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 PostPosted: 30 Jun, 2009 
 
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Sign up for SupCom: Roll To Dodge here.

It's an RPG-style game. You pick a faction and strategies, then we roll each turn as you make a new move.

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 PostPosted: 30 Jun, 2009 
 
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How can this work if you have 50 Mantis shooting? Are you gonna roll for every single one? I know this is a joke.

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 PostPosted: 30 Jun, 2009 
 
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I'll sign up for this one, As cybran. Strategies, loads of stealth, radar, cloak and perhaps a telemaser attack.

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 PostPosted: 30 Jun, 2009 
 
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Mooilo wrote:
How can this work if you have 50 Mantis shooting? Are you gonna roll for every single one? I know this is a joke.


No, I'll roll for the group. You could say I attempt to destroy the enemy Auroras!

No, I really want to run a SupCom RTD.

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 PostPosted: 30 Jun, 2009 
 
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DeadMG wrote:
Mooilo wrote:
How can this work if you have 50 Mantis shooting? Are you gonna roll for every single one? I know this is a joke.


No, I'll roll for the group. You could say I attempt to destroy the enemy Auroras!

No, I really want to run a SupCom RTD.


will you give bonuses for range, intel, stealth etc.?

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 PostPosted: 30 Jun, 2009 
 
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Ofc.

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 PostPosted: 30 Jun, 2009 
 
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You know what. I'm in. Cybran ninjalaser ACU, going for shitloads of bricks, MLs and megaliths.

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 PostPosted: 01 Jul, 2009 
 
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Mazrix wrote:
You know what. I'm in. Cybran ninjalaser ACU, going for shitloads of bricks, MLs and megaliths.


That's what every cybran does, boooooooring.

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 PostPosted: 01 Jul, 2009 
 

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Plasma_Wolf wrote:
That's what every cybran does, boooooooring.

not Bagby.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 01 Jul, 2009 
 
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BulletMagnet wrote:
Plasma_Wolf wrote:
That's what every cybran does, boooooooring.

not Bagby.


I'll fix it:

That's what every normal cybran does, boooooooring.

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 PostPosted: 01 Jul, 2009 
 
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So.. uh.. Mazrix and Plasma_Wolf?

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 PostPosted: 01 Jul, 2009 
 
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I'm going to watch at first to see how this works. Maybe then I'll join :) . Sorry Dead.

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ShamusZ3R0 wrote:
£5 says Splatted could beat you in 5 minutes. :p


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 PostPosted: 01 Jul, 2009 
 
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Plasma_Wolf wrote:
BulletMagnet wrote:
Plasma_Wolf wrote:
That's what every cybran does, boooooooring.

not Bagby.


I'll fix it:

That's what every normal cybran does, boooooooring.

Do know, don't care :P

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 PostPosted: 01 Jul, 2009 
 
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Right then. Mazrix and Plasma_Wolf. I'll post a setting soon.

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 PostPosted: 20 Jul, 2009 
 
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I'll join as the almighty Sera :D

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 PostPosted: 20 Jul, 2009 
 
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I'll join as UEF. Percival FTW.


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 PostPosted: 20 Jul, 2009 
 
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I'll join as random, perhaps off set from the battle. My coordinates where scrambled and I gated to the wrong location.


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 PostPosted: 23 Jul, 2009 
 
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I don't know where DeadMG went to, but I've been thinking about this (also because the Off-topic members demand a new RTD) and I've got very much now. I can put it here, but I don't know what DeadMG thinks about it if I steal his nice plan...

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 PostPosted: 23 Jul, 2009 
 
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Plasma_Wolf wrote:
I don't know where DeadMG went to, but I've been thinking about this (also because the Off-topic members demand a new RTD) and I've got very much now. I can put it here, but I don't know what DeadMG thinks about it if I steal his nice plan...


I went AFK for a bit. You can go ahead and do it. I'll play Aeon.

