Borglins - Tower Offense Game (Closed)

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Nerre
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Nerre » Sun Jun 16, 2013 12:47 pm

Blackout tries some "Program Reroute" to upgrade his Infiltrator. What would that do? Increase the probabilities to suceed in the future?

Next turn: He does some Counter-Counter-Hacking to lower the alarm level of the upgrade building.
Last edited by Nerre on Tue Jun 25, 2013 6:10 am, edited 1 time in total.
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Jibjib
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Jibjib » Sun Jun 16, 2013 1:22 pm

Jack sidesteps to H5 to (hopefully) dodge the world of hurt that's coming his way, and continues firing at the tower.
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Davecom3
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Davecom3 » Sun Jun 16, 2013 7:44 pm

Big John moves to J4.

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SamWiser
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Re: Borglins - Tower Offense Game (Turn 4)

Post by SamWiser » Sun Jun 16, 2013 9:19 pm

Sam stays where he is and fires at the tower again.
Thanks to Arch Lich Burns for the avatar, and Mnementh for the mustache.

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madmartin26
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Re: Borglins - Tower Offense Game (Turn 4)

Post by madmartin26 » Sun Jun 16, 2013 10:59 pm

Jake Snipe fires on the turret, and then if possible moves to J5

Nerre
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Nerre » Mon Jun 17, 2013 1:48 pm

PS: I just noticed that the upgrade building (1 update ever 5 turns) wasn't able to upgrade anything from our enemies. That is why I think I will stay linked to it to keep it that way. :)
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Starswords
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Starswords » Wed Jun 19, 2013 3:51 am

K. Banger will move to H5

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LooksAndSmiles
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Re: Borglins - Tower Offense Game (Turn 4)

Post by LooksAndSmiles » Tue Jun 25, 2013 1:11 am

Hmm, 9 people out of 12 players, and the same ones not responding like the last time. Do you guys think we should wait for people or let's just keep the numbers dwindling and get on with it? I didn't want to wait a week between updates...
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Dlover
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Dlover » Tue Jun 25, 2013 1:17 am

I'm the one not counted there, right? Or am I meant to be doing something after having escaped?
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

Nerre
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Nerre » Tue Jun 25, 2013 1:31 am

Just skip the remainng players please, or let them do similar things like they did last time. Just don't let them shoot the upgrade building now it is ours. Since the chars would suffer from doing nothing, I would not let them idle around. Better advance a field and fire at closest target. On the other hand this would eliminate inactive players. I would at least update once per week, else more people will drop out.

I will be on holidays for thursday till sunday, so I hope you update before I am gone. :)
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LooksAndSmiles
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Re: Borglins - Tower Offense Game (Turn 4)

Post by LooksAndSmiles » Tue Jun 25, 2013 1:35 am

Dlover wrote:I'm the one not counted there, right? Or am I meant to be doing something after having escaped?
I'm not waiting an action from you, don't worry. :) I may not have been clear with my previous post.

From the initial 13 people...
1 dead, never appeared
1 escaped, no need for actions
2 is not posting, didn't do it in the previous turn either
9 posted quite fast after the update.

My question is whether to wait for them to turn up or just roll with it? (Losing a full-fledged mechy and bulky might hurt, although I think you'd do well without them even)

I will NOT act in the name of inactive players, that would lead to lazyness and also I made the "useless kill" specifically to eliminate idlers. Guess I'm just a big softie waiting for people to reappear, hence I'm asking you guys.
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Nerre
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Nerre » Tue Jun 25, 2013 1:37 am

My suggestion: Let Dlover - and once there are more, all who already made it - controll the inactive guys. That way we won't lose them and he has something to do and won't get bored. :D

If you don't want anybody to play them except their players, I prefer updates in time to having them with us. Else the game could slowly die, and I like it far too much to risk that.
Like you said, 9 did post quiet fast, 1 finished. The rest is inactive, which is neither the fault of the GM or the other players, so let's continue.
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madmartin26
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Re: Borglins - Tower Offense Game (Turn 4)

Post by madmartin26 » Tue Jun 25, 2013 2:10 am

I say we continue without them.

