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 Roll to Dodge - Mecha ON HOLD 
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
> Head south, stay out of the danger zone. Aim for the other target in the safe area.


Thu Apr 07, 2011 12:54 am
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Post Re: Roll to Dodge - Mecha Mission 1
> Make way, keep a look out for any suspicious objects/buildings/people/etc


Thu Apr 07, 2011 12:58 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
>Move up to the Western most target, keep an eye out just in case it didn't collapse just because it's an old building. Better Safe Than Sorry. Better Safe Than Sorry.


Thu Apr 07, 2011 1:02 am
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Post Re: Roll to Dodge - Mecha Mission 1
>Ask for the lift anyway to see if i get yelled at some more.


Thu Apr 07, 2011 2:21 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha Mission 1
Chuckle at JJ's misfortune while I wait for this Mecha to be fixed.
"So, any idea why it's not starting?"


Thu Apr 07, 2011 3:56 am
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Post Re: Roll to Dodge - Mecha Mission 1
Hey, Please put my on the Waiting list
Quote:
Pilot

Name: Paul Anderson
Age:30
Physical Description: Masculine male body, with Curly-Red Hair and stern body, 6'2
Backstory: Before the catastrophe, Paul worked in A Nuclear Power-plant in New York. Afterwards, he joined Mega-Tech, a company that makes and sells experimental weaponry.

Mecha

Name: Hammer
Height/Weight: 11 Meters, 47 tons
Physical Description: a 4-legged mecha with 2 top-mounted turrets.
Classification: Medium
Combat Role: Frontal Assault
Primary Weapon: 2 Top-mounted Gauss Rifles on 180-degree turrets
Secondary Weapon: 15 Underside-mounted Javelin Guided Missiles
Abilities: Reinforced plating(+1 to surviving explosives)
Leg-booster( Jump to a position using the 4 legs)
SuperWeapon: Super-enhanced Gauss-Rifles( Draws power from the rest of the mecha into the Gauss rifles, and releases super-charged shots at the enemy, disabling the missiles for 1 turn and -1 to movement for 2 turns afterward)

This good?


Last edited by Phd on Fri Apr 08, 2011 9:34 pm, edited 1 time in total.



Thu Apr 07, 2011 5:15 am
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Post Re: Roll to Dodge - Mecha Mission 1
I fail to imagine how 2 turrets next to each other will be able to swing more than 180 degrees, let alone 360.
If you do not understand, Rail guns (gauss is a rail gun) are VERY long.


Thu Apr 07, 2011 4:58 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Gauss rifles are nothing like rail guns. They are long, but instead use the conservation of momentum between magnets to accelerate its own mechanism and then transfer that momentum to the projectile.
They look like this:
http://www.youtube.com/watch?v=QPciBQnZw3c


Thu Apr 07, 2011 5:13 pm
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Post Re: Roll to Dodge - Mecha Mission 1
ShadoWKilleR255 wrote:
I fail to imagine how 2 turrets next to each other will be able to swing more than 180 degrees, let alone 360.
If you do not understand, Rail guns (gauss is a rail gun) are VERY long.


You have to shut it and research this before you go ahead and talk about it, seriously.


Thu Apr 07, 2011 5:49 pm
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Post Re: Roll to Dodge - Mecha Mission 1
I realize I'm not exactly supposed to post in the middle of a game I'm not IN, but I just have to say this.

(Dammit, I'm jealous. Your RtD games are like freaking LEGEND, Torrent, and your waiting list is about a mile long.)

I would apply for this game if I weren't so late and the creation of a mecha didn't look so... complicated.


Fri Apr 08, 2011 3:27 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Nighthawk wrote:
I would apply for this game if I weren't so late and the creation of a mecha didn't look so... complicated.


I have to agree with Nighthawk here; it would be really hard for me to make a mecha that I liked but was not overpowered or anything :sad:

That why my next RtD is going to be a little more simple than the current without turning to coin-flipping (which isn't really roll-to-dodge any more, it's flip-to-dodge)


Fri Apr 08, 2011 4:44 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Yoman987 wrote:
Nighthawk wrote:
I would apply for this game if I weren't so late and the creation of a mecha didn't look so... complicated.


I have to agree with Nighthawk here; it would be really hard for me to make a mecha that I liked but was not overpowered or anything :sad:

That why my next RtD is going to be a little more simple than the current without turning to coin-flipping (which isn't really roll-to-dodge any more, it's flip-to-dodge)


I would play that. Flip-to-Dodge... you either fail, or succeed. Wow. That would make for some VERY interesting results if you were extreme about it.

Jack tries to jump over a fence.
Tails - Jack stumbles, tries to catch his fall, and breaks both his arms. (what?)
Heads - Jack flicks the fence with his finger and it explodes into splinters. He then proceeds to calmly step over the debris. (WHAT?)

ANYWAY, I'll stop posting now before I start an off-topic frenzy. Sorry about that.


Fri Apr 08, 2011 6:24 pm
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DRLGrump
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Post Re: Roll to Dodge - Mecha Mission 1
Nightwing, go look at this. Flip to Dodge, for right now, until someone becomes a muffin.


Fri Apr 08, 2011 6:54 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Quote:
You have to shut it and research this before you go ahead and talk about it, seriously.


FYI I have researched about it and I know pretty much all there is to learn about it from the internet, which is basic concept and concept applications. And unless that mech is VERY (50 meters very if his canons are 10 meters long, which is what he probably wants) wide he won't be able to have BOTH Gauss canons to turn 360 degrees.

And try to understand how Railguns, which are the same as Gauss canons except the actual method of propulsion. Gauss are pulling and Railguns are using rails (exactly the same way as the MagLev train).


Fri Apr 08, 2011 6:57 pm
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DRLGrump
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Post Re: Roll to Dodge - Mecha Mission 1
Now I might be missing something here, but if each "canon" is 10 meters long, wouldn't that mean the Mecha would need to be 20-30 meters in width? Not 50.


Fri Apr 08, 2011 7:21 pm
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