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Destroy the Godmodder: MSPAradox (Test Session) - Printable Version

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RE: Destroy the Godmodder: MSPAradox (Test Session) - gutza1 - 12-25-2018

(As an aside, I won't be updating tomorrow due to the holidays. After that, I'll settle on a twice-a-day update schedule.)

(12-24-2018, 05:12 PM)Karpinsky Wrote: »FOCUS:

I summon a Giant Gatling Gun, which is big enough to use Dersite Pawns as its ammunition (which it does).

I fire all 35 Dersite Pawns through it straight at the weaker Terror Imp.

You manage to fire 30 Dersite Pawns at the Terror Imp, dealing 50 damage each to the pawns and 2,500 damage to the weaker Terror Imp!

(12-24-2018, 05:37 PM)FlamingFlapjacks Wrote: »Entity Orders:
AAAA Man hides behind the Giant Gatling Gun!
FOCUS: AAAA Man is upgraded to A A A A A Man, with even more attack! He pummels the Imps.

As the Giant Gatling Gun was part of a one-shot attack and not an entity summon, AAAA Man cannot hide behind it! You do manage to successfully upgrade AAAA Man to AAAAA Man, increasing his attack by 1,000!

(12-24-2018, 06:07 PM)Numbers Wrote: »I manifest a Potion Dispenser. It will dispense Potions of Healing to Anti-Godmodder players and entities, and Potions of Harming that are dyed with food dye to look like Potions of Healing to Pro-Godmodder players and entities. I offer the Simumodder a free try, on the house.
I continue to crack open the can of BEES BEES: AAAAAAA 100% AAAAAAA. (4 CP / 30 CP)

You manifest a Potion Dispenser! You offer the Simumodder a disguised Potion of Harming, but he sees through the ruse and tosses it in your face! You take 4 damage!

(12-24-2018, 10:23 PM)Ten11 Wrote: »Action 1: I continue blowtorching a hole.

Action 2: I give my robot bird a message, and instruct it to deliver it to both the White and Black Kings, asking for their aid against this intruder of their land.

Action 3: 2/10 F-Drive.

You manage to dig a sizeable hole into the Battlefield! At the same time, you give the Robot Bird its orders. The Bird will fly off during the EoTB.

(12-24-2018, 11:57 PM)HunterX55 Wrote: »Action 1: I bake some pie flavoured pie for the godmodder. Even programs gotta eat!

Then I charge.
+2 CP
 
You bake some pie for the Simumodder! The Simumodder is grateful, and heals you back 3 damage!

End of Turn Battle

The Robot Bird takes flight... however, the Terror Imps seize this opportunity to attack! The stronger one misses, but the weaker one manages to land a hit! 2,000 damage! The Bird flies away to deliver the message, but appears to be worse for the wear... AAAAA Man seizes the moment, slaying the weaker Terror Imp and 25 Dersite Pawns! The remaining Pawns run away in fear of the AGs! The Simumodder scowls with being stuck with such pathetic allies. The Potion Dispenser launches Potions of Harming at the remaining Terror Imp, dealing 2,000 points of damage! The remaining Terror Imp attacks the Potion Dispenser for 2,000 damage! The Simumodder, not wanting to further his losses, fills the AAAAA Man's hole with gravel, forcing him out and dealing 1,000 damage in the process!

Battlefield:

Medic: [AG] HP: 5,000/10,000
AAAAA Man: [AG] HP: 500/1,500
Potion Dispenser: [AG] HP: 3,000/5,000
Terror Imp: [PG] HP: 8,000/10,000
Simumodder: [GM] HV: 9/10

KeepOnRolling: [AG-P] HV: 16/20 Dodge: 50%
Karpinsky: [AG-P] HV: 17/20 Dodge: 50%
FlamingFlapjacks: [AG-P] HV: 20/20 Dodge: 50%
HunterX55: [AG-P] HV: 17/20 Dodge: 50%
Ten11: [AG-P] HV: 20/20 Dodge: 50%
Numbers: [AG-P] HV: 16/20 Dodge: 50%


RE: Destroy the Godmodder: MSPAradox (Test Session) - Karpinsky - 12-25-2018

Action 1:

I decide to introduce myself to the Simumodder.

"Hey there, my gracious foe. I'm Karpinsky. It's knife to meet you."

And then I don't hurt him. I don't even try to hurt him.

This is practically guaranteed to drive him crazy while he tries to figure out where that pun was going.

Actions 2-3: I give the AAAAA man some armor, which will absorb the next few hits he takes.


RE: Destroy the Godmodder: MSPAradox (Test Session) - Numbers - 12-25-2018

I dispense a Potion of Healing and eat absorb through osmosis integrate into my being [REDACTED] drink it. Edit: I give it to AAAAA man.
I continue cracking open the can of BEES BEES. I wish for hlep opening the can guys. (6 CP/30 CP)


RE: Destroy the Godmodder: MSPAradox (Test Session) - FlamingFlapjacks - 12-25-2018

I upgrade AAAA man, turning him into.. oh my god, it turns into....