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Dlover
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Dlover » Tue Jun 25, 2013 2:39 am

Nerre wrote:My suggestion: Let Dlover - and once there are more, all who already made it - controll the inactive guys. That way we won't lose them and he has something to do and won't get bored. :D
I don't particularly want to control another character regardless.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

Nerre
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Posts: 4876

Re: Borglins - Tower Offense Game (Turn 4)

Post by Nerre » Tue Jun 25, 2013 6:09 am

Was just a suggestion. Then it is "without them". They can respawn anyway. In the worst case in the beginning of the next map.
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Davecom3
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Davecom3 » Tue Jun 25, 2013 7:55 am

If they haven't shown up for more than a week, waiting's not going to make them show up. If you've already tried contacting them, our only choice is to move on without them.

Nerre
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Re: Borglins - Tower Offense Game (Turn 4)

Post by Nerre » Wed Jun 26, 2013 12:46 am

OOC: I am on holidays from 27th to 30th this month. In case there is an update during this time and maybe a second, I already included an action for next turn in my last post:
Next turn: He does some Counter-Counter-Hacking to lower the alarm level of the upgrade building.
Thanks
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LooksAndSmiles
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Re: Borglins - Tower Offense Game (Turn 4)

Post by LooksAndSmiles » Wed Jun 26, 2013 1:51 am

I'll make a new update then tomorrow, or failing that (too much stuff to do at workplace), on friday. I hope to make updates much regularly (and more often) from then, though.
Inventing forum games since '10 ...
Skill Table Cheat Sheet for my players in the Minesweepers game.
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LooksAndSmiles
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Borglins - Tower Offense Game (Turn 5)

Post by LooksAndSmiles » Thu Jun 27, 2013 12:28 pm

Here we go!

Turn 5 >>Next Turn
Chubby moves to h1, getting a VP.
Theis probeports his last spider mine to E5. +1VP
Nemo moves to i6, and punches the tower wall (1dmg), because weapons are for the amateur. +2 VP.
Blackout successfully reroutes the upgrading path, which results in enhancing a random thing on their side!
The selected item turns out to be Blackout's jetpack, which now grants +1 movement over land. +1VP for acting +3VP for success.
The rerouting doesn't go unnoticed, and raises the Alert Level to 3.
Jack the Chipper sidesteps to H5, gaining a VP. Unfortunately he is now out of range, and the tower still has hit him before he left.
Big John moves to J4. +1VP
Sam deals another 4 damage to the tower. +1VP
Jake Snipe deals 5 damage, then joins Sam on J5. +2VP
K. Banger moves to H5 too. +1VP

Nameless (Nameless) feels a bit more useless.
Boomer moves feels a bit more useless.

Not As gains a VP, off map.
The tower on e7 is blasted away by the spider mine, leaving 1+1 scrap behind. Theis gains 10 VP for the solo kill.

The tower on I7 (now at 17hp) fires a round at Jack, dealing 2 damage. Since he is now out of range, it locks onto Nemo.

The Factory sprouts another probe.
- Nameless' probes stand around idly, waiting for orders.
- Theis' spidermine is teleported away to E5, and it explodes on the tower of E7, eliminating it.
- Theis' healbot starts to follow Big John, and heals him for another 1 HP.

- The enemy probes are starting to move around, slowly.

Image

Development Center Infiltration
- Overtake (Success Chance: 50%): Overtake the building, which will give the benefits to the players as long as at least one Techy is actively connected to it via an infiltrator.
- Program Reroute (Success Chance 60%30%): Force the system to upgrade something on the player's side.
- Hardware Overheat ( Success Chance 75%60%): Deals 5 damage and has a 80% chance to cause malfunction for the current and following turn.
- Database Hack ( Success Chance: 80%65%): Gain 1 new piece of information about the game mechanics, enemies, etc.
- Counter-Counter Hacking (Success Chance: 80%): Decrease Alert level by 2.

Be warned that infiltrating buildings may raise "Alert Events". Unsuccessful hacking attempts and continous manipulation increases the chance of triggering an "Alert Event".

Obtained Materials
6 scraps.

Alert Level: 3 (No event yet.)

