2]: You do you best to maintain a formation with the rest of the team. Amazigh has the exact same idea, sadly. Your mechs lumber into each other, and his significantly heavier mech knocks you off balance. You go for a fall, but manage to catch yourself with the Van Han's left arm before you hit the ground. You breathe a sigh of relief. Wow, that was terrible. Keep it together out there guys. Abilities: Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock - Rough Map of the Exoneration - 8 Painkillers Conditions: - Broken Nose (Splinted) - Missing Tooth (Numbed, lasts 1 turns)
Mecha Name: The Han Van Class: Light (8M/24 Tons) Weaponry: - Innnardsplatter -- Right Hand - "Le Big Tweezers" -- Left Arm - Some Kinda Acid Sprayer [SW] -- Torso Inventory: - 20 AP Grenades Abilities: - Scream Siren Conditions: Status: Arms: OK Legs: OK Torso: OK Etc: OK
Amazigh "Amazigh" [2]: Despite there being nothing in sight, you try to keep in formation for safety. Problem is, Aark-Han has the same idea. You end up colliding with each other, and the Van Han nearly falls over and hits the ground, but manages to catch itself before it does. Wow, that was terrible. Keep it together out there guys. Abilities: - Cyborg Enhancements Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock Conditions:
Mecha Name: HI 01-8 P Adalah "Barbaroi" Class: Heavy (16M/100 Tons) Weaponry: - Plasma Caster -- Left shoulder - Twin MK24 40mm Autocannons -- Right Shoulder -- Fires in four round bursts -- Alternates between FAPDS/HEI Ammunition Inventory: - 20 40mm FAPDS Rounds - 20 40mm HEI Rounds Abilities: - Advanced Optics/FCS (Improved long range/precision targeting) - Plasma Cascade [SW] Conditions: Status: Arms: OK Legs: OK Torso: OK Etc: OK
JJA79 James Argus [10-3=7]: A silly dance would be a horrendously bad idea, considering the state your legs are in. You just hum to yourself while you wait, trying not to let the searing pain of your broken leg bones bother you. Soon, the promised medical team arrives. Erroni takes them off to the side for a second, and somehow convinces them to let you go fight. She's a damn miracle worker. The team applies splints to both your legs, then lift your shirt and jab a tiny needle into your spine. It feels like a thousand burning needles in your legs for a moment, but then they go blissfully numb. You gingerly touch a leg to test it. You can't feel it at all. "I think I can pilot like this." Pilot Abilities: - Sniper expert (+1 when shooting from long range) Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock - 3 Instant Coffee Packages Conditions: - Panic (-1 to actions when in close combat) - Broken Legs (Anesthetized and splinted, cannot walk)
Mecha Name: Stinger Class: Medium (13M/40 tons) Weaponry: - Machine Gun -- Left Shoulder - Light Rail Sniper -- Back Inventory: - 8 LRS Slugs - 550 .50 rounds Abilities: - Energy Blast [SW] - Quadrupedal/Bipedal Transform Conditions: Status: Arms: OK Legs: OK Torso: OK Etc: OK
Tokochiro John Kosloswa [8]: You carefully flick on your radio, and turn it to MECHCOM. "Yes, this is Slot 6, I'm going to need an immediate refueling and cleanup for my mech, it just uh, dumped its core. All over the place." Silence. Then, Ya Damn fewl! It'll taek a week tah cleen that sheet off the wohls! ... You think that's an affirmative. Abilities: Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock - Sports Watch Conditions:
Mecha Name: Chameleon MK IV Class: Light (8M/30 tons) Weaponry: - Diamond Bladed Short Swords -- Wrists - Twin Rotary Grenade Launchers -- Acid, L Shoulder | Thermite, R Shoulder Inventory: - 10 Thermite Grenades - 10 Acid Grenades Abilities: - Electric Supercharge [SW] - Chameleon (+1 to sneaking while active) - Jump Packs Conditions: - Refueling (Finished in 3 turns) Status: Arms: OK Legs: OK Torso: OK Etc: DANGER -- Reactor Offline - Emergency Reactor Dump Initiated
DragonXP Kaime Freins [10]: Not too much to join at the moment, the other two mecha are busy bumping into each other like the Three Stooges or something. I guess that makes you Moe? You look around while the other two are handling their antics. The Blue Storm really hit Aussie hard. Nothing but windswept dust and rocks as far as the eye can see in most directions. Towards the south, along the coastline, you think you can make out some buildings about 2 km away. Abilities: Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock Conditions:
Mecha Name: Arcriumis Class: Medium (13M/50 tons) Weaponry: - 2 Autocannons -- Right Arm - Missile Canisters -- Both Shoulders - 2 Spidery Limbs -- Back Inventory: - 60 112mm Shells - 30 Heat Seaking Missiles Abilities: - Headshot (3 round burst aimed at enemy's head) - BugEyed (+1 to multitasking during combat) - Advanced Piloting (Spider Limbs can be operated simultaneously with other limbs with no penalty) - Hunter's Jump [SW] Conditions: Status: Arms: OK Legs: OK Torso: OK Etc: OK
Game Events: Just thought I'd let you guys know, more than half your team is disabled in some way or another. Two mechanical failures, and two very bad injuries, one of which is definitely too much to let the guy pilot.
