[Client thread/INFO] [TConstruct]: Natura, what are we going to do tomorrow night?
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
[Client thread/INFO] [inpure|core]: Beating Minecraft's resource loading system with a shovel. Please stand by...
[Client thread/INFO] [MagicBees]: Replacing stupid-block with 'Here, have some delicious textures' ItemBlock. This is 100% normal.
Okay then. I guess twin decided that we'd be summoning in this segment after all. Oh well.
I'm now wondering whether Binary will be added on as an extra trial to Act 4, or if that has something to do with the mysterious Act 5.
But if its the latter, twin, would you mind giving me some time to wrap up plot threads in a 4th intermission before you blow up Godcraft? Eric needs to get some people off-world as well as do some stuff with the other IUPC members between Acts 4 and 5. Also, I think my first blatant act of unsanctioned meddling since Act 2 will be coming up around that time frame...
Yes. I am the master of that Running Gag. Trust me, he will be very useless if you try to summon him. Unless you use him as a distraction or have him smash something.
The gag knows not when to begin or end. The TVTropes page managed to get me to bring him back, earning me a spot on the coveted "Crowning Moment of Funny" page. I also had one of the former quotes on that page (which isn't put on the quotes page WHY IS IT NOT IF IT WAS GOOD ENOUGH TO BE THE FIRST THING YOU READ).
pit, you can put it onto the quotes page. I don't remember all the quotes, and either way, haven't had the time or motivation to WORK on the tvtropes page anyways.
Go right ahead, the tvtropes page needs work, and I really am not going to worry over it anymore.
In other news, it seems that talist no longer holds the title for 'Most stupidly complex entity in DTG'. I just had a player in tvtropes hand me a six page long entity mechanics description.
*thump as pionoplayer hits the floor from fainting with hitting himself on the head.*
The Meaning of Life, the Universe, and Everything.
Join Date:
4/30/2014
Posts:
72
Location:
The Nether (of course!)
Minecraft:
SolidMastR
Xbox:
No, just no
PSN:
ManiacMastR
Member Details
Quote from pionoplayerjump
In other news, it seems that talist no longer holds the title for 'Most stupidly complex entity in DTG'. I just had a player in tvtropes hand me a six page long entity mechanics description.
*thump as pionoplayer hits the floor from fainting with hitting himself on the head.*
*Maniac performs CPR*
Wow. Is it good, though? Like, worthy of surviving as long as the UOSS?
Rollback Post to RevisionRollBack
THE PROPHECY SEEMED FAR AWAY
BUT FINALLY WE'VE REACHED THE DAY
GIVE UP THE PAST, EMBRACE THE STRANGE
EVERYTHING YOU CARE ABOUT WILL CHANGE
Hmm... Was I the cause behind the "no summoning entities in the End" rule? Feel like I might have been, due to... y'know... millions of total health...
The Meaning of Life, the Universe, and Everything.
Join Date:
4/4/2014
Posts:
159
Location:
{NOT FOUND}
Minecraft:
Amperzand
Xbox:
Nope.
PSN:
Nope.
Member Details
Jeez... I intend to use Anachron as an entity in DTG3, and as a factory-warship the size of a small planetoid with multiple layers of defense and a physical god as a control AI, it still shouldn't take that much to explain. Mind linking us to the explanation once it gets summoned?
@maniac:
Its a massive 425 post charge flying fortress of doom with its own army of powered armors, complete with ground and air support vehicles, commanders, stat changes for battle formations, repair rooms, and anything that might get added on in the future.
And since unlike twin, I added a power curve to my game... There's some serious firepower in that thing. but it won't survive as long.
@engie: No, I'd decided upon that before round 2 actually. Although you giving the vord millions of health in the form of free fodder was really getting annoying.
@amp: Here: Hope you have a spare day.
Allied Player interactions : players can form squads of ten grunts, but do not give their squad a bonus other than their inherent formation bonus, all formation bonuses are increased the more participants there are.
players can operate vehicles, and take squads to use with them.
all players can equip artifacts within the armory, as well as allied entities.
players can use an action to permanently upgrade a grunt in any way they choose, similar to the chain axe. the first upgrade always gives the grunt the 'status' of a captain without any benefits other than that. no health or damage boost yet. it does however have sentience, unlike grunts
SUMMONS:
ground forces: all ground forces are tankier than their air force equivelents, but deal slightly less damage, and lack the ability to completely avoid attacks for the most part. Main Battle Tank-nickname: this would be the biggest ground vehicle in terms of health producible by the portal. It needs a full squad to operate, meaning a captain and grunt squad would be in it. when the tank dies said squad would take half damage equal to their health, and attempt a retreat back to the fortress, or a nearby cave. it has a main cannon and machine gunner combo. however gunners are partially exposed when firing.
