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 DTG: Chaos (v.1.0) (Complete), The show is over.
engie
 Posted: Aug 11 2018, 07:01 PM
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...Hmm... That key possibly has some importance... too bad it's out of reach. Unless...

...

I promptly go Full Engie mode and wander back to the Blank Space, picking up the Angry Secretary, wandering over to the tree, placing it down, then using it as a ladder to climb to the top of the tree, fetch the key from up there, jump down because fall damage isn't a thing here, then wander off down south, key in hand. Who knows. There might be something there.

Originally posted on 2016-05-16 02:09:00

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pionoplayer
 Posted: Aug 11 2018, 07:01 PM
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I blast glitch zombie 1 with lightning

@pit: It's not quite as bad as it looks, my attack should take out a good chunk of the stronger of the two regular glitch zombies. The bigger issue is the giant, and he can't lunge. Just wail on those three and they'll go down.

I'm more concerned with the giant rock wall that just appeared. We've got a time limit now guys, well, if we didn't already.
Also, I think we want to take down the pod via aerial fire, we do NOT want faceless automatons on top of everything else that's beating us over the head.

Originally posted on 2016-05-16 15:45:00

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Pricey12345
 Posted: Aug 11 2018, 07:01 PM
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Move to J5, Use the special attack (Bad Time) on G Zomb 1 and smash it against the wall or the enemies if these are alive.

Fine, I fire the Turret 2 twice at the HCA.

Originally posted on 2016-05-16 20:25:00
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The_Nonexistent_Tazz
 Posted: Aug 11 2018, 07:01 PM
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Temmie, why did you blow up our walls? :C Ugh. Well, on the flipside, they need a turn to traverse the Rubble, so we have time to murder the new douchebags. AoEs on them would be heavily appreciated...And I think the Slow effect of Sap can neutralize them.

@Laser Drone: D5, fire on the Laser Drone again.

@Gladius. Sorry. Move the SHIP to...E5, because Laser Drone. Turret the HCA twice.

@Glitch Crimera: Pummel Glitch Zombie 3 into oblivion, would you kindly?

@Usual Suspects: FIRE YOUR RAILGUNS AGAIN.

@Insert: EMP!

@Lin Rin: Missile on E4, fly up and BOOM. I mind control her into doing it if no-one else follows the suit.

@Pricey: Politely turret twice, again. HCA.

@Siria: While you're murdering everything, glitch Beam the HCA.

I'll activate the other Glitch Beam and aim for the HCA. Basic weapon orders: EVERYTHING ON THE HCA. While I'm at it, my moves:

-Roxxanne (after Glitch Beaming the HCA) will move to I2 and apply the Queen of Hearts ("Off with your head! :3") upon whichever Zombie 2 is there, for there are two Zombie 2s on the minimap and I can quickly kill both with my basic attack. I then retreat to G4.
-Super Greed will maneuver to I10 and shoot the Chaos Ray.

@DarkSide: I mind control DarkSide into using TrueForm, moving up to G3 because I think that is possible, and attacking the Core (with Trueform) for massive damage, because he sure as heck isn't going to be doing anything else useful after this turn-if he lives it's gonna be a slim chance. He hasn't been terribly active as well, so...Bluh.

In any case: We can wait on the Pod a bit until it's in range of us. Don't go into the Pod yet! We can Glitch Beam it's inhabitants to death or something safe like that later.

Originally posted on 2016-05-16 22:23:00
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ConsumerOfAll
 Posted: Aug 11 2018, 07:01 PM
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I really need to get a post in. Oriko uses the hitch beam on the HCA, Kirika idles.

Originally posted on 2016-05-16 23:43:00

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questo mondo non cambia, nemmeno se vuoi
questa gente che parla, che parla di noi
per tutta questa rabbia, per questi sogni in gabbia
se sto vivendo un dramma, sarĂ  il mio momento
prima o poi, prima o poi
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Irecreeper
 Posted: Aug 11 2018, 07:01 PM
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Posting seems to have slowed down lately. Should I shorten the second Ship Segment? I think the ship segment might be the reason for the slowdown.
Maybe update? Don't count on it.

Originally posted on 2016-05-17 01:50:00

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crystalcat
 Posted: Aug 11 2018, 07:01 PM
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Siria fires the Glitch Beam on the HCA, then shoots Glitch Giant 1 and Glitch Zombie 3.

I know I kinda just feel like a turret here, even though I really did ask for this. Best strategic decision isn't always the most fun decision, you could say. Both for designs and for character positioning. What I'm saying here is that I've heard rumblings that changing to another ship design, perhaps Generic's, might be good. Maybe once we land at halfway.