Character Sheets:
.[tabs:Big John]
Big John - Bulky - HP: 5/7 VP: 9

Equipment:
Railgun
[tabs:Blackout]
Blackout - Techy - HP: 4 VP: 14

Equipment:
Jetpack (temporary upgrade: +1 movement)
Infiltrator
[tabs: Boomer]
Boomer - Bulky - HP: 7 VP: 3 (WARNING 1)

Equipment:
Bazooka (8 missiles)
[tabs:Chubby]
Chubby - Bulky - HP: 7 VP: 5

Equipment:
Railgun
[tabs:Jack]
Jack the Chipper - Speedy - HP: 3 VP: 11

Equipment:
Laser Pistols
[tabs:Jake Snipe]
Jake Snipe - Techy - HP: 4 VP: 12

Equipment:
Sniping Laser
[tabs: K. Banger]
K. Banger - Tinky - HP: 4 VP: 8

Equipment
Spider Mines x2 (Upgraded damage to 35, speed to 3)[/tabs]
.[tabs:Nameless]
Nameless - Mechy - HP: 5 VP: 5 (WARNING 1)

Equipment:
Recyclator (5 Scraps)

Probes:
BallistBot: 1HP
CopterBot: 10HP
GunBot #1: 2HP
GunBot #2: 3HP
GunBot #3: 1HP
[tabs: Nemo]
Nemo - Tinky - HP: 4 VP: 10

Equipment:
Spider Mines x3 (Upgraded damage to 35, speed to 3)
[tabs:Not as ...]
Not as Big a Big John, but Bigger than Wee John John - Speedy - HP: 1 VP: 23

Equipment:
Jetpack
[tabs:Sam]
Sam - Techy - HP: 4 VP: 11

Equipment:
Sniping Laser
[tabs:Theis]
Theis - Mechy - HP: 5 VP: 24

Equipment:
Probeporter

Probes:
Healbot: 2HP
[tabs: x]
Pedro Rhian - Bulky - HP: 0 VP: 0

Equipment:
Railgun[/tabs]
Last edited by LooksAndSmiles on Wed Jul 03, 2013 3:15 pm, edited 1 time in total.
Inventing forum games since '10 ...
Skill Table Cheat Sheet for my players in the Minesweepers game.
Random dragons I help growing up:ImageImageImageImage And my own dragons are here. The hatched ones like the clicks! :D

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Theis2
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Re: Borglins - Tower Offense Game (Turn 5)

Post by Theis2 » Thu Jun 27, 2013 12:56 pm

Theis moves to i2

Nemo or K. Banger, could you leave two spider mines unactivated on the ground so I can port down to the second double tower?
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kida
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Re: Borglins - Tower Offense Game (Turn 5)

Post by kida » Thu Jun 27, 2013 2:06 pm

Chubby moves to I1

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Jibjib
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Re: Borglins - Tower Offense Game (Turn 5)

Post by Jibjib » Thu Jun 27, 2013 2:10 pm

Jack hops over to D5 and blasts any enemy probes he can see.
Last edited by Jibjib on Thu Jun 27, 2013 2:15 pm, edited 1 time in total.
Psychosis is such an ugly word... I prefer Internalised Reality Warping.

"Theis, you can't touch my boobies, at least buy me dinner first!" ~Asks, 09/08/2014

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madmartin26
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Re: Borglins - Tower Offense Game (Turn 5)

Post by madmartin26 » Thu Jun 27, 2013 2:12 pm

Jake moves to H5 and snipes a probe if one comes into range, or the tower on i7 if no probes come into range.

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Re: Borglins - Tower Offense Game (Turn 5)

Post by Davecom3 » Thu Jun 27, 2013 4:47 pm

Big John moves to J5 if he can, or I4 if he can't due to there being 2 players already there this turn.

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SamWiser
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Re: Borglins - Tower Offense Game (Turn 5)

Post by SamWiser » Thu Jun 27, 2013 6:38 pm

Sam will stay there and hit the turret again.
Thanks to Arch Lich Burns for the avatar, and Mnementh for the mustache.

ÔÇ£Shoot the dictator and prevent the war? But the dictator is merely the tip of the whole festering boil of social pus from which dictators emerge; shoot him and there'll be another one along in a minute. Shoot him too? Why not shoot everyone and invade Poland?ÔÇØ
ÔÇò Terry Pratchett

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