Honey badger: a much smaller tank that must outmaneuver the enemy in order to avoid substantial damage. each piloted by a single grunt. they may have a slight chance to dodge an attack. has quite a bit more damage than a grunt can do alone, and can take one or two more hits.
APC(armored personal carrier)nickname:Elephant(yes, i know of halo's elephant, this is similar but armored. this is a rally point for the armors, usually piloted by a captain and its squad, it has anti infantry turrets and double the shielding capability of most ground vehicles except the main tank. they also carry a large(higher than or equal to lieutenants) and can keep them powered on when they are in a formation all together outside the APC they also gain the bonus of the pilot within the APC. As in, its basically a mobile command center, and it protects the leader of the formation within it, while also giving it a bonus to its max troop capacity.
artillery-nickname:SPAMMA the glass cannons. literally. they have enormous damage, but can die fairly easily. they are usually located away from the main battle, but they have little to no shield abilities. grunts actually operate these externally. oh, and whatever they hit literally turns to glass.
All ground forces can act as cover for small infantry squads.
air force: these guys deal more damage, but are a bit less tanky over all. They have the capibility to take evasive maneuvers and dodge attacks with varying results. they can also retreat much easier, and traverse the field much faster. Frigate-nickname:Bumblebee Essentially the main battle tank of the airforce. they have a small chance to dodge attacks. they can go into space and avoid further attacks from the ground(mostly) and bombard from space once they arrive.
fighter-nickname:wasp piloted by grunts, these guys come in spades and droves. they are there primarily to prevent enemy air forces form engaging their forces, but carry a small amount of anti armor weapons(as in, a six pack of arcane rockets, they can fire these off all at once or a few at a time, but once they are gone they are gone. they can refill at a frigate for a round of not being in the battle), and can be effective anti infantry units with their mana blasters. they will be quite difficult to hit when actually aiming at them, but will take hits on purpose to prevent damage to the frigates. Bombers-nickname:Hornet these guys are quite a bit more vicious than the artillery units, but you can almost always see them, and by extension shoot at them. they can't dodge as well as fighters, but they can deal out heavy damage in surprising amounts of time. they are a bit less agile than fighters, but still have magic machine guns along with their bombs, as well as two turrets in the rear. these are piloted by a full squad. the captain as the pilot, two grunts operating turrets, and the others on standby. these guys can survive being shot down, but will be injured and cut off from the main forces.
Dragon fly: the super unit for the entire outside army. It is summoned alone, if at all. Piloted by high level armors exclusivley, usually but not always the warden. It deals massive damage with a missile barrage, and can deploy(summon) troop squads. it isnt as tanky as the warden, but its sheilds really help in getting in and out, it will go into battle, retreat when its sheilds are down, and come back in. Most air forces attempt this strategy, but this one takes the cake. it has increased charge power, but not by much, compared to a full squad of vehicles summoned by the hanger. it has a fair amount of small turrets, as well as the missiles.
ABILITIES
all abilities are actual free actions, they can use their power and attack/use an artifact at the same time.
Teleport: the wielder of this ability gains the ability to avoid and counter all in one move(its chances of happning are subsantially lower with weaker armors) it can also be used for an EPIC TELEPORT which can teleport all units under the command of the user to another unit, freind or foe, somewhere else. wielders of this power are extremely difficult to pin down, if they want to run away there isnt much you can do to stop them. A required secondary for his power results in the ability to teleport themselves inside of an enemy with little ill efect to themselves other than being stuck, as it swaps the area they were teleporting themselves with with themselves to prevent damage to the caster. there are actually two forms of this ability, short range self move where they can teleport wherever they see, or EPIC. again: the passive is a chance to avoid an attack and deal damage to the attacker in a vicious teleport spam.
Banish: they can banish their enemies or allies, making them incoporeal. incoporeal enemies take bonus damage from magic attacks, but no damage from anything else. incoporeal enemies cannot attack. things pass through them but they can pass through other things. passive version is the ability for the caster to choose to be coporeal or incoporeal for that round.
