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Tank Queens, first sortie.

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Chibi-Reaper

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emptyfield.png


Alright, this is the map. Emeralis is RED, while Megaolix is BLUE.

Please note where your units start. All of the starting positions have no cover, and none of the light green tiles do either. The darker green tiles offer a small amount of cover and make your unit more difficult to hit. Keep that in mind when selecting your starting tile, okay?

Edit:

1zznjon.jpg


For now, this should work to tell which grids you mean.
 
Olivia, Infantry 1 starts at 16H
Ruby, Infantry 2 starts at 16J
Lily, Infantry 3 starts at 16B
Sophie, Infantry 4 starts at 18H
 
Olivia,move from 16H to forest area 13H. Stop
Ruby, move from 16J to forest area 13J. Stop
Lily, move from 16B to forest area 12B. Stop
Sophie move from 18H to forest area 14H. Fire at Red 2 with single shot rifle
 
bUrpgaW.png


[01:42] <+Chibi-Reaper> Right, back. Every starting position has no cover, so you just have to hit ten.
[01:42] <+Megaolix> roll 1d20
[01:42] <@qqdice> Megaolix rolled 1d20: 12 = [12]
[01:42] <+emeralis00> :I
[01:42] <+Megaolix> ...And Sophie has +8 accuracy bonus
[01:42] <+Megaolix> so crit?
[01:42] <@Xicree> Heh, Usa and Her girls
[01:43] <+emeralis00>Naughty Link
[01:43] <+emeralis00> It's like I'm really playing XCOm :D
[01:43] <@Xicree> Moar Naughtyy (actually not naughty)
[01:43] <+Megaolix> chibi, did I crit?
[01:44] <+Chibi-Reaper> Hoo. No, a crit is a natural 20, pre-modifiers.
[01:44] <+Megaolix> alright
[01:44] <+Megaolix> roll 1d8
[01:44] <@qqdice> Megaolix rolled 1d8: 2 = [2]
[01:44] <+Megaolix> oh fuck me

Red 2 takes two damage, and is sent rocking from the impact, but doesn't seem injured.

Emeralis?
 
[02:02] <+emeralis00> roll 1d20+7 0 attack
[02:02] <@qqdice> emeralis00 rolled 1d20: 17 = [10] + 7
[02:02] <+emeralis00> roll 1d20+7 1 attack
[02:02] <@qqdice> emeralis00 rolled 1d20: 9 = [2] + 7
[02:03] <+Megaolix> chibi how much is needed to hit in forest?
[02:03] <+Megaolix> well, 1 miss anyway
[02:04] <+emeralis00> oh
[02:04] <+Chibi-Reaper> In the forest, partial cover, so 14.
[02:04] <+emeralis00> 2 is in range correct?
[02:04] <+emeralis00> for ten range?
[02:04] <+Megaolix> for Lily? Yeah
[02:04] <+Chibi-Reaper> Hang on, let me check. You can still shoot outside your range, but you take penalties.
[02:04] <+emeralis00> 1d20+2
[02:04] <+emeralis00> roll 1d20+2
[02:04] <@qqdice> emeralis00 rolled 1d20: 13 = [11] + 2
[02:04] <+Megaolix> miss
[02:04] <+emeralis00> so only 0 hits
[02:05] <+Megaolix> roll for damage from ssr
[02:05] <+Megaolix> d8
[02:05] <+emeralis00> roll 1d8
[02:05] <@qqdice> emeralis00 rolled 1d8: 1 = [1]
[02:05] <+emeralis00> ...
[02:05] <+Megaolix> wow

Lily takes one damage. Winged, but not downed.
 
6foais.png


Olivia and Ruby fire once. Lily and Sophie fire twice.

Lily fire at 1 twice.
Ruby fire at 1
Olivia fire at 2
Sophie fire at 2 twice.
 
