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 Roll to Dodge - Mecha ON HOLD 
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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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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
ShadoWKilleR255 wrote:
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).

I almost choked on my popcorn when I read this.
Gauss guns use magnetic coils around the barrel to pull a bullet forward at crazy high speeds. That you got right.
Rail guns have 2 rails and a bullet. The rails are on either side of the bullet, touching it. The rails are electrified, passing through rail 1, the bullet, and rail 2. This creates a magnetic field, and shoots the bullet forwards. More powerful than gauss guns (usually) but also a lot harder to keep the thing from literally melting.
Mag Lev trains are not related to railguns aside from the fact they both use magnetism. Maglev works by generating two identical magnetic fields, one on the tracks, and one on the bottom of the train. The repel each other, the train floats off the ground, and then a small change in the field causes the train to move forwards, very fast. There is absolutely no contact involved; in fact, that is the whole point of Magnetic Levitation Trains.


Fri Apr 08, 2011 8:08 pm
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Post Re: Roll to Dodge - Mecha Mission 1
I thought the railguns rails are not touching the ammunition, but that's not the point, he has HUGE canons on the back of his mech and he wants them BOTH to swivel 360 degrees! If YOU see that's happening please show.

And putting them both on a single rotating platform is only a solution for very long ranges, at close range it will be like a crosseyed drunk.


Fri Apr 08, 2011 8:19 pm
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DRLGrump
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Post Re: Roll to Dodge - Mecha Mission 1
Shitty MSPaint drawing, GOGOGO
Image


Fri Apr 08, 2011 9:06 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Yeah, the 360 degree turn is probably a bit much. I'll change it to 180.


Fri Apr 08, 2011 9:33 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Notice that they can bash into each other rather painfully (The 360 design).


Fri Apr 08, 2011 11:01 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
Rolling like a boss. Will review PhD's mecha thoroughly afterward.

Tomaster
Vladimír Shurla [10]: "Heh. Sucks to be Argus. So, any idea why it's not starting?"
"Yes."
"Why?"
"Because you're an idiot. You forgot to hit the Main Power switch before trying to spin up your reactor."
"What? But my radio worked!"
"Battery power. What good would a radio be if you couldn't use it to SOS when your mech got crippled?"

Damn. He's got a point there.
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: OK


Roast Veg
Aark-han [3-1=2]: You mindlessly nurse the pain in your mouth while directing your mecha forward. Eventually you stop and realize that you just walked a significant distance into the danger zone. And now, a dust storm has kicked up around you. And there are several blips on your radar, uncomfortably close to your position.
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)

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:
- Leg Stuck in Manhole (Cannot Move)
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


Amazigh
"Amazigh" [6]: "Better Safe Than Sorry. Better Safe Than Sorry."
You check your radar. Oh, the other guy went to the western objective. Ok, let's head the- What the hell is Aark doing in the danger zone? Dammit. You're too far away to do anything right now, and he wouldn't have just randomly wandered in without a purpose. Plus its his own fault for falling behind. You switch back to the main screen, and walk down towards Kaime's position, where you see him pacing around a large shopping center. One of you needs to go down in there and look for anything salvageable while the other stands guard for mecha-sized threats. Or preferably, two go in and one stays out, but Aark is off being a derp.
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 [2]: Everyone just stands in shocked silence while Erroni stomps away.
"So, can someone get me a lift anyway?"
Erroni runs up to the nearest mechanic, grabs something off his toolbelt before he can stop her, and then slings it at you as hard as she can. Luckily for you, the socket wrench's handle hits you in the forehead. Had it been the heavier head, or hit in the eye, you might have been killed! But instead you're merely knocked unconscious.
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)
- Unconscious

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 [4]: You just sit there happily.
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:
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK


DragonXP
Kaime Freins [10]: You circle the building, visually scanning the surrounding area for any threats. Nothing seems to appear, but you continue this for several more minutes to be safe. Eventually you stop when Amazigh shows up.
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: Fantastic, you guys made it ali- what is Aark doing?
Iunno, he just went off on his own. Dunno why, but he wasn't responding so we just left him behind.
...I'll pretend I didn't hear that if you promise to never do that again ever.
Deal.

AREA MAP UPLOADED.

Mission 1 has started. In 1 turn, 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.


Fri Apr 08, 2011 11:13 pm
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
Man if I was the captain of that ship, Id tie Erroni to the bottom of a boat and go over a coral reef.


Fri Apr 08, 2011 11:59 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Call in the gather's


Sat Apr 09, 2011 12:03 am
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Loose Canon
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Post Re: Roll to Dodge - Mecha Mission 1
caekdaemon wrote:
Man if I was the captain of that ship, Id tie Erroni to the bottom of a boat and go over a coral reef.
Yeah, Erroni's a damn good engineer.
Did I mention she drafted up blueprints for turning the Exoneration's aircraft catapult into a railgun? On her own, without any access to the ship?


Sat Apr 09, 2011 12:14 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha Mission 1
...oh. ♥♥♥♥. Probably shoulda checked that. Well, when I get back, I'll buy you beer or something for your trouble. But for now, I gotta go make sure the ♥♥♥♥ on land have heavy weapons support.
Hop in my Mecha and get ready for the second pass.


Sat Apr 09, 2011 1:31 am
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Post Re: Roll to Dodge - Mecha Mission 1
So much hate.

>Sleep unconscious walk around the ship randomly slapping people.

EH sleep crawl walk same difference. I am more expecting this to occur in the dream not awake.


Last edited by JJA79 on Sat Apr 09, 2011 3:46 am, edited 1 time in total.



Sat Apr 09, 2011 3:19 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha Mission 1
JJ, you seem to enjoy ignoring the fact that both your legs are broken. And splinted. That somewhat limits your range of movement.


Sat Apr 09, 2011 3:36 am
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