GMSO - Silent Surprise (Turn 25)

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Nerre
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Re: GMSO - Silent Surprise (Turn 14)

Post by Nerre » Wed May 20, 2015 2:20 pm

Waiting for Zigit and Moose
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Re: GMSO - Silent Surprise (Turn 14)

Post by Zigit » Wed May 20, 2015 6:01 pm

Ka'A to B11.

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Re: GMSO - Silent Surprise (Turn 14)

Post by Krulle » Thu May 21, 2015 12:59 am

Nerre wrote:Waiting for [...] Moose
Makes is dead and cannot teleport in this round...
I think you do not need to wait for him, although another take on SO-moves would be appreciated...

Also: repeating previously unanswered comments:
Krulle wrote:BTW: you marked two hostiles as being present on H3... I think one is one H2 still (the one without damage)

Also tower F10 is still alive, according to your stats. Did it shoot on Fails-to-see? Did Fails return fire?
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Re: GMSO - Silent Surprise (Turn 14)

Post by Runsaround » Thu May 21, 2015 8:25 pm

I think I can support Patdragons' SO plan.
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GMSO - Silent Surprise (Turn 15)

Post by Nerre » Wed May 27, 2015 2:19 pm

OPERATION: SPACE ODYSSEY

Mission 2: Silent Surprise
After the minesweeper crew successfully cleared the huge minefield during Mission Asteroid Slalom, your fleet now has arrived. While they fight big battles, your squad has already a new asignment. A shield generator has been located on a porous asteroid, which protects the enemy's spacestation. While your fleet can wipe out the enemy fleet, it cannot attack the station while it is protected by the powerfull shield.
Since the generator asteroid also is surrounded by a strong shield, only small objects can be teleported in, and only one at a time. Such as a person in a space suit. Your task is to clear the path for a special ops squad that will try to raid the generator base. To make sure most of them arrive, your task is to clear their path. From time to time, you will get special ops members to help you fight hostile forces. They share the teleportation windows with your team, and can move and fight just like you, only with different attributes. Try not to explode mines, as it might attract hostile forces and block possible teleportation windows for spec ops if players have to respawn. You start in turn 0 after all of you have been teleported in.
Turn 15
Image

Information:
- you start with 1 mp (movement point) as a new character. You can shoot for free, even while moving.
- you start with 5 health. Lost health can be regained by doing a repair action, restoring 2 health per turn. This is a full turn action, no other actions or movement allowed.
- moving diagonally costs 1.5 mp, moving up/down/left/right costs 1 mp.
- placing a beacon/flag costs 1 mp, and so will special actions that may come later.
- the more mp you gain,the quicker you can move. Once you reach 2 mp, you can also spend 1 of your mp for a special action or to place a beacon. You can move normally with the rest of your mp. But you cannot place 2 beacons or buy more actions like this.
- if you move diagonally and one of the adjacent tiles, which you would have to pass with none-diagonal movement, is an active mine not marked with a beacon, you have a 50% chance to trigger it.
- your blasters start with a range of 3 and 1 damage. You automatically defend yourself, but do not automatically aid somebody or attack.
- if you have more than one attack, you can split them between several targets.
- each tile with a number also has an equal amount of red dots in the upper left corner, just in case you cannot read the number cause of the player avatars.
- better spacesuits might have better values.
- You can only deployed on column A-G until somebody reaches a column further to the right, no matter if PC or special ops NPC. Once somebody reached a column, it is then unlocked for deployment for the rest of the game.

Actions:
Comes-too-late flies to F2 and uncovers a 3. He also fires at the ship on H3, dealing 1 damage to it. The ship on H2 fires at him and deals 1.5 damage. The ship on H3 explodes.
Fails-to-see flies to E8 and uncovers a 3. He also finds a damaged plasma launcher in the ruins of the tower and extracts a plasma launcher module from it and combines it with his pistol. It can now shoot a volley of two plasma shots per turn.
Ka's Splaat flies to B11, which is already explored and safe.
Makes-it-go-boom awakes in the cloning tank. He will be equipped and send back to the minefield in turn 15. He should decide where he wants to be deployed.
Pats-Asteroids flies to G5 and uncovers a 1. He also fires at the ship on H3, dealing 1 damage to it. It returns fire and deals 1.5 damage. The ship on H3 explodes.

Spec ops 1 flies to F5 and fires on building G6. He deals 4 damage to it.
Spec ops 2 remains on D5 and repairs his suit, regaining 2 hp.
Spec ops 3 remains on E2 and repairs his suit, regaining 2 hp.
Spec ops 4 flies to E6 and fires on building G6. He deals 1 damage to it.