Flame strike: a viciously powerful magic nuke used on an area. generally it is frowned upon to use it indoors. once cast, whatever is the victim has till the end of the round in which it was cast to escape or suffer massive damage. it can damage units attacking the intended target as well, but not nearly as much as it does its intended target. unit cuaght in a pincer will be unable to escape this attack. the passive for this is flame cloak enemies they are attacking take damage each round over time, and any enemy even attempting to melee attack the flame claoked people are the same.
Healing wave. this can heal units obviously, but it bounces between them, healing each unit for less as it goes. its usually used first on important units, or damaged ones. the passive is a self regeneration.
FORMATIONS
Battle standard: increases damage and defense, it gains effectiveness with all particapants in the formation.
Omega standard: Okay, basically battle standard for lieutenants. its like a turtle and a wedge put together with all the best parts.
Alpha standard: most effective standard, Warden's base formation. the best of the phalanx and charge combined.
Turtle: when the formation has twenty or more grunts/specialists/elites it gains tons of defense, but has no attack power. this is a retreating maneuver usually.
Wedge: attack formation, requires at least a full squad. no defense bonus, but no penalty either.
The Wall: blocks attacks aimed at whatever is behind it until the line is broken with a slight defense bonus.
Charge: the most aggressive formation, requiring at least a dozen grunts. This is the one of two formations not requiring a commander to work, as its fairly simply. forgo all defense, and do simply ridiculous damage to everything in their way as they sprint through the area. Commanders will actually flat out refuse to do this because of the potential to be massively damaged.
phalanx: the ultimate stationary defense. This is used when retreat is impossible, or not an option for the moment. They will be protecting high value assets like Elites, while other grunts will be doing the fighting using whatever buff is being given to them. They have a 30% chance to mitigate all damage, and will counter attack when they do receive damage in whatever way they can. usually this is by a grunt leaping out of the formation and slicing down whatever damaged them. this is ALSO their method of mitigating damage, but in the 'counter attack' form, it is because they couldn't react quick enough.
ARTIFACTS
The artifacts: basically player style artifacts with odd effects. five classes of artifacts. ten each unless otherwise noted.
Offense: self explanatory, a damage boosting weapon with some heavy fire power. is generally a magiteck gun that fires some sort of energy or another.
Defense: also straight forward. it protects the one wielding it usually, but the one wielding it can also guard others. generally a shield of some form.
Support: this can buff/heal their own troops in some form or another. it can do basically whatever support thing you want.
Harassment: basically the opposite of support. It debuffs, immobilizes, stops an action all together, or something. generally irritates everyone. generally this is the tool given to a specialist to deal with a player. it can do any debilitating thing you want, but does next to no damage.
Strange: un uncategorizable weapons specially crafted for a single purpose, such as taking down a particularly powerful entity there are only four of these.
SOLDIERS
Grunts: Weakest kind, they are the cannon fodder, and gain boosts from the leader they are working under they have no mind of their own. they still sacrifice themselves to save their squad from damage that would kill more than one of them (each grunt gets a five percent chance to attempt it. no 20 grunts does not mean one hundred percent, it means each gets its own roll of five percent, essentially rolling a twenty for a Dn D thing. teleporting grunts can teleport in the way of an attack with a chance of ten% instead in case a commander fails to dodge or counter it.)
Specialists are just grunts armed with a magiteck artifact, and as such are a bit more dangerous. they are less inclined to sacrifice themselves
Captains: First level of commander, their boost is increased health and damage. They walk around alone, unless they encounter enemies, at which point they'll call in a squad of 4 grunts to help them. If they are overwhelmed, they will retreat, get repairs, an artifact, and another captain or two (plus their squads) to help them take down the threat, as well as two or three specialists. they will not sacrifice themselves, and in fact will attempt to retreat when clearly outmatched, and bring in a bigger force. sometimes this involves asking another captain to bring in its squad too. grunts in the squad at the time will stay behind and fend off the attack when a captain is retreating.
Elites: An upgraded version of specialists, they all have artifacts and each has the same ability as the lieutenant they serve under regardless of how far away they are. they have a slightly higher self preservation instinct than other grunts.