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 PostPosted: 24 Jul, 2009 
 
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Players in RTD2 if RTD2 will start (depends on whether RTD1 will end or not)


Ok, I've got some rules, if you guys find it too much, too hard, just ask, or tell me to remove some rules. Sorry for the wall of text:



Supreme Commander RTD:

For the game itself: you’ll get spawned in (gated in) and you’ll get a small economy right away, to speed things up. NO factory. Your first choice is what you’ll build as factory (you’ll get this factory immediately, no roll of the dice)

Then, you can choose three Dice actions. One for your economy, one for your army. The third is an action that can be chosen for either of them.
The actions of your ACU change the section of actions The ACU is in.

Dice actions for economy:
Use it to build an army.
Upgrade economy.
Upgrade factories.

Dice actions for army:
Scout a bit around.
Attack.

Dice actions for ACU:
Construct an upgrade (in the economy section)
Attack (in the army section)

All units can move back to base without rolling a dice, there you can repair if your army is damaged.
Two armies (if you have two) can be joined up, without a roll. You can also do that with three, or four.

What happens with tier 1, 2, 3, 4?
In combat:
T1 gives no bonus,
T2 gives a bonus of +2
T3 gives a bonus of +4
T4 gives a bonus of +6

The net. bonus is changed on the tiers that are fighting against each other:
Ex: A T3 army attacks a T2 army: The T3 army now has a +4 – (+2) = +2 bonus.

The size of an army gives a bonus as well.

Very small: no bonus
Small: no bonus
Normal: +1
Large: +1
Very large: +2
etc.

(I have to work this out and it may change if it all gets too large.)


The size and tier level of the economy matter as well:

The larger the economy, the higher the bonus: Small -> normal -> large -> very large -> Huge. A small economy allows to build units of one type (only land for example), with a large economy, you can build units of two types, and with a very large economy, you can build units of all types.

Constructing T2 units is possible if you don’t have T2 economy (T2 PGens/mexes), but it gives you a -1 penalty. For T3, with T1 economy, the penalty is -4 and trying to build T4 with T1 economy gives a -6 penalty. Having a T2 economy and building T1 units gives a +1 bonus (so that’s just the other way around). The economy cannot be upgraded past T3, but there will be no penalty if you build T4 then.

In order to build higher level stuff, you still need to upgrade the factory. You’ll upgrade all factories at the same time, but it costs points: T1 -> T2: 8 points, T2 -> T3: 24 points. Building T4 units can be done if you have your factories or your commander upgraded to T3. The upgrade of commander is separated from upgrading factories.

Upgrading economy takes the some more points: T1 -> T2: 12 points, T2 -> T3: 30 points
If you start the upgrade, you cannot stop it and I will keep rolling until you’ve met the required amount. Only one economy action will be used per turn. So if you choose to use the third action for economy, it must be used for something different than teching.

Exceeding the amount with some points gives a nice bonus in the form of units.

COMBAT:


Now in battle, there is no Roll to hit or Roll to dodge, but just a Roll for damage.
If you roll a:

0: Infinite fail, Your units will be destroyed and your opponent gains a bonus or you get a penalty
1: Epic fail, your units will be damaged. (-1 size)
2:Fail, nothing happens
3: Very little success, very little damage dealt by your units (enemy army -1 penalty)
4: Small success, some damage dealt (enemy army -1 size and -1 penalty)
5: Succes, normal damage dealt (enemy army -1 size and -2 penalty)
6: Good success, good damage dealt (enemy army -2 size and -2 penalty)
And so on…

When being attacked, the units damaged will do a counter attack (if that is possible). If the army is “very small”, it cannot become smaller. The penalty will have its effect only in this counter attack.
Two armies can attack at the same moment, and then both deal a counter attack.
I’ll give an army a total HP of ten (so if you roll a 10, or a 6 and 4 in two subsequent turns, the enemy army is dead.)