[02:17] <+Chibi-Reaper> Yeah, 2d6. I'll edit things later.
[02:17] <+Megaolix> anyway, Lily open hostilities. Since 1 did not bother getting into cover...
[02:18] <+Megaolix> roll 1d20
[02:18] <@qqdice> Megaolix rolled 1d20: 13 = [13]
[02:18] <+Megaolix> woot
[02:18] <+Megaolix> roll 2d6
[02:18] <@qqdice> Megaolix rolled 2d6: 4 = [3,1]
[02:18] <+Megaolix> ...
[02:18] <+Megaolix> secodn attack
[02:18] <+Megaolix> roll 1d20
[02:18] <@qqdice> Megaolix rolled 1d20: 17 = [17]
[02:18] <+Megaolix> roll 2d6
[02:18] <@qqdice> Megaolix rolled 2d6: 5 = [4,1]
[02:19] <+Megaolix> Time to finish 1 off. Ruby fire at 1
[02:19] <+Megaolix> roll 1d20
[02:19] <@qqdice> Megaolix rolled 1d20: 11 = [11]
[02:19] <+Megaolix> whew
[02:19] <+Megaolix> roll 2d6
[02:19] <@qqdice> Megaolix rolled 2d6: 8 = [6,2]
[02:20] <+Megaolix> 17 total. 1 is totally dead
[02:20] <+Megaolix> confirm, chibi?
[02:20] <+a2znut> Dead?
[02:20] <+a2znut> Not unconcious and dying?
[02:20] <+a2znut> D:
[02:20] <+Chibi-Reaper> All the actions resolve at once. Were you having everyone blast 1?
[02:21] <+Megaolix> Fuck, did not make it official

---Irrelevant---

[02:22] <+ReinZero> lol
[02:22] <+Megaolix> anyway
[02:22] <+Megaolix> Olivia attack 2
[02:22] <+Megaolix> roll 1d20+1
[02:22] <@qqdice> Megaolix rolled 1d20: 14 = [13] + 1
[02:22] <+Megaolix> barely...
[02:23] <+Megaolix> roll 2d6
[02:23] <@qqdice> Megaolix rolled 2d6: 2 = [1,1]
[02:23] <+Megaolix> ...
[02:23] <+ReinZero> lol
[02:23] <+Megaolix> Sophie shot 2 twice
[02:23] <+Megaolix> roll1d20
[02:23] <+Megaolix> roll 1d20+8
[02:23] <@qqdice> Megaolix rolled 1d20: 25 = [17] + 8
[02:23] <+Megaolix> roll 1d20+8
[02:23] <@qqdice> Megaolix rolled 1d20: 9 = [1] + 8
[02:23] <+Megaolix> WHAT
[02:23] <+Megaolix> fuck you, nat 1
[02:23] <+Megaolix> onyl 1 hit
[02:23] <+Megaolix> roll 1d8
[02:23] <@qqdice> Megaolix rolled 1d8: 5 = [5]

Red 1 gets blasted into a horrified mess, sparking and leaking both fuel and circuitry.

Red 2 takes the hits and is now clearly injured.

Emeralis turn.
 
lifoDjh.png


[02:31] <+emeralis00> 0 attacks S twice
[02:31] <+emeralis00> 2 attacks S twice
[02:31] <+emeralis00> roll 1d20+7
[02:31] <@qqdice> emeralis00 rolled 1d20: 14 = [7] + 7
[02:31] <+emeralis00> roll 1d20+7
[02:31] <@qqdice> emeralis00 rolled 1d20: 22 = [15] + 7
[02:31] <+Megaolix> hating my sniper accuracy bonus?
[02:32] == Rinsemon [63284067@gateway/web/freenode/ip.99.40.64.103] has joined #questionablequesting
[02:32] <+emeralis00> sniper dual :p
[02:32] <+emeralis00> roll 1d8x2
[02:32] <@qqdice> emeralis00 rolled 1d8: 3 = [3], 1 = [1]
[02:32] <+emeralis00> roll 1d20+2
[02:32] <@qqdice> emeralis00 rolled 1d20: 11 = [9] + 2
[02:32] <+emeralis00> roll 1d20+2
[02:32] <@qqdice> emeralis00 rolled 1d20: 16 = [14] + 2
[02:32] <+emeralis00> roll 2d6
[02:32] <@qqdice> emeralis00 rolled 2d6: 5 = [3,2]

S takes a total of 9 damage, and is heavily injured. However, they're still operational.

Mega.
 
lifoDjh.png


Olivia and Lily attack 0 twice.
Ruby and Sophie each attack 2, then 0.
 