Makes has to use the teleportation window for his return this turn.
Fails found a plasma launcher module: upgrades a laser pistol to a plasma pistol.

Player Chars:.[tabs: Comes]
Image
Name: Comes-too-late
Health: 2/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Fails]
Image
Name: Fails-to-see
Health: 5/5 hp
Speed: 1.5 tiles/turn
Weapon: plasma pistol
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Ka'a]
Image
Name: Ka'a Splaat
Rank: "Spaceman First Class"
Health: 2/6 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1.5 dam
Attack range: 3 tiles
Specializations:
- "Minefield marshaller" (you can place 2 beacons in on round, or move and still place 1 beacon)
► Show Spoiler
[tabs: Makes]
Image
Name: Makes-it-go-boom
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Pats]
Image
Name: Pats asteroids
Health: 2/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
can use:
- 1 x probe: Can uncover a field at least 2 tiles away from you current position.
► Show Spoiler
[/tabs]NPC:.[tabs: Spec ops 1]
Image
Name: Spec ops 1
Health: 10/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 2]
Image
Name: Spec ops 2
Health: 8/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 3]
Image
Name: Spec ops 3
Health: 5/10 hp
Speed: 1 tiles/turn
Primary Weapon: Blaster launcher
Attack frequency: 1 /turn
Attack strength: 6 dam (only vs buildings)
Attack range: 2 tiles
Secondary Weapon: Laser Pistols
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 4]
Image
Name: Spec ops 4
Health: 8/8 hp
Speed: 1 tiles/turn
Primary Weapon: sniper railgun
Attack frequency: 1 /turn
Attack strength: 8 dam (only vs infantry)
Attack range: 4 tiles
Secondary Weapon: Light Laser Pistol
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 2 tiles
► Show Spoiler
[/tabs]Hostile:.[tabs: Building G6]
Damage taken: 5
[tabs: Ship H2]
Damage taken: 0
[tabs: Tower F10]
Damage taken: 12.5
[tabs: Destroyed:]
Ship H3 - Damage taken: 5
Building F6 - Damage taken: 14
Tower G1 - Damage taken: 21
Soldier F8 - Damage taken: 7.5
Soldier F7 - Damage taken: 7
Soldier F6 - Damagetaken: 14
Tower G4 - Damage taken: 16
Tower E3 - Damage taken: 15
Tower E8 - Damage taken: 15
[/tabs]

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Re: GMSO - Silent Surprise (Turn 15)

Post by Krulle » Wed May 27, 2015 2:42 pm

Did I uncover a two or a three? The text says three, but the image indicates a two but has three dots (F2). (die Ecke unten links spricht f├╝r eine 2, die 3 ist unten runder).


Comes-too-late repairs himself (and auto-response fires on H2)


SO1 (F5): stays on F5 and fires at bulding on G6
SO2 (D5): fires at enemy on H2
SO3 (E2): fires at enemy on H2
SO4 (E6): flies to E7 and fires at Building G6

Also tower F10 is still alive, according to your stats. Did it shoot on Fails-to-see? Did Fails return fire?
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Re: GMSO - Silent Surprise (Turn 15)

Post by Nerre » Wed May 27, 2015 3:02 pm

Its a 3, have to correct it. gimme a sec then press F5. :)
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Re: GMSO - Silent Surprise (Turn 15)

Post by Krulle » Wed May 27, 2015 3:05 pm

Thank You!
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Re: GMSO - Silent Surprise (Turn 15)

Post by Nerre » Wed May 27, 2015 3:09 pm

Spoiler alert (answer on one of the questions)
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Re: GMSO - Silent Surprise (Turn 15)

Post by Runsaround » Wed May 27, 2015 5:08 pm

"Guys, there's gun parts in the buildings! This is great!"

Fails fires his swanky new plasma pistol at the building on F10.
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Re: GMSO - Silent Surprise (Turn 15)

Post by Krulle » Wed May 27, 2015 10:37 pm

A defense bonus? As he can hide in the tower ruins and use them as shield...?
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Re: GMSO - Silent Surprise (Turn 15)

Post by Runsaround » Wed May 27, 2015 10:46 pm

I imagine that's the kind of thing that Nerre would just say.
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Re: GMSO - Silent Surprise (Turn 15)

Post by Zigit » Thu May 28, 2015 5:37 am

I'm going to take the risk and move Ka'A to C12... unless I can cheat and put a beacon on B12 before moving and remove it if I need to later. In either case, it'll take a similar amount of time to heal vs. respawn.

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Re: GMSO - Silent Surprise (Turn 15)

Post by Krulle » Thu May 28, 2015 5:49 am

Please don't place beacons when you're not sure, as we might have to find out where a wrong flag has been placed....

