RingoHe/Hima distinct lack of substanceRegistered Userregular
edited July 2010
So, focus fire on the Phalla. The Piet should use her Ion Cannon hopefully to disable the Phalla's weapons. Everybody should load torpedoes to their maximum allotment so they can all be fired next turn if one of the Venusians gets to long range.
The question is about combat manuevers. I think the Williams and the Cain should close to point blank with the Phalla to bring their damage to bear. The Piet should stay medium to the Phalla to cover the closers with her Ion Cannon. What about the Khan and the Chief? Stay medium with the Phalla? Move on to the next ship?
Obviously we must assume all internal communications are compromised. All actions should be discussed in thread.
Ringo is right. The OP says that there's at least one infiltrator on every ship. Until we start axing some Venutians there's no reason to try and make our plans in secret. At least in a general way we can discuss them in public.
Rolesharing is probably fine too, but not really important. Powersharing is not okay unless completely necessary, particularly if you're some kind of special. Presumably the mafia will not start with info about their shipmates' powers.
The Chief should probably stay medium range for now against the phallia but I think focus firing on it with all guns is a good idea. Any weapon that deals 1-6 damage will deal next to nothing to the shields though. Some ships have good quality point blank weapons so If we can disable the shields they can rake the enemy ships with their close guns.
This could be over in 6 days or less if we focus fire, here is to hoping it is that easy.
Also, can a weapon be fired more the once a day?
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He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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FaranguI am a beardy manWith a beardy planRegistered Userregular
edited July 2010
Hmm, it seems that it'd make more sense for the Cain to fall back to long range, seeing as the torpedoes do more damage than her main guns. Also, since most things on the Cain hit more than one target, are any other venetian ships next to the Phalla?
Since torps & guns can be used at medium, all helmsmen should attempt to stay at medium range with the Phallia and we should fire everything we have at it today. The Cain & Williams, with weaker primary guns, may want to move around.
Secondary targets (if you must pick another ship) should go to the Labius.
I suspect, since we have quad targetting weapons, that we're going to be dealing with fighters and stuff from the hostiles eventually.
Should we assume that the roles for each ship are generally the same? Captain, tactical, etc?
Oh, and adventfalls cause of RNG, and cause i haven't talked to him in ages
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RingoHe/Hima distinct lack of substanceRegistered Userregular
edited July 2010
When a weappn can hit 'Up to four targets' does that mean it can hit the same target four times?
Assuming the answer is Yes, then the Cain and the Williams deal more damage with their point blank guns than anything else. The three other ships are weaker at point blank range and should try to maintain medium distance from their targets. Torpedoes work at medium distance as far as I am aware so letting a ship get away to Long distance merely prevents you from using your main cannons.
When a weappn can hit 'Up to four targets' does that mean it can hit the same target four times?
Assuming the answer is Yes, then the Cain and the Williams deal more damage with their point blank guns than anything else. The three other ships are weaker at point blank range and should try to maintain medium distance from their targets. Torpedoes work at medium distance as far as I am aware so letting a ship get away to Long distance merely prevents you from using your main cannons.
That's pretty much my take on it. Long distance might be good if a ship has taken a pounding and needs to repair, though. It depends on the torpedo strength of the bad guys though, I guess.
RNG gives me romanqwerty. Who am I to disagree with the RNG?
Guys, just a heads-up: a couple of folks have sent in their orders without an accompanying die roll. Remember:
When you go to do stuff, you'll roll a d20, add a modifier to it and compare it against a target number.
The modifier you use should be listed in the PM I sent you.
I'll the roll the die for anyone who sends in an order without a roll by the day's end, so it's no biggie; it's just been my experience that most folks like to make their own rolls.
Well, that's how it worked in the previous game with a similar mechanic.
Do all questions for the Encyclopedia need to be sent via PM?
Yes, please send your Encyclopedia questions in via PM. That way I won't frustrate people by missing questions, the thread getting too chaotic, etc.
Is that 0900 (9 AM) or 2100 (9 pm)?
9:00 PM
Also, can a weapon be fired more the once a day?
Yes.
When a weappn can hit 'Up to four targets' does that mean it can hit the same target four times?
No.
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With Love and Courage
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Sir FabulousMalevolent Squid GodRegistered Userregular
edited July 2010
I don't think the Cain going into close range is what we want then. We would do AT MOST 1 point of damage. Plus risk being boarded/bombarded. Of course. This could just be self-preservation speaking.
Also, just as a baseline re: the TNs you're trying to hit, you'll always want at least a 14 or better. If you roll a 13 or lower, you've definitely failed whatever you were trying to do.
Guys, just a heads-up: a couple of folks have sent in their orders without an accompanying die roll. Remember:
When you go to do stuff, you'll roll a d20, add a modifier to it and compare it against a target number.
The modifier you use should be listed in the PM I sent you.
I'll the roll the die for anyone who sends in an order without a roll by the day's end, so it's no biggie; it's just been my experience that most folks like to make their own rolls.
so.... is there a program you want us to use or do you really want me to go get a D20, roll it on my desk and then PM you the number?
Guys, just a heads-up: a couple of folks have sent in their orders without an accompanying die roll. Remember:
When you go to do stuff, you'll roll a d20, add a modifier to it and compare it against a target number.
The modifier you use should be listed in the PM I sent you.
I'll the roll the die for anyone who sends in an order without a roll by the day's end, so it's no biggie; it's just been my experience that most folks like to make their own rolls.
so.... is there a program you want us to use or do you really want me to go get a D20, roll it on my desk and then PM you the number?
from the OP;
Use Orokos or Invisible Castle to do your rolling.
Also, it has been far too long since I have been able to say it, but hi !abotkin!