SCRAAAAAAAAAAA MAN

Now with a "S", "C", a "R", and m o r e A s
His damage skyrockets, reaching unprecedented levels. He rapidfire punches down the imps, shattering the majority of the bones in their bodies.
His aura flares up, ready for more buffs. He's a ninecharge entity now, and ready for pure strife.
Everyone, if you don't know what to do, pour actions into his attack and maybe a shield for him! If I play this right, we could get a guy with incredible attack!


RE: Destroy the Godmodder: MSPAradox (Test Session) - Ten11 - 12-25-2018

Action 1: I spend 1 more action digging to reach the center of the battlefield, where a powerful bomb is located. Though it doesn't contain 2 universes this time, its still rather powerful.

Action 2 & 3: 4/10 F-Drive


RE: Destroy the Godmodder: MSPAradox (Test Session) - HunterX55 - 12-26-2018

I take a nap. Baking pies is hardddd.

+3 CP


RE: Destroy the Godmodder: MSPAradox (Test Session) - gutza1 - 12-26-2018

(I hope you had a happy holiday season! As a heads up, from now on I'll be updating twice a day: at 10:00 AM EST, and 8:00 PM EST. I've chosen these dates so they will be convenient for players in the Phillipine/Australia time zone as well as players in the US.)

(12-25-2018, 02:26 AM)Karpinsky Wrote: »Action 1:

I decide to introduce myself to the Simumodder.

"Hey there, my gracious foe. I'm Karpinsky. It's knife to meet you."

And then I don't hurt him. I don't even try to hurt him.

This is practically guaranteed to drive him crazy while he tries to figure out where that pun was going.

Actions 2-3: I give the AAAAA man some armor, which will absorb the next few hits he takes.

Oh no! Ambiguous language! Even with the advanced artificial intelligence behind his creation, the Simumodder still struggles to process the meaning of your words! He struggles so much, in fact, that he will be stunned for this turn!

You give the AAAAA Man an extra armor bar with 5,000 points! It will not function as a damage reducer like the Armor value in the List of Useful Entity Mechanics. Instead, it will function like an extra health bar that must be depleted before AAAAA Man's primary health bar can be attacked. Armor that functions this way will be indicated as "Armor: X/X" instead of just "Armor: X" in an entity's entry on the Battlefield.

(12-25-2018, 02:47 AM)Numbers Wrote: »I dispense a Potion of Healing and eat absorb through osmosis integrate into my being [REDACTED] drink it. Edit: I give it to AAAAA man.
I continue cracking open the can of BEES BEES. I wish for hlep opening the can guys. (6 CP/30 CP)

You heal the AAAAA Man for 1,000 HP! As a note, players can give their charge points to other players, so you're allowed to boost somebody else's charges with your own actions.

(12-25-2018, 03:03 AM)FlamingFlapjacks Wrote: »I upgrade AAAA man, turning him into.. oh my god, it turns into....

SCRAAAAAAAAAAA MAN

Now with a "S", "C", a "R", and m o r e A s
His damage skyrockets, reaching unprecedented levels. He rapidfire punches down the imps, shattering the majority of the bones in their bodies.
His aura flares up, ready for more buffs. He's a ninecharge entity now, and ready for pure strife.
Everyone, if you don't know what to do, pour actions into his attack and maybe a shield for him! If I play this right, we could get a guy with incredible attack!

AAAAA Man upgraded into SCRAAAAAAAAAAA Man! He will now deal 7,000 points of damage a turn!

(12-25-2018, 07:16 AM)Ten11 Wrote: »Action 1: I spend 1 more action digging to reach the center of the battlefield, where a powerful bomb is located. Though it doesn't contain 2 universes this time, its still rather powerful.

Action 2 & 3: 4/10 F-Drive

You manage to locate a powerful bomb at the center of the Battlefield!

(12-26-2018, 12:31 AM)HunterX55 Wrote: »I take a nap. Baking pies is hardddd.

+3 CP

You take a nap.

End of Turn Battle

The Medic heals the Potion Dispenser for 1,000 damage! Then, the SCRAAAAAAAAAAA Man strikes at the Terror Imp with his newfound powers, dealing 7,000 damage to it! The Potion Dispenser finishes it off! The Simumodder is too stunned trying to process Karpinsky's pun to act this turn!

Battlefield:

Medic: [AG] HP: 5,000/10,000
SCRAAAAAAAAAAA Man Man: [AG] HP: 1,500/1,500 Armor: 5,000/5,000
Potion Dispenser: [AG] HP: 3,000/5,000
Simumodder: [GM] HV: 9/10

KeepOnRolling: [AG-P] HV: 16/20 Dodge: 50%
Karpinsky: [AG-P] HV: 17/20 Dodge: 50%
FlamingFlapjacks: [AG-P] HV: 20/20 Dodge: 50%
HunterX55: [AG-P] HV: 17/20 Dodge: 50%
Ten11: [AG-P] HV: 20/20 Dodge: 50%
Numbers: [AG-P] HV: 16/20 Dodge: 50%


RE: Destroy the Godmodder: MSPAradox (Test Session) - FlamingFlapjacks - 12-26-2018

SCRAAAAA man becomes SREEEAAAAAAAAAAAAAAAAA Man
he now hits a additional entity with his attack.
Subtle Knife || Impossibly Sharp Point && Oblivion Magykks && Conceptual Deletion && Eraser && Sheath && Pure Nothingness && Portal Ripper && Atomsplitter