Can we place questionsmarks?
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Re: GMSO - Silent Surprise (Turn 15)

Post by Patdragon » Thu May 28, 2015 7:35 am

As i think i should be on .5 health I will do a repair action.

Also Krulle your special ops 2 move can't possible hit from his range so...

SO2 - Move to E4 fie on H2 guy if in range or G6 if not.
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Re: GMSO - Silent Surprise (Turn 15)

Post by Krulle » Thu May 28, 2015 7:51 am

Heh, indeed. stupid me.
In that case I support your proposal.
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Re: GMSO - Silent Surprise (Turn 15)

Post by Nerre » Thu May 28, 2015 2:41 pm

Zigit wrote:I'm going to take the risk and move Ka'A to C12... unless I can cheat and put a beacon on B12 before moving and remove it if I need to later. In either case, it'll take a similar amount of time to heal vs. respawn.
You can do both at once thanks to your minefield marshaller spec ability, but not condition on on the other.
So Beacon B12 and move to C12? Or just one of those two?
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Re: GMSO - Silent Surprise (Turn 15)

Post by SeeAMoose » Thu May 28, 2015 4:35 pm

Makes spawns in G4
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Re: GMSO - Silent Surprise (Turn 15)

Post by Zigit » Fri May 29, 2015 5:55 am

Nerre wrote:
Zigit wrote:I'm going to take the risk and move Ka'A to C12... unless I can cheat and put a beacon on B12 before moving and remove it if I need to later. In either case, it'll take a similar amount of time to heal vs. respawn.
You can do both at once thanks to your minefield marshaller spec ability, but not condition on on the other.
So Beacon B12 and move to C12? Or just one of those two?

I'll do both then.

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GMSO - Silent Surprise (Turn 16)

Post by Nerre » Fri May 29, 2015 11:57 am

OPERATION: SPACE ODYSSEY

Mission 2: Silent Surprise
After the minesweeper crew successfully cleared the huge minefield during Mission Asteroid Slalom, your fleet now has arrived. While they fight big battles, your squad has already a new asignment. A shield generator has been located on a porous asteroid, which protects the enemy's spacestation. While your fleet can wipe out the enemy fleet, it cannot attack the station while it is protected by the powerfull shield.
Since the generator asteroid also is surrounded by a strong shield, only small objects can be teleported in, and only one at a time. Such as a person in a space suit. Your task is to clear the path for a special ops squad that will try to raid the generator base. To make sure most of them arrive, your task is to clear their path. From time to time, you will get special ops members to help you fight hostile forces. They share the teleportation windows with your team, and can move and fight just like you, only with different attributes. Try not to explode mines, as it might attract hostile forces and block possible teleportation windows for spec ops if players have to respawn. You start in turn 0 after all of you have been teleported in.
Turn 16
Image

Information:
- you start with 1 mp (movement point) as a new character. You can shoot for free, even while moving.
- you start with 5 health. Lost health can be regained by doing a repair action, restoring 2 health per turn. This is a full turn action, no other actions or movement allowed.
- moving diagonally costs 1.5 mp, moving up/down/left/right costs 1 mp.
- placing a beacon/flag costs 1 mp, and so will special actions that may come later.
- the more mp you gain,the quicker you can move. Once you reach 2 mp, you can also spend 1 of your mp for a special action or to place a beacon. You can move normally with the rest of your mp. But you cannot place 2 beacons or buy more actions like this.
- if you move diagonally and one of the adjacent tiles, which you would have to pass with none-diagonal movement, is an active mine not marked with a beacon, you have a 50% chance to trigger it.
- your blasters start with a range of 3 and 1 damage. You automatically defend yourself, but do not automatically aid somebody or attack.
- if you have more than one attack, you can split them between several targets.
- each tile with a number also has an equal amount of red dots in the upper left corner, just in case you cannot read the number cause of the player avatars.
- better spacesuits might have better values.
- You can only deployed on column A-G until somebody reaches a column further to the right, no matter if PC or special ops NPC. Once somebody reached a column, it is then unlocked for deployment for the rest of the game.

Actions:
Comes-too-late remains on H3 and repairs his suit for 2 hp.
Fails-to-see stays on E8 and firesa volley of two plasma shots at the tower on F10, dealing 2 damage. The tower collapses.
Ka's Splaat flies to C12, uncovering a 1 while placing a beacon on B12. The tower on F10 fires at him, dealing 3 damage. He explodes. His clone will be deployed in turn 18 (post actions after turn 17). At least his last reflex shot dealt 1.5 damage to the tower. The tower collapses.
Makes-it-go-boom is deployed to G4.
Pats-Asteroids remains on G5 and repairs his suit for 2 hp. The last ship fires at him, dealing 1.5 damage.