Ah, it has indeed been far too long !Wildcat. You missed a prime opportunity with the Vanilla micro that just finished a day or two ago, I won as mafia.
Are the only actions we can perform those spelled out in role PMs?
Also, it has been far too long since I have been able to say it, but hi !abotkin!
Ah, it has indeed been far too long !Wildcat. You missed a prime opportunity with the Vanilla micro that just finished a day or two ago, I won as mafia.
Are the only actions we can perform those spelled out in role PMs?
Well, you can also vote. And discuss things.
Don't forget about the Encyclopedia Galactica!
The players may also want to make use of the Encyclopedia Galactica, a computer database that can provide some valuable intelligence / game hints. The captain of each ship may request one piece of intelligence from the database each day – so the crew of each ship might want to discuss what they want the captain to ask the computer (stupid questions, like, “WHO IS MAFIA?” will not return valuable information. Try to ask flavorful, specific questions).
Be sure to harass your captain to ask whatever question is eating you away inside.
The Ender on
With Love and Courage
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RingoHe/Hima distinct lack of substanceRegistered Userregular
edited July 2010
Okay so point blank guns suck balls. I see no reason to ever close to point blank or go to long range.
I'm assuming a much lower to-hit though. If we have base 70% to-hit this ends way too quick. Also I seem to have messed up my average calculation so they met around 50 instead of at 36.6%
Eh, well the raw ready-to-fire damage of our torpedoes this instant is
13 + 107 @ +2 + 13 @ +4*
If we assume base 50% chance then it's 82
That seems like a lot without having to load or fire the lasers at all or including any situational bonuses which are attached to some of them
*Under the assumption that a single torpedo of the "attacks up to X ships" variety will actually attack X ships, instead of one per ship and launching multiple
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The question is about combat manuevers. I think the Williams and the Cain should close to point blank with the Phalla to bring their damage to bear. The Piet should stay medium to the Phalla to cover the closers with her Ion Cannon. What about the Khan and the Chief? Stay medium with the Phalla? Move on to the next ship?
Obviously we must assume all internal communications are compromised. All actions should be discussed in thread.
Rolesharing is probably fine too, but not really important. Powersharing is not okay unless completely necessary, particularly if you're some kind of special. Presumably the mafia will not start with info about their shipmates' powers.
This could be over in 6 days or less if we focus fire, here is to hoping it is that easy.
Also, can a weapon be fired more the once a day?
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
All ships are at medium range to each other
Since torps & guns can be used at medium, all helmsmen should attempt to stay at medium range with the Phallia and we should fire everything we have at it today. The Cain & Williams, with weaker primary guns, may want to move around.
Secondary targets (if you must pick another ship) should go to the Labius.
I suspect, since we have quad targetting weapons, that we're going to be dealing with fighters and stuff from the hostiles eventually.
Oh, and adventfalls cause of RNG, and cause i haven't talked to him in ages
Assuming the answer is Yes, then the Cain and the Williams deal more damage with their point blank guns than anything else. The three other ships are weaker at point blank range and should try to maintain medium distance from their targets. Torpedoes work at medium distance as far as I am aware so letting a ship get away to Long distance merely prevents you from using your main cannons.
That's pretty much my take on it. Long distance might be good if a ship has taken a pounding and needs to repair, though. It depends on the torpedo strength of the bad guys though, I guess.
RNG gives me romanqwerty. Who am I to disagree with the RNG?
(Yay! I can rhyme!)
The modifier you use should be listed in the PM I sent you.
I'll the roll the die for anyone who sends in an order without a roll by the day's end, so it's no biggie; it's just been my experience that most folks like to make their own rolls.
Yes, please send your Encyclopedia questions in via PM. That way I won't frustrate people by missing questions, the thread getting too chaotic, etc.
9:00 PM
Yes.
No.
Switch Friend Code: SW-1406-1275-7906
Are the replies also private, or will the question and answer be shared with the thread?
Shared in the thread with the end of the day narration.
so.... is there a program you want us to use or do you really want me to go get a D20, roll it on my desk and then PM you the number?
Use Orokos or Invisible Castle to do your rolling.
Ah, it has indeed been far too long !Wildcat. You missed a prime opportunity with the Vanilla micro that just finished a day or two ago, I won as mafia.
Are the only actions we can perform those spelled out in role PMs?
3DS: 0963-0539-4405
Were you there for the game i got day 1'd by about 8 people "RNG" me?
Forgive me for being paranoid. Plus its day 1, not like i have anyone better to vote.
Well, you can also vote. And discuss things.
Don't forget about the Encyclopedia Galactica!
Be sure to harass your captain to ask whatever question is eating you away inside.
t Phyphor, Forgetting torpedos how?
I knew that, but I guess that's why I'm the captain.
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14 is the minimum you need to make on any roll. Many checks will need higher rolls.
Not true (I think). Assuming a 14 required to hit and a base bonus of +8.
2d10(+2Hit) hit has an expected damage of 8.8, while 4d6 has an expected damage of 9.8
Edit: even with the case of a DC 20, the expected damages are still 6.6 and 7 respectively.
Edit 2: It isn't until a DC 23 (or [DC- Base bonus] of 15) that the 2d10 starts winning out)..
Not when Torpedos aren't being loaded or one ship is firing at an ally or a ship is being moved into point blank range for boarding.
Personally i imagine the [DC-base bonus] to be around 50%.
13 + 107 @ +2 + 13 @ +4*
If we assume base 50% chance then it's 82
That seems like a lot without having to load or fire the lasers at all or including any situational bonuses which are attached to some of them
*Under the assumption that a single torpedo of the "attacks up to X ships" variety will actually attack X ships, instead of one per ship and launching multiple