RE: Destroy the Godmodder: MSPAradox (Test Session) - Karpinsky - 12-26-2018

1x Action: I start proving mathematically that the Simumodder’s armor is actually worthless. First of all, Infinity+1 is still Infinity. So is Infinity-1. So is Infinity*2. So is Infinity/43. So we’ve proven that no matter what you do to Infinity, it is still Infinity. Even, say, (Infinity/Infinity)-1. But wait. That makes zero. So logically, that means zero=Infinity, and conversely, Infinity=zero. And logically, that means all the Simumodder’s Infinity+1 equipment does nothing. And logically, the Simumodder is too busy following my logic to notice me stabbing him in the back.

And that’s where that pun was going.

Actions 2-3: +2 CP


RE: Destroy the Godmodder: MSPAradox (Test Session) - Numbers - 12-26-2018

I continue cracking open this can of BEES BEES. Someone, please give me at least one extra charge. This BEES BEES will be a minimaxed debuff thingy, I'm planning. (8/30)
I also upgrade the Potion dispenser to be more effective, with more concentrated potions.


RE: Destroy the Godmodder: MSPAradox (Test Session) - Ten11 - 12-27-2018

Action 1: I give 1 charge to Numbers to help with opening the can of bees bees.
Action 2 & 3: 6/10 F-Drive.


RE: Destroy the Godmodder: MSPAradox (Test Session) - gutza1 - 12-27-2018

(12-26-2018, 04:46 PM)FlamingFlapjacks Wrote: »SCRAAAAA man becomes SREEEAAAAAAAAAAAAAAAAA Man
he now hits a additional entity with his attack.
Subtle Knife || Impossibly Sharp Point && Oblivion Magykks && Conceptual Deletion && Eraser && Sheath && Pure Nothingness && Portal Ripper && Atomsplitter

SCRAAAAA Man upgraded! He can now divide his damage among two entities! You fail to alchemize, because Alchemy has not been enabled yet!

(12-26-2018, 04:51 PM)Karpinsky Wrote: »1x Action: I start proving mathematically that the Simumodder’s armor is actually worthless. First of all, Infinity+1 is still Infinity. So is Infinity-1. So is Infinity*2. So is Infinity/43. So we’ve proven that no matter what you do to Infinity, it is still Infinity. Even, say, (Infinity/Infinity)-1. But wait. That makes zero. So logically, that means zero=Infinity, and conversely, Infinity=zero. And logically, that means all the Simumodder’s Infinity+1 equipment does nothing. And logically, the Simumodder is too busy following my logic to notice me stabbing him in the back.

And that’s where that pun was going.

Actions 2-3: +2 CP

The Simumodder's Infinity +1 Shield is named after a trope, not a mathematical concept! Still, you manage to confuse the Simumodder enough to slip a knife through his defenses! 2 damage!

(12-26-2018, 08:42 PM)Numbers Wrote: »I continue cracking open this can of BEES BEES. Someone, please give me at least one extra charge. This BEES BEES will be a minimaxed debuff thingy, I'm planning. (8/30)
I also upgrade the Potion dispenser to be more effective, with more concentrated potions.

You upgrade the Potion Dispenser to heal or damage for 1,000 more points of damage!

(12-27-2018, 01:20 AM)Ten11 Wrote: »Action 1: I give 1 charge to Numbers to help with opening the can of bees bees.
Action 2 & 3: 6/10 F-Drive.


__________________________________________________________________________________________________________________________________________________________

End of Turn Battle

The Simumodder, broken out of his logic loop by Karpinsky's attack, stares at the Battlefield, realizing that his entire force of entities were destroyed! Because of this, he suffers a moment of weakness and takes an additional 1 damage!

Simumodder: This... This is ridiculous! My minions were a bunch of weaklings! Well, I won't be making the same mistake again! You won't be able to damage me this easily again!

Suddenly, a familiar disembodied voice speaks into your minds yet again.

THE FIRST MAJOR ENTITY BATTLE HAS BEEN COMPLETED.
FROM NOW ON, ENTITY BATTLES WILL BE SIGNIFICANTLY MORE CHALLENGING, AS THE TUTORIAL MODE OF THIS SIMULATION HAS ENDED.
TO COMPENSATE, THE LAST OF YOUR DESCENDANT ABILITIES WILL BE UNLOCKED.
BEGIN PHASE 3.
LOADING PASSIVE CHARGING MODULE...
PASSIVE CHARGING MODULE INTIALIZED.
LOADING ALCHEMY MODULE...
ALCHEMY MODULE INITIALIZED
LOADING ECHELADDER MODULE...
ECHELADDER MODULE INITIALIZED.
DISTRIBUTING GRIST...
REWARDING XP RETROACTIVELY...


Suddenly, you feel a power flowing through you... You check your newfound stats screen, and see that you now have Grist Caches with 40,000 Build Grist, 20,000 Crude Grist, and 8,000 Refined Grist in it! You also have an Echeladder, with some XP already in...

+6,000 XP to Karpinsky!
+2,000 XP to Flaming_Flapjacks!
+1,000 XP to Numbers!

