RE: Destroy the Godmodder: MSPAradox (Test Session)
12-31-2018, 04:19 PM
(12-30-2018, 08:07 PM)FlamingFlapjacks Wrote: »I FOCUS!
The Grist Unit obtains a pocket dimension inside of it, a entire galaxy filled with Planet Gristias.
Small Grist harvesting drones move through the place, harvesting more grist
((Buffing grist production))
You try to upgrade the Grist Unit... but it fails! Looks like you'll need to charge it more...
(12-30-2018, 08:13 PM)Karpinsky Wrote: »FOCUS:
High above the battlefield, higher than the Dersite ships could ever hope to reach, sits a massive orbital laser. Its name is ODIN, and it has lain dormant for a long time, shifting its orbit periodically as the Void changes around it. Its accuracy and power are unparalleled, able to snipe a butterfly out from between its wings from halfway across the world, or destroy the whole city surrounding that butterfly in a single blast.
Now, I'm activating it using the targeting codes I just happen to have for it. ODIN's shots will be scaled to decimate the Dersite army with each blast. It takes five rounds to gather its strength for each individual shot, and can fire over and over until destroyed.
((basically, this is a passive charge that fires 5/5s at the PG forces every 5 rounds until destroyed))
Before I add this, I need to know how many CP the passive charge will have.
(12-31-2018, 12:45 AM)Redrover1760 Wrote: »FOCUS: I create a windmill and an energy teleporter and GO ROUND ROUND AND ROUND with the power of JEVIL pushing the Windmill, accelerating it into creating massive amounts of power, that gets teleported into a certain massive orbital laser named ODIN's batteries. Hey, who says we have to sit here and wait for things to charge up?
((Accelerate Passive Charge by giving the SAT extra power.))
You add +3 to the Odin's CP! It will be counted once I know how much CP Karpinsky is charging it for.
(12-31-2018, 06:33 AM)Numbers Wrote: »FOCUS: Eager to test out my grenades, I manifest a Grenade Lobber on the castle, allowing me to toss alchemized grenades automatically, once per round. It costs 2 turns to turn it on or off, however. It is set to On, currently.
You manifest a Grenade Lobber! It will automatically attack the PGs, but will require players to load it with grenades!
(12-31-2018, 07:17 AM)HunterX55 Wrote: »Alright, alright.... il get up...
Action 1: figure out a way on how to educate the derse rooks.
Action 2: bake pie flavoured pie flavoured pie, investing 2 CP to this.
Action 3: Explain to the Simumodder that chess is a wonderful game where any of the dersites or prospitans can become generals. Therefore, we should have all of the entities become generals, and call a cease fire for training. I will not take part, as that is unfair to both sides.
Action 4(?): find the Black and White Kings and Queens, and explain what I just said above.
As an FYI, you'll need to keep track of your Pie Flavored Pie charge. You try to figure out a way to educate the Dersite Rooks... it's quite challenging, though. You may have to invest more actions into it for it to work. You try to call a cease fire, but the Simumodder rejects your attempts at peace! He declares that he would never allow mere pawns to gain such power! After all, he's supposed to be the one calling the shots. You then attempt to contact the Carapician royalty. The Dersites refuse to speak to you, as your education of their pawns is a threat to their place in society, but the Prospitian royalty seems to be more receptive. They promise you that you will receive a reward if you manage to train the Prospitians...
Okay, I think I may have to speak to you about something. I understand that you're trying to play as a true neutral, and the full game will have plenty of opportunities to do so... this isn't the full game. This is just a test game to balance the mechanics that I've crafted. I don't want you to think that I'm out to ruin your fun by making what you want to do difficult... it's just that this isn't the place for it. When I run the full game, you will have plenty of opportunities to train and help both sides as a Neutral (which will be a player faction, returning from previous DTG games). Just giving you a heads up.
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End of Turn Battle
The Prospitian Army charges at the Dersites! The Prospitian Pawns kill 13 Dersite Pawns! The Prospitian Rooks kill 7 more! The Prospitian Riflemen kill 1 Dersite Pawn and 5 Rooks, as well as dealing 2,000 damage to another one! The Dersites then retaliate! The Dersite Pawns kill 23 Prospitian Pawns! The Dersite Rooks kill 3 more! The Dersite Riflemen kill 6 Prospitian Rooks! Looks like the Prospitians are taking quite a beating... You better help them out! The dead Carapicians drop 48,000 Build Grist, 20,000 Crude Grist, and 10,000 Refined Grist on the ground, adding to the Battlefield's Grist Pool. Players will be able to spend actions to scavenge Grist from the Grist Pool! The Grist Unit begins producing Grist for FlamingFlapjacks! The Robot Bird idles. The Grist Skimmer has found a minor Grist Deposit. It will begin mining it next turn, and finish the turn after! The Grenade Lobber idles, with no ammunition loaded into it! Suddenly, the Simumodder places a device on the ground! It's appears to be some kind of beacon... It will finish transmitting its signal in three turns!
Battlefield:
Grist Pool: 48K B, 20K C, 10K R, 0 P
Alchemist: [AG] HP: 1,000/1,000, At the Alchemiter
Robot Bird: [AG], HP: 500/2,500, Dodge: 50%, Cannot attack
Prospitian Pawns: [AG] (x19) HP: 1,000/1,000
Prospitian Rooks: [AG] (x1) HP: 5,000/5,000
Prospitian Riflemen: [AG] (x15) HP: 500/500 Accuracy: 120% Protected by Prospitian Rooks
Grist Skimmer: [AG], HP: 1,000/1,000, Searching for Grist...
Grist Unit: [AG], HP: 1,000/1,000, Produces 500 Build Grist, 250 Crude Grist, 100 Refined Grist, and 10 Precious Grist a turn. Attached to FlamingFlapjacks
Grenade Lobber: [AG], HP: 2,500/2,500, requires loading by AGs, Mode: On, Ammunition: None
Chess Tournament: [N], Trains 2 entities or groups of entities each turn
One-Shot Shield: [PG] HP: 15,000/20,000 Armor: 1,000
Dersite Pawns: [PG] (x57) HP: 1,000/1,000, hiding behind One-Shot Shield
Dersite Rooks: [PG] (x2) HP: 5,000/5,000, (x1) HP: 3,000/5,000
Dersite Riflemen: [PG] (x16) HP: 500/500 Accuracy: 120% Protected by Dersite Rooks, hiding behind One-Shot Shield
Mysterious Beacon: [PG], HP: 10,000, Transmission: III, defended by Dersite Army
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: 45.5K B, 22.25K C, 9.1K R, 10 P
HunterX55: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, has respawn sickness
Ten11: [AG-P] HV: 6/20, Armor: 3. Dodge: 50%, Grist: 10K B, 16K C, 10K R, 0 P
Numbers: [AG-P] HV: 16/20 Dodge: 50%, Grist: 5K B, 2K C, 9K R, 0 P
Redrover1760: [AG-P] HV: 15/20 Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, wearing Cloak of Levitation
Passive Charges:
Wake the Earth: [Ten11], 1/10