ECONOMY

When you roll with the factory:
0: You lose the factory
1: You get a -1 penalty with the next turn, if you decide to build units.
2: Nothing happens
3: You’ll get a “very small” army of units you explicitly asked for
4: You’ll get a “small” army of the units you explicitly asked for
5: You’ll get a “small” army of the units you explicitly asked for, backed up by some other units (example in T1: Scouts or AA)
6: You’ll get a “normal army” of the units you explicitly asked for, backed up by some other units
7: You’ll get a “normal army” of the units you explicitly asked for, backed up by many other units (example in T1: Scouts and AA)
8: You’ll get a “large army” of the units you explicitly asked for, backed up by very many other units.
(example in T1: Scouts and AA and Artillery)
9: as in 8, but +1 bonus point for the next roll.
10: as in 8, but +2 bonus points for the next roll.
It does not go higher than 10


ACU UPGRADES


When you roll with the ACU, you cannot roll a 0, otherwise you’d die instantly :D
(of course, if you want, we can add it)
In combat, the ACU gets no penalty with 1 or 2, for the other numbers, it is just the same.
For upgrading, it is as follows:

1: Fail, the turn is wasted and the ACU cannot do a Dice roll next turn
2: Fail, the turn is wasted
3: Success (upgrade complete as you want)
4: Good success (upgrade better than expected)
5: Very good success (upgrade is very powerful)
6: Incredible success (upgrade is incredible)
7 or 8: you’ll get a +1 or +2 bonus in the next turn, in the same roll as the ACU has done now
(so you rolled a total of 8 during upgrading, you’ll get a bonus of +2 in economy next turn)


Bonuses concerning range and mobile shields:
A bonus for range will be given as well, but only if the player has got radar units (scouts) in his army.
Mobile shields give a +1 bonus to your army (for the seraphim +2 because they’re in T3). The cybran has got mobile stealth, this will give a +1 bonus and remove the opponent’s radar bonus.
Having an omni sensor (only possible if you upgrade the economy to T3) makes you invulnerable to the Cybran’s “Removing radar” effect. They’ll still get the +1 bonus.

And so on, and on and on.

ACU upgrade costs
All factions:

R:
Gun______12__+1 in land army

B:
RAS______20__+1 in economy
Adv RAS__30__+2 in economy

Teleport__40___teleporting ability in known area

Shield____12___+25000 SP/100 SP regen in combat, 250 SP regen when not in combat
Adv Shield 30___+50000 SP/100 SP regen in combat, 500 SP regen when not in combat

L:
T2_______ 12__ total HP changed:
_____________ UEF: 15K and 150 regen/turn
_____________ Cybran: 14K and 200 regen/turn
_____________ Aeon: 14K and 200 regen/turn
_____________ Seraphim: 14K and 150 regen/turn
T3_______30__ All commanders have 18K HP and 250HP/turn regen

Aeon:

R:
Sensor___10__Full range effectiveness in army

B:
Chrono dampener___ 20__ -1 for enemy army and navy, +1 for the own army and navy

Cybran:

R:
torpedo_______ 12__ +1 in navy
maser________ 30__ +2 in land army

B:
stealth_________5__ stealth, enemy radar useless against ACU and army coming with ACU
cloak _________ 40__ cloak, enemy and visual useless against ACU. Cloak still effective for army coming with ACU

UEF:

R:
Regen upgrade_ 12__ Additional +100 regen/sec

B:
TML__________ 12__ Can fire a missile, requires very large economy to support. The missile will be a certain success and take out the building you want down (factories/defence/eco). Countered by TMD in the area.
Billy__________ 35__ Can fire a nuke missile, requires huge and T3 economy to support. The missile will trhow a 6 at the targeted spot. TMD in the area lower its effectiveness to a TML. More TMD will kill it completely

Seraphim:

R:
Regen upgrade_ 12__ Additional +200 regen/turn.
adv regen_____ 25__ +10000 HP. Additional +300 HP regen/turn in combat. +600 regen/turn when not in combat. +1 in land army and navy.