Looks like you'll need to deal damage or heal in order to gain XP... Suddenly, inside the Castle, you hear a loud "thunk." You check inside, and discover that the main hall of the Castle has been converted into an Alchemy Lab! Inside lies a fully functioning Alchemiter, complete with the SCP-914, Duplicator, Loom, and Holopad extensions! Meanwhile, the Medic heals the Potion Dispenser for 1,000 damage! The SREEEAAAAAAAAAAAAAAAAA Man and Potion Dispenser attempt to attack the Simumodder, but their attacks fail to connect! The Simumodder levels his Banhammer and strikes the SREEEAAAAAAAAAAAAAAAAA Man, destroying his Armor! He then snaps his fingers! Suddenly, some Carapician Dropships fly into the Battlefield. 150 more Dersite Pawns, as well as some new "elite" Dersite units, rappel or are dropped down from the Dropships! The Dropships then fly away. These Dersites seem to be... tougher than the previous ones.

Battlefield:

Medic: [AG] HP: 5,000/10,000
SREEEAAAAAAAAAAAAAAAAA Man: [AG] HP: 1,500/1,500
Potion Dispenser: [AG] HP: 4,000/5,000
Dersite Pawns: [PG] (x60) HP: 500/500
Dersite Rooks: [PG] (x5) HP: 3,000/3,000
Dersite Riflemen: [PG] (x20) HP: 250/250 Protected by Dersite Rooks
Simumodder: [GM] HV: 6/10

KeepOnRolling: [AG-P] HV: 16/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
Karpinsky: [AG-P] HV: 17/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
FlamingFlapjacks: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
HunterX55: [AG-P] HV: 17/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
Ten11: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
Numbers: [AG-P] HV: 16/20 Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious


RE: Destroy the Godmodder: MSPAradox (Test Session) - gutza1 - 12-27-2018

New Mechanics:

Passive Charging:

You can also expend actions to set up a passive charge, with the setup cost being the number of CP in the passive charge divided by 10, rounded to the nearest integer. A passive charge represents a player expanding their assets in the background or performing some kind of background action. A passive charge automatically gains charge points based on the number of actions taken during a turn (though a player can invest their own charge points into it), which normally translates into it incrementing by 3 a turn. Expending a passive charge requires one action. To balance the ease of charging out, passive charges are far more vulnerable to countering than active charges are. The opposing team (including NPCs allied to it) can take actions to make a passive charge vulnerable and to target it, reducing its progress or shutting it down altogether. The exact nature of this countering varies depending on the nature of the passive charge and the state of the Battlefield and the opposing team. To illustrate the in-universe difference between an active charge and a passive charge: if you want to summon a mecha, an active charge would involve assembling the mecha or opening a summoning portal that will summon the mecha directly on the Battlefield, while a passive charge would involve constructing a mecha back at your home base.

Grist Mechanics:
As you defeat enemies or explore the world, you can gather a very useful substance familiar to most Homestuck fans - Grist. Grist is a currency that is used to operate the various constructs that you can make use of. It’s main purpose is for alchemy - and the supply of high-power items is limited by the availability of rare Grist types. In addition, the Charge Booster device allows you to convert various types of Grist into active or passive Charge Points. Each Charge Point costs 5,000 Build Grist, 2,500 Crude Grist, 1,000 refined Grist, or 100 Precious Grist. There are three tiers of Grist: Crude Grist, Refined Grist, and Precious Grist, as well as Build Grist, which is used everywhere. Low-tier weapons generally use Crude Grist, mid-tier weapons use Refined Grist, and high-tier weapons use Precious Grist. Just like Charge Points, Grist can be traded between players.

The Alchemiter:
If standard creative attacks or defensive actions are not enough, you can make use of a nifty device familiar to Homestuck readers: the Alchemiter. It allows its users to combine two or more items together to produce stronger items with unique abilities. While Homestuck’s Alchemiter is limited to creating physical items such as weapons and clothing, the Alchemiter in this game has been upgraded with numerous extensions, allowing it to produce a variety of useful objects, from potions to even vehicles, or modify existing items through constructs such as SCP-914. Extensions aside, there are two ways to combine items: using the && function or the || function. The && function (ex. Hammer && Green Slime Ghost Pogo Ride = Pogo Hammer) creates a more powerful item that combines the functionality and powers of both input items, while the || function (ex. Hammer || Green Slime Ghost Pogo = Hammerhead Pogo) creates an item with the form of the first input item and functionality of the second input item. All alchemies are produced instantaneously, but cost Grist, with the amount and type of Grist required scaling based on the level of the item. The max level of an item that can be produced by the Alchemiter is 15. In general, levels 1-5 correspond to low-tier items and use Crude Grist, levels 5-10 correspond to mid-tier items and use Refined Grist, and levels 10-15 correspond to high-tier items and use Precious Grist. All alchemies, regardless of level, cost Build Grist as well as item Grists, with the Build Grist cost equal to (level of item)^2 * 1,000.