Originally posted on 2016-05-17 02:13:00

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PitTheAngel
 Posted: Aug 11 2018, 07:01 PM
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QUOTE (Irecreeper @ (time=1463446211))
Posting seems to have slowed down lately. Should I shorten the second Ship Segment? I think the ship segment might be the reason for the slowdown.
Maybe update? Don't count on it.
((WHAT DO YOU MEAN, WE'RE ONLY HALFWAY DONE? AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA-)

Originally posted on 2016-05-17 03:56:00

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sunnyau
 Posted: Aug 11 2018, 07:01 PM
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Good game. I will join.
I spawn on J5 on Zone 3 to await the Update Terminal.

Base stats required.

Weapon:
Sniper Rifle:
(More deadlier then rifle, but take SERIOUSLY long to reload.)
29-35 damage, 10 Range, 1 Retreat.
Passive: Reload II: Takes 2 turn to reload. You can "bonk" while reloading, as a Range 1 attack with (3-4) Damage, 1 Range and 1 Retreat. Passthrough: The bullet can pass through 1 wall/1 enemy(or 2, if the first enemy eat up less than 50% of the damage and dies) without stopping, dealing the damage to the enemy/enemies if Passthrough is activated on an enemy/enemies, and the next enemy in line receives remaining not dealt damage -3. Sniping: Hits are 50% more likely to occur.(i.e. if original chance = 50%, then the bullet must hit(50%+50%=100%). )

Armor:
Helmet: Cowl
Armor: Cloak of Concealment
Accessories: Rabbit's Foot.

Skills: Summon and Quickshot(may I? else I use Heal)

Quickshot 6 MP
Deal (6-8) Damage to any foe in 3 block radius, also pushes them back by (2-3) space. +1 Damage/2 INT, +1 Space/3 AGI

Special Attack: Critter
SP Required:150
Fill: DMG given(*1.5)/Weakpoint attack damage(*2.5)
Effect: Send critters which are small bullets straight/around. Crits your next attack. Does not count as an action.
[Circle Critters] 4 Range, 8-9 Damage(on all enemy) + Hitthrough(Cannot make crits and damage -25%) for 2 turns.
[Straight Critters] infinite Range, 40-55 Damage(on 1 enemy)
Modifiers: -5 SP/AGI, +1 Damage(Circle Critters)/INT, +5 Damage(Straight Critters)/ 3 AGI

Originally posted on 2016-05-17 06:16:00
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pionoplayer
 Posted: Aug 11 2018, 07:01 PM
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ANOTHER ship segment ire?
Yeah, I think this probably will not go over well.
People enjoy being able to sort of roam about a bit more, sort of cooping everyone up for the duration of an entire zone sort of puts a damper on the fun.

Originally posted on 2016-05-17 16:58:00

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Irecreeper
 Posted: Aug 11 2018, 07:01 PM
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Which is why I'll probably shorten that to just the boss battle. I've planned that boss since the start of this game, and it's going to be a good one. (hopefully)

Originally posted on 2016-05-17 19:28:00

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teag2
 Posted: Aug 11 2018, 07:01 PM
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QUOTE (sunnyau @ (time=1463462178))
Good game. I will join.
I spawn on J5 on Zone 3 to await the Update Terminal.

Base stats required.

Weapon:
Sniper Rifle:
(More deadlier then rifle, but take SERIOUSLY long to reload.)
29-35 damage, 10 Range, 1 Retreat.
Passive: Reload II: Takes 2 turn to reload. You can "bonk" while reloading, as a Range 1 attack with (3-4) Damage, 1 Range and 1 Retreat. Passthrough: The bullet can pass through 1 wall/1 enemy(or 2, if the first enemy eat up less than 50% of the damage and dies) without stopping, dealing the damage to the enemy/enemies if Passthrough is activated on an enemy/enemies, and the next enemy in line receives remaining not dealt damage -3. Sniping: Hits are 50% more likely to occur.(i.e. if original chance = 50%, then the bullet must hit(50%+50%=100%). )

Armor:
Helmet: Cowl
Armor: Cloak of Concealment
Accessories: Rabbit's Foot.

Skills: Summon and Quickshot(may I? else I use Heal)

Quickshot 6 MP
Deal (6-8) Damage to any foe in 3 block radius, also pushes them back by (2-3) space. +1 Damage/2 INT, +1 Space/3 AGI

Special Attack: Critter
SP Required:150
Fill: DMG given(*1.5)/Weakpoint attack damage(*2.5)
Effect: Send critters which are small bullets straight/around. Crits your next attack. Does not count as an action.
[Circle Critters] 4 Range, 8-9 Damage(on all enemy) + Hitthrough(Cannot make crits and damage -25%) for 2 turns.
[Straight Critters] infinite Range, 40-55 Damage(on 1 enemy)
Modifiers: -5 SP/AGI, +1 Damage(Circle Critters)/INT, +5 Damage(Straight Critters)/ 3 AGI
Welcome! Don't forget to put your stats in http://b3.ifrm.com/30592/38/0/e5072360//e5072360.png

Originally posted on 2016-05-17 22:26:00

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Bomber57
 Posted: Aug 11 2018, 07:01 PM
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Mabuz will move back to H8 and fire the missiles at the Hostile Containment, targeting the C. Ray for crew damage. use the Concentrated Salt Orb, unleashing a torrent of salt energies that are immediately felt in the neighboring universes and realities.