[02:41] <+Megaolix> Lily on 0
[02:41] <+Megaolix> roll 1d20
[02:41] <@qqdice> Megaolix rolled 1d20: 10 = [10]
[02:41] <+Megaolix> fff
[02:41] <+Megaolix> roll 1d20
[02:41] <@qqdice> Megaolix rolled 1d20: 15 = [15]
[02:41] <+kinglugia> On defence...I beleive they got crumped
[02:42] <+Megaolix> roll 2d6
[02:42] <@qqdice> Megaolix rolled 2d6: 5 = [4,1]
[02:42] <+ReinZero> not enough cover
[02:42] <+ReinZero> >_>
[02:42] <+emeralis00> well, he did say this was light cover
[02:42] <+Megaolix> Olviia next, twice on 0
[02:42] <+Megaolix> rol 1d20+1
[02:42] <+Megaolix> roll 1d20+1
[02:42] <@qqdice> Megaolix rolled 1d20: 17 = [16] + 1
[02:42] <+Megaolix> roll 2d6
[02:42] <@qqdice> Megaolix rolled 2d6: 8 = [4,4]
[02:42] <+emeralis00> dead
[02:42] <+Megaolix> roll 1d20+1
[02:42] <@qqdice> Megaolix rolled 1d20: 16 = [15] + 1
[02:43] <+Megaolix> roll 2d6
[02:43] <@qqdice> Megaolix rolled 2d6: 2 = [1,1]
[02:43] <+Megaolix> yeah, that was the finisher here
[02:43] <+emeralis00> dude, you already won :p
[02:43] <+emeralis00> when you killed 1
[02:43] <+Megaolix> ruby and sophie attack once 2, then 0, btu shots are wasted on 0
[02:43] <+Megaolix> roll 1d20+8
[02:43] <@qqdice> Megaolix rolled 1d20: 27 = [19] + 8
[02:43] <+Megaolix> almsot crit
[02:43] <+Megaolix> roll 1d8
[02:43] <@qqdice> Megaolix rolled 1d8: 1 = [1]
[02:43] <+Megaolix> ...
[02:43] <+Megaolix> roll 1d20
[02:43] <@qqdice> Megaolix rolled 1d20: 3 = [3]
[02:43] <+Megaolix> and missed
[02:44] <+Megaolix> too tokk total of 10 damage. Still active?
[02:44] <+Megaolix> 2
[02:44] <+emeralis00> 2 still alive
[02:44] <+Megaolix> ...yeah, 2 can surrender at this point.
[02:44] <+Megaolix> 3h45 AM
[02:44] <+emeralis00> nah
[02:44] <+Chibi-Reaper> Hm. I should implement a 'retreat' option.
[02:44] <+emeralis00> 2 shoots at S :p twice
[02:44] <+emeralis00> 1d20+2
[02:45] <+emeralis00> roll 1d20+2
[02:45] <@qqdice> emeralis00 rolled 1d20: 18 = [16] + 2
[02:45] <+emeralis00> roll 1d20+2
[02:45] <@qqdice> emeralis00 rolled 1d20: 7 = [5] + 2
[02:45] <+Megaolix> SOPHIE!!!!!!
[02:45] <+emeralis00> roll 2d6
[02:45] <@qqdice> emeralis00 rolled 2d6: 10 = [6,4]
[02:45] <+Megaolix> welps, she'S dead
[02:45] <+emeralis00> suck it
[02:45] <+emeralis00> alla ackbar all up this
[02:45] <+Megaolix> she got maxed accuracy too...
[02:45] <+Megaolix> Olivia take revenge
[02:45] <+Megaolix> twice on 2
[02:45] <+Megaolix> roll 1d20+1
[02:45] <@qqdice> Megaolix rolled 1d20: 2 = [1] + 1
[02:45] <+Megaolix> roll 1d20+1
[02:45] <@qqdice> Megaolix rolled 1d20: 21 = [20] + 1
[02:45] <+Megaolix> CRIT
[02:45] <+emeralis00> dead
[02:45] <+Megaolix> roll 2d6
[02:45] <@qqdice> Megaolix rolled 2d6: 6 = [5,1]
[02:45] <+emeralis00> yep
[02:46] <+Megaolix> 18 damage
[02:46] <+emeralis00> she was at 4

---

[02:49] <+Chibi-Reaper> I'm just logging all of this. And yeah, I put in some trees after that. In any case, looking at it, I might have to reduce the mods to 1 general and 2-3 for a specific weapon. Hm. Testbeeed.