List of Alchemiter Extensions:
  • SCP-914. A machine that can upgrade, change, or downgrade an alchemy. It has 5 settings: Very Fine, Fine, 1/1, Rough, and Coarse. Coarse turns an alchemy into its basic components. Rough downgrades an alchemy, lowering its level by 1 and making it less powerful. 1/1 turns an alchemy into a similar alchemy with the same level, but with a different appearance and slightly different powers. Fine upgrades an alchemy, raising its level by 1 and making it more powerful. Very Fine raises an alchemy's level by 2 and imbues it with special powers. It has a 50% chance of hitting both sides, a 16% chance of hitting your side, a 16% chance to hitting the opposing side, and a 16% chance of hitting the opposing side and causing a random status effect to occur. Alchemy Formula: Item > Setting
  • Duplicator: Items can be multiplied. An item can be replicated any number of times, but requires a cost equivalent to the cost of the item * the number of copies made.
  • Loom: Allows any item to be made into a piece of clothing instantly. Alchemy Formula: Input Item ~~~ Loom
  • Holopad: A device that allows an alchemy to be previewed in two different ways. It has two parts: The Codex Holopad and the Alchemic Holopad. The Codex allows an alchemy to be made by punching an 8-character code into it. Characters in a code can be numbers, uppercase letters, lowercase letters, and ! and ?. Once the code is punched in, the resulting alchemy is displayed on the Holopad. From there, it can be created if you desire, thanks to the Punch Designix. The Alchemic allows one to preview an alchemy by inputting the objects like you would in the Alchemiter. The Holopad then shows the result without having to make the alchemy. However, you still have to make it if you want to use it.
  • Charge Booster: Allows you to convert Grist into CP. 1 CP is equivalent to 5,000 Build Grist, 2,500 Crude Grist, 1,000 refined Grist, or 100 Precious Grist.

Echeladder and XP:
In addition to Grist, players also gain XP for their actions in battle or as a reward for completing sidequests. In general, each point of damage dealt or healed (including those generated by status effects) results in a point of XP gained. Those points of XP allow a player to advance up the Echeladder, granting them access to two kinds of special abilities: Abilitechs, and Fraymotifs. Abilitechs represent unique abilities that are used to greatly augment an action by expending another action, and require a cooldown before they can be used again, depending on their level of power. However, an abilitech cannot be used just by itself in an action (e.g. an action that only consists of “I use [INSERT ABILITECH HERE]” will not have any effect), so you still have to put some effort into your post. Fraymotifs, on the other hand, are powerful and unique actions that can be used by themselves to great effect - but cost some of the four Sacred Items to use: Elf Tears, Weasel Snot, Hog Slop, and Pie Filling. These items are rarely replenished - so be careful with your use of Fraymotifs!


RE: Destroy the Godmodder: MSPAradox (Test Session) - FlamingFlapjacks - 12-27-2018

Subtle Knife || Impossibly Sharp Point && Oblivion Magykks && Conceptual Deletion && Eraser && Sheath && Pure Nothingness && Portal Ripper && Atomsplitter
SCRRAAAAAAetc man fully heals up and gains some Armor Points


RE: Destroy the Godmodder: MSPAradox (Test Session) - Karpinsky - 12-27-2018

Action 1: Sniper Rifle && Aimbot && Grenade Launcher && Revolver (if I can’t make this, just preview it)

Actions 2-3: Rooks have a certain disadvantage. They only move in four directions, and can’r take diagonals

So I set up one-shot laser turrets to shoot at Dersite Rooks from positions diagonal relative to them. These lasers are cheap, and self-destruct after firing, but I have a lot of them.


RE: Destroy the Godmodder: MSPAradox (Test Session) - Ten11 - 12-27-2018

@ FlamingFlapjacks I dont think you have enough grist for that, might as well check it with the holodeck though.
I was going to finish charging my attack the turn after this one and then target the Simumodder with it, but im not sure thats still going to work with all these dersite enemies about? Idk if i should still do that.

Action 1: explore the hollow center of the Battlefield for grist.
Action 2: return to the surface, and create an alchemitist, an entity able to perform actions at the alchemiter, although alchemic actions that require resources will need them provided by a player. The alchemitist has no offensive or evasive capabilities, but they shouldnt need them as theyre in the castle.
Action 3: charge F-Drive 7/10


RE: Destroy the Godmodder: MSPAradox (Test Session) - gutza1 - 12-27-2018

(Sorry about updating late, I had to go to a doctor appointment. Also, a realized that the HP for the Dersites was way out of wack, so I rebalanced it and their numbers to better reflect standard DTG health)

(12-27-2018, 04:33 AM)FlamingFlapjacks Wrote: »Subtle Knife || Impossibly Sharp Point && Oblivion Magykks && Conceptual Deletion && Eraser && Sheath && Pure Nothingness && Portal Ripper && Atomsplitter
SCRRAAAAAAetc man fully heals up and gains some Armor Points

Subtle Knife || Impossibly Sharp Point && Oblivion Magykks && Conceptual Deletion && Eraser && Sheath && Pure Nothingness && Portal Ripper && Atomsplitter = Annihilator's Scapel (Lv. 15: 225,000 Build Grist, 20,000 Refined Grist, 1000 Precious Grist).

You do not posses enough Build, Refined, and Precious Grist to make this alchemy! SREEEAAAAAAAAAAAAAAAAA Man gains another 5,000 damage shield!