Spec ops 1 stays on F5 and fires on building G6. He deals 4 damage to it. The building collapses.
Spec ops 2 flies to E4 and fires on the last enemy, dealing 4 damage. The ship explodes.
Spec ops 3 remains on E2 and fires on the last enemy, dealing 2 damage. The ship explodes.
Spec ops 4 flies to E7 and fires on building G6. He deals 1 damage to it. The building collapses.

Ka did die, but despite him not being yet ready to teleport in again next turn, the maximum amount of spec ops is already present, so nobody teleports in.

Player Chars:.[tabs: Comes]
Image
Name: Comes-too-late
Health: 4/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Fails]
Image
Name: Fails-to-see
Health: 5/5 hp
Speed: 1.5 tiles/turn
Weapon: plasma pistol
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Ka'a]
Image
Name: Ka'a Splaat
Rank: "Spaceman First Class"
Health: 6/6 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1.5 dam
Attack range: 3 tiles
Specializations:
- "Minefield marshaller" (you can place 2 beacons in on round, or move and still place 1 beacon)
► Show Spoiler
[tabs: Makes]
Image
Name: Makes-it-go-boom
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Pats]
Image
Name: Pats asteroids
Health: 2.5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
can use:
- 1 x probe: Can uncover a field at least 2 tiles away from you current position.
► Show Spoiler
[/tabs]NPC:.[tabs: Spec ops 1]
Image
Name: Spec ops 1
Health: 10/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 2]
Image
Name: Spec ops 2
Health: 8/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 3]
Image
Name: Spec ops 3
Health: 5/10 hp
Speed: 1 tiles/turn
Primary Weapon: Blaster launcher
Attack frequency: 1 /turn
Attack strength: 6 dam (only vs buildings)
Attack range: 2 tiles
Secondary Weapon: Laser Pistols
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 4]
Image
Name: Spec ops 4
Health: 8/8 hp
Speed: 1 tiles/turn
Primary Weapon: sniper railgun
Attack frequency: 1 /turn
Attack strength: 8 dam (only vs infantry)
Attack range: 4 tiles
Secondary Weapon: Light Laser Pistol
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 2 tiles
► Show Spoiler
[/tabs]Hostile:.[tabs: Destroyed:]
Tower F10 - Damage taken: 16
Ship H2 - Damage taken: 0
Building G6 - Damage taken: 10
Ship H3 - Damage taken: 5
Building F6 - Damage taken: 14
Tower G1 - Damage taken: 21
Soldier F8 - Damage taken: 7.5
Soldier F7 - Damage taken: 7
Soldier F6 - Damagetaken: 14
Tower G4 - Damage taken: 16
Tower E3 - Damage taken: 15
Tower E8 - Damage taken: 15
[/tabs]

unlimited spots left, Please chose a unique name, a unique color and your starting field. There will always be up to 5 player chars on the map.
Last edited by Nerre on Thu Jun 04, 2015 3:45 am, edited 1 time in total.
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Re: GMSO - Silent Surprise (Turn 16)

Post by Krulle » Fri May 29, 2015 12:55 pm

Comes-too-late marks G2, then flies to G1.

(also: my image is correct, and the calculation seems to be correct too, but the text is wrong, I repaired and did not move...)

Pity, only 4 SO's? (better than none :) )


SO1 (F5): fires at bulding on F7
SO2 (E4): repairs
SO3 (E2): repairs
SO4 (E7): fires at Building F7
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Re: GMSO - Silent Surprise (Turn 15)

Post by Runsaround » Fri May 29, 2015 10:09 pm

Time for a risk: Fails flies to F9
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Re: GMSO - Silent Surprise (Turn 15)

Post by Runsaround » Fri May 29, 2015 10:10 pm

Time for a risk: Fails flies to F9.
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Re: GMSO - Silent Surprise (Turn 15)

Post by Patdragon » Fri May 29, 2015 10:54 pm

Pats repairs again as i think i'm on lower health than stated.

--- on turn 15 it said I took damage of 1.5 but i had the same health as turn 14 so... was it an error in taking damage or not changing health?

I agree with Krulle spec ops orders.
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Re: GMSO - Silent Surprise (Turn 15)

Post by Nerre » Sun May 31, 2015 2:47 pm

Pats: Yes, I forgot to add the damage of 1.5 once. But you still would have survived with 0.5 hp that back then and also this turn. As I am now too lazy and buys to correct it, I will grant you the 1.5 extra hp you should not have, rather than bringing you down to 1 hp. :)

Waiting for Moose, then I can update. As Zigit's Ka is dead anyway, we don't need to wait for him this turn, especially as we already got 2 votes for Krulles Spec Ops moves.
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