Originally posted on 2016-05-17 22:31:00
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PitTheAngel
 Posted: Aug 11 2018, 07:01 PM
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<br>[color=#005199]Disciple of Polybia<br>[/color]
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QUOTE (sunnyau @ (time=1463462178))
Good game. I will join.
I spawn on J5 on Zone 3 to await the Update Terminal.

Base stats required.

Weapon:
Sniper Rifle:
(More deadlier then rifle, but take SERIOUSLY long to reload.)
29-35 damage, 10 Range, 1 Retreat.
Passive: Reload II: Takes 2 turn to reload. You can "bonk" while reloading, as a Range 1 attack with (3-4) Damage, 1 Range and 1 Retreat. Passthrough: The bullet can pass through 1 wall/1 enemy(or 2, if the first enemy eat up less than 50% of the damage and dies) without stopping, dealing the damage to the enemy/enemies if Passthrough is activated on an enemy/enemies, and the next enemy in line receives remaining not dealt damage -3. Sniping: Hits are 50% more likely to occur.(i.e. if original chance = 50%, then the bullet must hit(50%+50%=100%). )

Armor:
Helmet: Cowl
Armor: Cloak of Concealment
Accessories: Rabbit's Foot.

Skills: Summon and Quickshot(may I? else I use Heal)

Quickshot 6 MP
Deal (6-8) Damage to any foe in 3 block radius, also pushes them back by (2-3) space. +1 Damage/2 INT, +1 Space/3 AGI

Special Attack: Critter
SP Required:150
Fill: DMG given(*1.5)/Weakpoint attack damage(*2.5)
Effect: Send critters which are small bullets straight/around. Crits your next attack. Does not count as an action.
[Circle Critters] 4 Range, 8-9 Damage(on all enemy) + Hitthrough(Cannot make crits and damage -25%) for 2 turns.
[Straight Critters] infinite Range, 40-55 Damage(on 1 enemy)
Modifiers: -5 SP/AGI, +1 Damage(Circle Critters)/INT, +5 Damage(Straight Critters)/ 3 AGI
If you need your base stats, your HP starts at 15, MP at 10, AC at 0, everything else at 1. You have 25 points to distribute to any of those, with HP costing 1.5 per point, MP at 1 per point, and everything else at 3 points per 1. AC is off-limits.

But welcome to the wild ride, and let me just tell you outright that the Sniper Rifle is definitely too powerful for it's 2 turn cooldown debuff, increased hit rate, and natural piercing abilities. If you really do want a piercing weapon, just take the crossbow. If you still want a Sniper Rifle, I recommend you take a Longbow and slightly buff it to compensate for the lack of focus ability to just give it your piercing ability.

Also, you'd need some stats for summon as well, which also has bases and distributions. Plus, random space movement might be something to just put at a fixed number and add on to it.

SPC is also the main factor to buffing your specials, so you should probably give it some focus.

But that's just my opinion. /null


Originally posted on 2016-05-17 23:14:00

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Irecreeper
 Posted: Aug 11 2018, 07:01 PM
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=TURN ONE-HUNDRED AND SIXTEEN=
@sunnyau: Welcome! However, for me to properly add you to the game, I'll need a few things.
-Proper Stats (can be seen on the CHARACTER CREATION tab)
-Modified SPC usage (just one thing is too little)
-Third, non-specific point to make this list seem professional

Also, the Sniper Rifle will need to be heavily modified. That's a pretty crazy burst, which can wipe out basically any basic "fodder" foe, AND its' friends behind it. Maybe something like this would be a bit better?

Sniper
Sniper Rifle: (25-26) damage, 7 Range, 0 Retreat. WEAPON PASSIVE: Camper Mode. Takes two turns to reload. If you aren't Prone, you have -20% Accuracy. If you are prone, you get +30% instead. You can get up from being Prone for free. Prone shots can also pierce foes if an attack from this kills the initial target, dealing overkill damage to the foe behind it.

Meanwhile, Engie grabs the Secretary, and plonks it down next to the tree. He proceeds to scale the Secretary, and reaches for the hey. However, he's promptly grabbed by the legs, and slammed onto the ground. This deals (0) damage to Engie. The Secretary then jumps on him, preventing him from moving much. Perhaps it's time to use DESCENDANT POWERS and do something about this tree.