(12-27-2018, 08:21 AM)Karpinsky Wrote: »Action 1: Sniper Rifle && Aimbot && Grenade Launcher && Revolver (if I can’t make this, just preview it)

Actions 2-3: Rooks have a certain disadvantage. They only move in four directions, and can’r take diagonals

So I set up one-shot laser turrets to shoot at Dersite Rooks from positions diagonal relative to them. These lasers are cheap, and self-destruct after firing, but I have a lot of them.

Sniper Rifle && Aimbot && Grenade Launcher && Revolver = Dirty Vasilev (Lv. 5: 25,000 Build Grist, 10,000 Crude Grist, 1,000 Refined Grist)

You got the DIRTY VASILEV! A semi-automatic sniper rifle that can also deal smash damage through the use of a grenade launcher! It's integrated aiming software grants it a 50% bonus to Accuracy, granting it a base 16.7% chance to minicrit and a 16.7% chance to crit. To compensate, its base damage will be that of a Level 4 alchemy.

Dersite Rooks can move in more than four directions, but you still manage to deal 1,000 damage to each Dersite Rook!

(12-27-2018, 08:30 AM)Ten11 Wrote: »@ FlamingFlapjacks I dont think you have enough grist for that, might as well check it with the holodeck though.
I was going to finish charging my attack the turn after this one and then target the Simumodder with it, but im not sure thats still going to work with all these dersite enemies about? Idk if i should still do that.

Action 1: explore the hollow center of the Battlefield for grist.
Action 2: return to the surface, and create an alchemitist, an entity able to perform actions at the alchemiter, although alchemic actions that require resources will need them provided by a player. The alchemitist has no offensive or evasive capabilities, but they shouldnt need them as theyre in the castle.
Action 3: charge F-Drive 7/10

At the hollow center of the Battlefield, you find a medium Grist Cache! You get 20,000 Build Grist, 10,000 Crude Grist, and 5,000 Refined Grist! You also create an Alchemist that can perform Alchemy remotely!


__________________________________________________________________________________________________________________________________________________________
End of Turn Battle


The Medic heals the Potion Dispenser for 1,000 damage! The SREEEAAAAAAAAAAAAAAAAA Man kills two Dersite Rooks! The Alchemist waits for players to give orders for remote Alchemies... The Potion Dispenser fires a Potion of Harming at the Dersite Pawns, killing 6! The Dersite Pawns charge the AGs, dealing 3,000 damage each to the Medic, Potion Dispenser, and SREEEAAAAAAAAAAAAAAAAA Man, as well as 2 damage to Karpinsky! The Dersite Rooks charge at the SREEEAAAAAAAAAAAAAAAAA Man, breaking its Armor and dealing an additional 1,000 damage! The Dersite Riflemen kill the SREEEAAAAAAAAAAAAAAAAA Man, then leave both the Medic and the Potion Dispenser at 100 health! The Simumodder finishes both off, then strikes at Karpinsky for 5 damage for being such a dangerous fighter!

Battlefield:

Alchemist: [AG] HP: 1,000, At the Alchemiter
Dersite Pawns: [PG] (x54) HP: 500/500
Dersite Rooks: [PG] (x3) HP: 2,000/3,000
Dersite Riflemen: [PG] (x20) HP: 250/250 Accuracy: 120% Protected by Dersite Rooks
Simumodder: [GM] HV: 6/10

KeepOnRolling: [AG-P] HV: 16/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
Karpinsky: [AG-P] HV: 12/20, Dodge: 50%, Grist: 15,000 Build, 10,000 Crude, 7,000 Refined, 0 Precious
FlamingFlapjacks: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
HunterX55: [AG-P] HV: 17/20, Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious
Ten11: [AG-P] HV: 20/20, Dodge: 50%, Grist: 60,000 Build, 30,000 Crude, 13,000 Refined, 0 Precious
Numbers: [AG-P] HV: 16/20 Dodge: 50%, Grist: 40,000 Build, 20,000 Crude, 8,000 Refined, 0 Precious


RE: Destroy the Godmodder: MSPAradox (Test Session) - Numbers - 12-27-2018

I continue opening the BEES BEES. (12/30)
I ask the Alchemist to try and create (or at the very least preview) a Grenade Launcher || (Bomb || Neurotoxin Spray && Napalm && ).
If it is created, I fire it at the Rooks.
If it isn't created, I search for a Grist Cache under and to the side of the Castle.


RE: Destroy the Godmodder: MSPAradox (Test Session) - gutza1 - 12-27-2018

(12-27-2018, 08:25 PM)Numbers Wrote: »I ask the Alchemist to try and create (or at the very least preview) a Grenade Launcher || (Bomb || Neurotoxin Spray && Napalm && ).

As a note, if you just want a grenade launcher that can fire those bombs, you don't need to Alchemize a new grenade launcher. All you need to do is alchemize the right side and use it with the Grenade Launcher. The right side of the Alchemy would be expended with each shot, though, so you'd have to duplicate them.


RE: Destroy the Godmodder: MSPAradox (Test Session) - Karpinsky - 12-27-2018

Let’s test this thing.