Experimental costs
Code:
MonkeyLord:________35__Stealth, +2 in land army.
Fatboy:____________40__High range (can't be counter-attacked). Can build units, +1 in land army
Galactic Colossus:_50__Omni sensor for units near. +2 in land army. Much HP
Megalith:__________50__Can build units. +2 in land army. Much HP
Ythota_____________45__+3 in land army. When the unit dies, the killing unit or group of units may take damage (1 is no success)

Soul Ripper:_______50__Much HP. +2 in land army. +1 in air. Might do crash damage (5, 6 is success)
CZAR:______________50__Can build units. +2 in land army. +1 in air. Might do crash damage (4, 5, 6 is success)
Ahwassa:___________45__+3 in land army. +1 in air. Might do crash damage (5, 6 is success)

Atlantis:__________20__Can build units, +1 against in fleet, +1 in air.
Tempest:___________45__Can build units, +2 in land army, +3 in navy.

Novax:_____________40__+2 counter attack for any structure.

Mavor:____________100__Rolls at least a 4 when attacking.
Scathis:__________100__Rolls twice, with a 5 as maximum
Paragon:__________100__Economy rolls will always get a +5 bonus
Ylona Oss:________100__Can build a nuke in one turn, launch it in the next (so a two turn cycle). Big blast radius, destroys everything in it

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Last edited by Plasma_Wolf on 06 Mar, 2010, edited 6 times in total.

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 PostPosted: 24 Jul, 2009 
 
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Mazrix joins as cybran, in the middle of a green field, with two mass extractors and two power generators to start with. His ACU immediately starts to build the factory he wants (fill in, naval impossible, you're in a grass field).

WNxWolfinator joins as Seraphim, on a small island, with two mexes and two Pgens to start with. His ACU immediately starts to build the factory he wants (fill in, everything possible)

CommanderDude joins as UEF on a hill, with two mexes and two Pgens to start with. His ACU immediately starts to build the factory he wants (fill in, naval impossible)

regabond joins as random: he becomes Aeon!
Starting on a beach, he has got two Pgens and two mexes to start with.
His ACU immediately builds the factory he wants (anything is possible)

DeadMG joins as Aeon. He's got two mexes and Pgens to start with. He has spawned in in a forest and his ACU immediately builds the factory he wants (Naval is impossible).


You can all choose a factory now. As I have said, this one will be built without a RTD Action. After you choose that, you can immediately set the "economy" to work (build units/upgrade factory/upgrade economy/upgrade ACU), or the "army" (now only send ACU to scout, -1 penalty for slow movement though).

I have given some the ability to build naval immediately and some not, but for those without, don't worry, it's just the beginning of the game.

If this all goes well, I might choose to roll for others on how good they get in the game (with 2 mexes and 2 Pgens, or with 5 of both).

Regabond, I had just put up the names of the factions in alphabetical order, then got a random generator (http://www.random.org/) to give a number between 1 and 4. The number I got was 1 and therefore gave you Aeon.

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Last edited by Plasma_Wolf on 04 Dec, 2009, edited 6 times in total.

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 PostPosted: 24 Jul, 2009 
 
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I immediately build a land factory and send out a scout while building moar mex/pgen/reclaiming trees

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 PostPosted: 24 Jul, 2009 
 
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DeadMG wrote:
I immediately build a land factory and send out a scout while building moar mex/pgen/reclaiming trees


Sorry to say, but you'll need a scout first, I'll make this scouting your ACU now, because he can do that. Then your ACU is in the "army section" Roll, and building economy is in the "economy section" Roll. Yes, the latter can be done without engineers.

I thought about adding engineers, but that'd make it too complicated (we can always add them in a new game if this goes very well).

I have read your action now, no changes can be made (sorry if I was not clear enough)

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 PostPosted: 24 Jul, 2009 
 
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I build a land factory and fill any unused mexes in my vicinity along with plenty of power gens.


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 PostPosted: 24 Jul, 2009 
 
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I have read it, so you don't do an action with your ACU (it can only scout, but nonetheless, it can do this army action). Building economy does not require an ACU to be present (we play without engineers, remember?). Pay mind to this in the future.

I love the results already :twisted:

EDIT: for as far as there are very few people around, I'd like to have a complete FFA, so no teams built on faction or whatsoever. Do you all agree to that?

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