=BATTLE: THE SHATTERED SKIES, TURN FIFTEEN=
The Hostile Containment Airship has 30 HP left-

cc: nope
cc: gorilla (t)his gorilla, i(t)'s ou(t)


The Hostile Containment Airship promptly explodes, dumping the Origin Zombie into the abyss. This horribly murders it via intense gravitational collapsation. Gladius is dumbfounded.

ga: But...
ga: What was the point of...
ga: ...
ga: Well, whatever. I'm starting to learn to not question him.
ga: Sky Captain, I regret to inform you that we'll need to land for a second.
ga: I'd like the ship to be repaired before we go any further. Besides, I think we all need a break from the skies for a bit.


The MW Antidisestablishmentarianism nears a massive wooden island, floating around in the skies. The Splinter Drift, as what the ship thinks it's called. The whole island is practically a loose mass of splinters, save for some gigantic wooden spires rising up out of the ground, made of all sorts of wood. Pearlwood, Spruce, Skyroot; if you can think of a wood, odds are it's there. Chaos is well-versed in his types of wood, so odds are your favorite kinds of wood are there. Various scupltures, of both tables and chairs can be seen across the surface as well; most of the chairs are defiled, however. Wicked winds blow torrents of splinters off the sides of the island, and deep gashes are visible in the otherwise stable-ish mass of splinters.

The MW Anti touches down in an area clear from too many splinters or spires. Roxxanne leads everyone out of the ship. The clouds from before are long gone; it's like a desert out here. A really windy one with almost trees.

ga: So, while I do routine maintenance, feel free to explore.
ga: There's probably some really nice stuff around here.


And with that, Gladius retires to the skyboat. Here begins the exploration segment of Zone 3. As per usual, the Map of Zone 3 tab will help you explore this place; go run around, see the sun, get mauled by Secretaries; whatever suits your way of play. Be wary; the Zetta Clock is back, and it's shorter than ever? Maybe Zetta's not too far from you today; come to think of it, that probably explains the massive scary ship in the distance. Well, better get moving.

...meanwhile, Engie disappears from Zone ?, and is replaced with SOUL. It looks like everyone can vote on SOUL's actions, to do things.

Originally posted on 2016-05-18 01:56:00

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sunnyau
 Posted: Aug 11 2018, 07:01 PM
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@GM, what is Prone status? Also, if still not ok, edit it to your wishs to fill incomplete forms.

I spawn on J5 on Zone 3 to await the Update Terminal.

15 HP
10 MP
1 STR
1 AGI
1 INT
1 SPC
0 AC

Weapon:
Sniper Rifle:
(More deadlier then rifle, but take SERIOUSLY long to reload.)
Sniper Rifle: (25-26) damage, 7 Range, 0 Retreat. WEAPON PASSIVE: Camper Mode. Takes two turns to reload. If you aren't Prone, you have -20% Accuracy. If you are prone, you get +30% instead. You can get up from being Prone for free. Prone shots can also pierce foes if an attack from this kills the initial target, dealing overkill damage to the foe behind it.

Armor:
Helmet: Cowl
Armor: Cloak of Concealment
Accessories: Rabbit's Foot.

Skills: Summon and Quickshot(may I? else I use Heal)

Quickshot 6 MP
Deal (6-8) Damage to any foe in 3 block radius, also pushes them back by (2-3) space. +1 Damage/2 INT, +1 Space/3 AGI

Special Attack: Critter
SP Required:150
Fill: DMG given(*1.5)/Weakpoint attack damage(*2.5)
Effect: Send critters which are small bullets straight/around. Crits your next attack. Does not count as an action.
[Circle Critters] 4 Range, 8-9 Damage(on all enemy) + Hitthrough(Cannot make crits and damage -25%) for 2 turns.
[Straight Critters] infinite Range, 40-55 Damage(on 1 enemy)
Modifiers:-5 SP/AGI or SPC, +1 Damage(Circle Critters)/INT or SPC, +5 Damage(Straight Critters)/ 3 AGI or SPC

Originally posted on 2016-05-18 03:24:00
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Irecreeper
 Posted: Aug 11 2018, 07:01 PM
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@Sunny: You have a whole 27 Skill Points to spend to customize your character. You should probably do that.
Quick Shot seems fine.

Originally posted on 2016-05-18 03:50:00

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Sparked
 Posted: Aug 11 2018, 07:01 PM
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I go up an area and enter the Spire Watchtower. Let's hope it isn't a foe rush tower with 66,666 floors.

Originally posted on 2016-05-18 04:22:00

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You are already dead.

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insert_generic_username
 Posted: Aug 11 2018, 07:01 PM
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Why do people make usernames like this anyways...
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I go north.

Originally posted on 2016-05-18 04:31:00
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engie
 Posted: Aug 11 2018, 07:01 PM
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I still don't know how many skillpoints I'd have on respec.

Originally posted on 2016-05-18 06:11:00

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