FOCUS: I blast the Dersite Riflemen with the Dirty Vasilev. (And yes, I know they’re guarded, I just don’t want to waste any damage.)


RE: Destroy the Godmodder: MSPAradox (Test Session) - Redrover1760 - 12-27-2018

Focus: I challenge the Dersites to a dance contest.

The Dance Contest involves lots of dancing.

Since there is a lot of dancing, it must be a party.

Therefore the Dance Contest is a Dance Party now.

However, due to unexpected circumstances, the Y was stolen by the evil Deersites (extra e intentional)

Therefore, the Dance Part must convene in order to take back the Y from the Deersites.

So the story begins. The Dance Parters mobilize to take out the Deersites. There are 5 different Deer Sites in 5 different locations, and a long and challenging journey needs to be established in order to defeat all of them to get to the DEER-Y Boss and steal the Y back.

We dance our way through the first few Deersites, but right before the first Deersite boss, The Dance Part was over. Dance Part 2 will have to continue next turn... However, it is only continuing if the Dersites all sleep so they can be well rested in order to be able to dance, stunning them for this turn.


RE: Destroy the Godmodder: MSPAradox (Test Session) - gutza1 - 12-27-2018

So, I realized that I didn't explain the passive charge rules well enough. I've gone back and edited the explanation both in my recent post and in the OP. If you're planning on setting up a passive charge, please read the edited rules.


RE: Destroy the Godmodder: MSPAradox (Test Session) - Ten11 - 12-28-2018

Ehhh... ill put off my attack for just the moment.

So the alchemiter can create vehicles? I like the sound of that.
Action 1: Motorbike && Jet, then with the aid of the alchemist, i take the result of that combination and put it through 914 on the Fine setting.
Action 2: I take my vehicle for a ride and start performing hit and run attacks on the pawns, holding out a blade and using my speed to give it a killer edge or just simply ramming the pawns over.
Action 3: I take a high-tech pair of binoculars and begin tracking the simumodder's movements with it, so when i do launch my attack on him its mpre likely to hit.


RE: Destroy the Godmodder: MSPAradox (Test Session) - HunterX55 - 12-28-2018

*Snore...* *yawn* Wait, what!

Action 1: Create a recipe for pie flavoured pie flavoured pie flavoured pie.
This is a passive action, but I have no clue how it works, so I’ll just assume
It takes 30 CP to create, and I’ll pay 3 CP which I got from falling asleep.

Action 2: Walk to the Dersites without fear and introduce them to the wonderful game of chess.

Action 3: Create a chess tournament between the Godmodder’s entities and the players.


RE: Destroy the Godmodder: MSPAradox (Test Session) - gutza1 - 12-28-2018

(12-27-2018, 08:25 PM)Numbers Wrote: »I continue opening the BEES BEES. (12/30)
I ask the Alchemist to try and create (or at the very least preview) a Grenade Launcher || (Bomb || Neurotoxin Spray && Napalm && ).
If it is created, I fire it at the Rooks.
If it isn't created, I search for a Grist Cache under and to the side of the Castle.

Grenade Launcher || (Bomb || Neurotoxin Spray && Napalm) = PYROTOXIN MIMIC LAUNCHER, a Pyrotoxin Bomb in the shape of a Grenade Launcher! I don't think this is what you intended, so it won't be alchemized. You search under the Castle and find a Minor Grist Cache! You get 5,000 Build Grist, 2,000 Crude Grist, and 1,000 Refined Grist!

(12-27-2018, 10:08 PM)Karpinsky Wrote: »Let’s test this thing.

FOCUS: I blast the Dersite Riflemen with the Dirty Vasilev. (And yes, I know they’re guarded, I just don’t want to waste any damage.)

Crit Roll: 19

You fail to crit or minicrit with the shots, but you manage to kill all the Dersite Rooks! Some pawns take shots for the Dersite Riflemen, so you only end up killing 8 Dersite Pawns and 10 Riflemen! You run up to them and scavenge 12,000 Build Grist and 4,000 Crude Grist!

(12-27-2018, 10:27 PM)Redrover1760 Wrote: »Focus: I challenge the Dersites to a dance contest.

The Dance Contest involves lots of dancing.

Since there is a lot of dancing, it must be a party.

Therefore the Dance Contest is a Dance Party now.

However, due to unexpected circumstances, the Y was stolen by the evil Deersites (extra e intentional)

Therefore, the Dance Part must convene in order to take back the Y from the Deersites.

So the story begins. The Dance Parters mobilize to take out the Deersites. There are 5 different Deer Sites in 5 different locations, and a long and challenging journey needs to be established in order to defeat all of them to get to the DEER-Y Boss and steal the Y back.

We dance our way through the first few Deersites, but right before the first Deersite boss, The Dance Part was over. Dance Part 2 will have to continue next turn... However, it is only continuing if the Dersites all sleep so they can be well rested in order to be able to dance, stunning them for this turn.

Welcome, Redrover!

You manage to stun 20 Dersites with your antics!

(12-28-2018, 01:35 AM)Ten11 Wrote: »Ehhh... ill put off my attack for just the moment.