Mission 1 has started. In 5 turns, the ship will be able to drop off players on the mainland again. Anyone not in their mechs and ready to go by that time will forfeit playing until Mission 1 is over.
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Wed Mar 30, 2011 11:42 pm |
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Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
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 Re: Roll to Dodge - Mecha Mission 1
>Head towards the buildings to the South.
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Thu Mar 31, 2011 12:10 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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 Re: Roll to Dodge - Mecha Mission 1
> Follow Amaz, keeping watch over the areas he doesn't.
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Thu Mar 31, 2011 12:14 am |
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JJA79
Joined: Mon Dec 22, 2008 11:51 pm Posts: 138 Location: Standing on the edge of a large pit of lava facing away from it.
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 Re: Roll to Dodge - Mecha Mission 1
>Ask if the stuff may wear off and possibly for some extra in case.
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Thu Mar 31, 2011 12:17 am |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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 Re: Roll to Dodge - Mecha Mission 1
See if my radio works. If it does, ask for help. If not, just chill.
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Thu Mar 31, 2011 12:25 am |
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Tokochiro
Joined: Mon Jun 28, 2010 3:54 am Posts: 806
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 Re: Roll to Dodge - Mecha Mission 1
Chill in my cabin.
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Fri Apr 01, 2011 9:32 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: Roll to Dodge - Mecha Mission 1
Waiting on Dragonxp.
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Sat Apr 02, 2011 7:57 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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 Re: Roll to Dodge - Mecha Mission 1
>Check systems
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Sat Apr 02, 2011 9:12 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: Roll to Dodge - Mecha Mission 1
Awwriiiight. Tomaster Vladimír Shurla [6]: Wait, what are you doing? You have a radio. "Durp."You turn on the radio, and immediately voices start coming from the speakers in your cockpit. Gah, what the hell is going on out there? There must be five people all talking at once on the same damn channel! "HEY ASSCLOWNS, SHUTUP!"They shut up. "Take turns speaking, dammit! I can't hear a goddamn thing on here! And someone get a lift over to Slot 1, I'm stuck in my mech's cockpit and it can't start up."Abilities: Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock Conditions:
Mecha Name: Goliath Mk.V Class: Heavy (19M/112 Tons) Weaponry: - Two Heavy Cannons -- Both Arms - Hellfire FaF Missile Pod -- Back Inventory: - 32 Depleted Uranium Heavy Cannon Shells - 72 Hellfire Missiles Abilities: - Heavily Armored (+1 to defense rolls, -1 to dodging attacks) - Depleted Uranium Slugs (+1 to attacks using the main guns) - Morale Boost (+1 to all allied rolls at the beginning of the battle, or when the Goliath arrives on the battle scene) - Ypsilon Strike [SW] Conditions: Status: Arms: OK Legs: OK Torso: OK Etc: DANGER -- Mecha Unable to Start - Cause UnkownRoast Veg Aark-han [3]: Deciding that it would be better to stick together, you follow Amazigh at a safe-ish distance. You also see when his mech's foot crunches through the ground. Hey, Thomas, how's that map going? We could really really use it. Just got it. It's a few years old and not high quality, but better than nothing.Abilities: Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock - Rough Map of the Exoneration - 8 Painkillers Conditions: - Broken Nose (Splinted) - Missing Tooth (In pain, -1 to rolls starting next turn)
Mecha Name: The Han Van Class: Light (8M/24 Tons) Weaponry: - Innnardsplatter -- Right Hand - "Le Big Tweezers" -- Left Arm - Some Kinda Acid Sprayer [SW] -- Torso Inventory: - 20 AP Grenades Abilities: - Scream Siren Conditions: Status: Arms: OK Legs: OK Torso: OK Etc: OKAmazigh "Amazigh" [3]: You start walking southward, but you barely get 30 feet when your mech gives a lurch, and your left side sinks down for some reason. Switching cameras to the belly cam, it seems that your foot landed squarely on a manhole cover, one clearly not designed to hold up a mecha. Now that you look around, you can make out the faint imprint of a road around here, covered in dust. This... complicates things. "Hey, Thomas, how's that map going? We could really really use it." Just got it. It's a few years old and not high quality, but better than nothing.Abilities: - Cyborg Enhancements Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock Conditions:
Mecha Name: HI 01-8 P Adalah "Barbaroi" Class: Heavy (16M/100 Tons) Weaponry: - Plasma Caster -- Left shoulder - Twin MK24 40mm Autocannons -- Right Shoulder -- Fires in four round bursts -- Alternates between FAPDS/HEI Ammunition Inventory: - 20 40mm FAPDS Rounds - 20 40mm HEI Rounds Abilities: - Advanced Optics/FCS (Improved long range/precision targeting) - Plasma Cascade [SW] Conditions: Status: Arms: OK Legs: OK Torso: OK Etc: OKJJA79 James Argus [6]: "Hey, this won't wear off halfway through the mission, right?" "Not unless you remove the needle. The drip you've got should last longer than any reasonably timed mission, and this is just a scavenging run. But just in case something does go wrong, we glued a hard plastic dome over the needle so that it can't get dislodged. Believe me, you'll be dead long before things get bumpy enough to make your legs feel any pain." "...Good to know? That's...actually kinda disconcerting..." "Yeah I get that a lot."Pilot Abilities: - Sniper expert (+1 when shooting from long range) Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock - 3 Instant Coffee Packages Conditions: - Panic (-1 to actions when in close combat) - Broken Legs (Anesthetized and splinted, cannot walk)
Mecha Name: Stinger Class: Medium (13M/40 tons) Weaponry: - Machine Gun -- Left Shoulder - Light Rail Sniper -- Back Inventory: - 8 LRS Slugs - 550 .50 rounds Abilities: - Energy Blast [SW] - Quadrupedal/Bipedal Transform Conditions: Status: Arms: OK Legs: OK Torso: OK Etc: OKTokochiro John Kosloswa [7]: You sit back and chill as some sort of large machine approaches your mech, and a large *CLUNK* reverberates through it. That would be the clamps locking on, and then... Yep. That hiss is the sound of lifeblood being reinserted into your giant robot! Abilities: Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock - Sports Watch Conditions:
Mecha Name: Chameleon MK IV Class: Light (8M/30 tons) Weaponry: - Diamond Bladed Short Swords -- Wrists - Twin Rotary Grenade Launchers -- Acid, L Shoulder | Thermite, R Shoulder Inventory: - 10 Thermite Grenades - 10 Acid Grenades Abilities: - Electric Supercharge [SW] - Chameleon (+1 to sneaking while active) - Jump Packs Conditions: - Refueling (Finished in 2 turns) Status: Arms: OK Legs: OK Torso: OK Etc: DANGER -- Reactor Offline - Emergency Reactor Dump InitiatedDragonXP Kaime Freins [10]: You decide to check your mech's systems again, just to be sure. Thankfully, everything checks out. Reassured, you turn your attention back to the 2 Stooges. Hey, Thomas, how's that map going? We could really really use it. Just got it. It's a few years old and not high quality, but better than nothing.Oh good, intel. Abilities: Inventory: - Field Medical Kit - Field Repair Kit - 9mm Glock Conditions:
Mecha Name: Arcriumis Class: Medium (13M/50 tons) Weaponry: - 2 Autocannons -- Right Arm - Missile Canisters -- Both Shoulders - 2 Spidery Limbs -- Back Inventory: - 60 112mm Shells - 30 Heat Seaking Missiles Abilities: - Headshot (3 round burst aimed at enemy's head) - BugEyed (+1 to multitasking during combat) - Advanced Piloting (Spider Limbs can be operated simultaneously with other limbs with no penalty) - Hunter's Jump [SW] Conditions: Status: Arms: OK Legs: OK Torso: OK Etc: OKGame Events: Here you fellows are. Had to yoink it off an old backup we have of an online map database, so like it said, it isn't the greatest. But it shows the basic layout of the area, so it'll do. The Green X to the north is you idiots, the Blue X's are your targets. They're where we think the best chances for supplies are. The big red zone to the east is all dangerous. Stay out of it if possible. We aren't sure what is that way, but comm drones have picked up large heat signatures and movement out there. Something big enough to pose a threat. They've stayed away from this stretch of coast though, so outside the red is safe. It's your call whether or not to go after the targets in the danger zone.
AREA MAP UPLOADED.Mission 1 has started. In 4 turns, the ship will be able to drop off players on the mainland again. Anyone not in their mechs and ready to go by that time will forfeit playing until Mission 1 is over.
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Sun Apr 03, 2011 4:45 am |
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Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
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 Re: Roll to Dodge - Mecha Mission 1
"Let's keep headed south for now, and tackle the two western targets first, then take a look at the closest eastern target and see how things go from there. If it's too hot for us we can easily move out. That sound Good to you guys?" >Head South.
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Sun Apr 03, 2011 5:12 pm |
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Tokochiro
Joined: Mon Jun 28, 2010 3:54 am Posts: 806
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 Re: Roll to Dodge - Mecha Mission 1
Turn on the music in my cabin
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Sun Apr 03, 2011 5:46 pm |
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