Final result, Emeralis takes down Mega's sniper, but mega takes the victory.
 
My squad

Olivia
Infantry 1

HP: 12 (+5)
Accuracy: 1.
Move: Up to 4 tiles.
Visibility(Not relevant currently): 20 tiles, half at night, cut by visibility blockers.
Equipment slots: 2. (Automatic Assault Rifle, Personal Armor)
Mod Slots: 1.
Action Points per turn: 2.
Cost: 270

Ruby
Infantry 2

HP: 11 (+5)
Accuracy: 0.
Move: Up to 4 tiles.
Visibility(Not relevant currently): 20 tiles, half at night, cut by visibility blockers.
Equipment slots: 2. (Automatic Assault Rifle, Personal Armor)
Mod Slots: 1.
Action Points per turn: 2.
Cost: 270

Lily (injured)
Infantry 3

HP: 10
Accuracy: 0.
Move: Up to 4 tiles.
Visibility(Not relevant currently): 20 tiles, half at night, cut by visibility blockers.
Equipment slots: 2. (Automatic Assault Rifle)
Mod Slots: 1
Action Points per turn: 2.
Cost: 210

Sophie (KIA)
Infantry 4

HP: 11
Accuracy: 4.
Move: Up to 4 tiles.
Visibility(Not relevant currently): 20 tiles, half at night, cut by visibility blockers.
Equipment slots: 2. (Single-Shot rifle)
Mod Slots: 1. ([Tuned Specialty 'Single-Shot rifle'] +4 accuracy with weapon 'Single-Shot rifle')
Action Points per turn: 2.
Cost: 240


Total spent: 990
 
squad
http://pastebin.com/naBfvA0i

Edit:

Analysis

Mega had numbers advantage, which is massive in this; he could simply out-shoot me. That, and getting to go first let him get to his firing position from cover first.

I had expected a longer fight and kitted out my soldiers with extra ammo. Big mistake as I had the money to easily support more body armor instead, which really helped inf2.

Spending both actions on firing is very powerful. Range is really irrelevant on a map this size, I did way too much movement, I should have just moved into cover and continued to shoot. Cover is very helpful.


Other comments
Targeting sensors seems pretty useless, I don't see why you would need to ability to use two weapons. I should not have bought it.
I'd recommend limiting it to one attack per soldier per turn.
 
Last edited by a moderator:
Personal notes:

Remember to make edits on weapons. Assault Rifle is slightly wrong, and I think there were different critical factors I meant to put in. Need to decide on more weapons, too.

Visibility is going to be a pain implementing, I remember that.

For low-budget squads, things will likely be resolved before spare ammo becomes relevant. Infantry are cheap and disposable as soldiers, even a fantastic one goes down easy.

Accuracy mods are too powerful for standard infantry. Also, can't leave all the mods at the same cost. Need to tweak that.

Need to make the maps bigger, or tamper with ranges. Rifle can hit everywhere from everywhere inside its range and with no penalties. Just a test-bed, but that stands out.

Ideally, future things will carry squad units across multiple missions. Need to implement a retreat feature, so players have to decide whether to cut their losses and run, or hang around to hurt the opposition as much as possible. Must get players attached to their units... needs more moe. Easier with better visuals, hm. Far future: high image and decoration customization? Palette swaps and doodats, differing hairstyles and hats. Lots of hats. All the hats.

Further incentive to keep troops alive: leveling? Survive missions, increase stats. Chosen or random?

Crit chips are just giggles, but I need to work on a bunch more. Need more Things.

Need to work on more in-depth objectives than just 'kill everyone not on your side'. Collect objective, bypass area undetected, plant a package, destroy specific target... some of these, probably going to have to wait on visibility and line of sight coming back. More mods, expand sight radius, local radar? Need more Things.

More than two commanders? needs bigger maps. Much bigger. Lazied out on this one.

Character interaction beyond bullets = Zero. Going to be difficult adjusting that.
 
My own notes:

-Despite single shot rifles being able to fire at everything, assault rifles were the main damage dealers.

-Checking the list, melee weapons are useless even if it was an urban setting. Assault riffles are way more lethal and can still be fired from melee range.

-Would be way less of a pain to use square maps.
 
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