So the alchemiter can create vehicles? I like the sound of that.
Action 1: Motorbike && Jet, then with the aid of the alchemist, i take the result of that combination and put it through 914 on the Fine setting.
Action 2: I take my vehicle for a ride and start performing hit and run attacks on the pawns, holding out a blade and using my speed to give it a killer edge or just simply ramming the pawns over.
Action 3: I take a high-tech pair of binoculars and begin tracking the simumodder's movements with it, so when i do launch my attack on him its mpre likely to hit.

Motorbike && Jet Engine = Jet-Powered Motorbike (Level 5: 25,000 Build Grist, 10,000 Crude Grist, 1,000 Refined Grist)

You got the JET-POWERED MOTORBIKE! A Motorbike strapped to a comically oversized jet engine, the Jet-Powered Motorbike is the epitome of power... Well, if you can control it. It definitely doesn't look like the safest vehicle...

Jet-Powered Motorbike > Fine = Jet-Powered Motorbike Mk.2 (Level 6: 36,000 Build Grist, 8,000 Crude Grist, 3,000 Refined Grist)

You do not have the Build Grist required to make this alchemy!

You hop on the Jet-Powered Motorbike and cleave your way through the Dersite Pawns, killing 11! You scavenge 6,000 Build Grist and 2,000 Crude Grist from their deaths! However, you end up losing control of the Motorbike and crash, causing you to take 5 damage! Still, you are able to track the Simumodder, giving your next attack a slightly higher chance to hit!

(12-28-2018, 02:56 AM)HunterX55 Wrote: »*Snore...* *yawn* Wait, what!

Action 1: Create a recipe for pie flavoured pie flavoured pie flavoured pie.
This is a passive action, but I have no clue how it works, so I’ll just assume
It takes 30 CP to create, and I’ll pay 3 CP which I got from falling asleep.

Action 2: Walk to the Dersites without fear and introduce them to the wonderful game of chess.

Action 3: Create a chess tournament between the Godmodder’s entities and the players.

You begin a passive charge for 30 CP! However, you have only invested 1 action into setting it up! You must invest 2 more before it can begin! Sorry, but falling asleep didn't cut it... You walk up to the Dersites, a chessboard in hand. The Dersites are initially wary, but they soon become fascinated with the game of chess! They've been pawns for their entire existence, but this game, it offers them the ability to be like royalty, if only in their imaginations! It fascinates them so much, in fact, that 20 Dersite Pawns are distracted this turn and will not attack! However, your third Action fails because the Simumodder, not the Godmodder, is on the Battlefield, and Grammar Nazism is one of his powers!



__________________________________________________________________________________________________________________________________________________________
End of Turn Battle


The Alchemist waits for players to do alchemies during their actions! The Simumodder, noticing how quickly his forces were destroyed, facepalms. Then, you hear that disembodied voice again speak into your minds.

WONDERFUL. YOU HAVE PERFORMED YOUR DUTIES AS TESTERS ADMIRABLY.
THANKS TO YOUR ACTIONS, WE HAVE DETECTED A MAJOR BALANCE ISSUE WITH THE SIMULATION.
THIS BALANCE ISSUE WILL NOW BE CORRECTED, BOTH IN THIS SIMULATION AND IN THE UPCOMING CONFLICT.
WE LOOK FORWARD TO YOUR FURTHER COOPERATION.


Suddenly, the Simumodder raises his Godarm! The Dersite forces suddenly have their stats buffed and their numbers increased! The newly empowered Dersites now charge at the AGs, dealing 7 damage to Karpinsky, 4 damage to Ten11, 5 damage to KeepOnRolling, 5 damage to HunterX55, and 5 damage to Redrover1760! However, after the Dersite attack, you all spot something arriving at the Battlefield... it's the Robot Bird! It relays a message that it was able to successfully contact the Prospitian Royalty, who have decided to send a strike force to aid the players! Suddenly, you spot five objects across the horizon! Looking closely, you identify them as Prospitian Dropships! They will arrive on the Battlefield in 2 turns!

Battlefield:

Alchemist: [AG] HP: 1,000/1,000, At the Alchemiter
Robot Bird: [AG], 500/2,500 HP 50% Dodge Cannot attack
Prospitian Dropships: [AG] (x5) Will arrive in 2 turns
Dersite Pawns: [PG] (x80) HP: 1,000/1,000
Dersite Rooks: [PG] (x10) HP: 5,000/5,000
Dersite Riflemen: [PG] (x20) HP: 500/500 Accuracy: 120% Protected by Dersite Rooks
Simumodder: [GM] HV: 6/10

KeepOnRolling: [AG-P] HV: 11/20, Dodge: 50%, Grist: 40K B, 20K C, 8K R, 0 P
Karpinsky: [AG-P] HV: 5/20, Dodge: 50%, Grist: 27K B, 14K C, 7K R, 0 P
FlamingFlapjacks: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40K B, 20K C, 8K R, 0 P
HunterX55: [AG-P] HV: 12/20, Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P
Ten11: [AG-P] HV: 11/20, Dodge: 50%, Grist: 41K B, 22K C, 12K R, 0 P
Numbers: [AG-P] HV: 16/20 Dodge: 50%, Grist: 45K B, 22K C, 9K R, 0 P
Redrover1760: [AG-P] HV: 15/20 Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P