Lieutenants: There are only four of these in the fortress. They have the stats of a captain, plus a special ability (a lesser version of which is granted to grunts and captains in their formation). They hang around in the control room's battle ground with the Warden unless deployed to deal with threats. At half health they will retreat until they reach high priority areas, if it is not attacked then they will retreat to the repair room. which they will protect until they reach 25% health. When they do that they will retreat to get repairs and however many of their elites are still alive, and return with them, and a full squad to deal with the threat.
The Warden: He would have the abilities of all four lieutenants, as well as more health and damage. Consequently, grunts, captains and even lieutenants in his formation will gain health and damage boosts, as well as lower versions of the abilities (except for the lieutenant/elite with the full version of the ability. They still gain access to lower versions of the other three abilities). He'd also be packing two magiteck artifacts. He'd be the last resort, and basically act as the boss. when he is fighting within a battle ground, grunts and captians with out orders that are withing the fortres and not guarding the walls or on the battle field will pour onto it, joining his squad or forming their own squads. when he is aware that he is outmatched with little hope of defeating the opponent, he will do an epic teleport, and teleport ALL units, and vehicles to a new area, leaving the fotress to be obliterated. they will begin creating a rudimentry production room and repair facility in a cave, and begin trying to recreate a fotress. if left alone they will succed, attacking the battle fild again. however the new fort will be much less effective.
multiple squad interactions.
Squads can work together to perform actions not really mattering which formation bonus they are using.
pincer movement: this requires that one squad was already engaged in combat with an entity or player, and a squad that was not fighting anyone the round before. performing a pincer movement cuts off all hope of escape, as well as allowing both squads to damage it. this works in hallways. targets do not take extra damage essentially two squads front and back, prevent escape by all means through magic and blocking them with their bodies as they attack.
flanking: a squad can disengage an enemy and jump straight into flanking. the target being flanked takes bonus damage from all sources, but can retreat. this does not work in hallways, only full on intersections and open fields. it obviously requires at least one extra squad.
battle line: multiple squads(four or more perhaps) on the battlefield can form a massive army, preventing people from passing it until a squad has been defeated, and even then the line will be fixed at the end of the round. obviously doesnt work in doors. Squads cannot perform some of these in hallways, only open spaces.
ROOMS/ LAYOUT engine room. control room. armory. repair room. armor production room. hanger.
first, there are walls with massive turret batteries surrounding the fort itself. the fort takes some effort to climb, and each turret has its own attack. if repaired to full health it can be brought back into the battle. then the courtyard, it is an open battle field like area with a gate leading into the fortress. The courtyard has a lot of anti infantry turrets pointing at it from the walls, as such any attempting to enter will be bombarded as they try to bust down the gate. Then the first floor you can enter. there is nothing on the first floor, to find something important you must go up or down. Each hallway on all the floors are lined with a magically electric water, this is the conductor for the power of the fort basically. armors will be healed by it, anything else will take mild damage. there are also special inactive armors on platforms floating down the water current. disturbing them is a bad idea, they are far stronger than standard units, but are also aggressive to everything. the armory, repair room, and armor production room are all conveniently located on the same floor, as they serve similar purposes. unordered armors generally spend their time here, so its a hard area to take out. The control room is located several floors upwards. the engine room is on the very bottom floor. the hanger is located a floor up or down. but there isn't much you can do to the room itself, only the vehicles currently inhabiting it. All actual rooms are surrounded by a dimensional battle field. after you find the door actually leading to it, and go down the short hallway. this is a seemingly endless battle field, and nothing happening inside it will damage the ship, as such flame strike is permitted in these battlegrounds. in the center, and some distance away from the door, is a mystical, invincible structure with an unlocked door. enter this to go to the room you wanted to go into. these double as training grounds, grunts and a couple of captains will have been performing mock battles in these areas.
abilities of the fort itself:
i can activate traps within the fortress, enhance systems for a short period, and repair things all with free or charged actions. their effectiveness is increased due to the power of the fort by a small amount.
It has a shield which it spawns with, and can regenerate it fully every five rounds, and it will be charging up for regenerating it while the shield is still active, so people must punch through the shield within a space of five rounds to damage the fort.,
it has a massive four charge cannon, as well as the auto attack turrets.
It's of some guy called Djoing who runs a webcomic on Smackjeeves about him and his brother playing through the Megaman series. He also happens to write Mega, the webcomic that Dave comes from. Yes that Dave, the one Pit keeps/kept summoning.
GODDAMN IT
STUPID GENDERFLIP VIRUS
Gold Star for effort.
== Skaia?
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
Checkmate = I win.
Binary = True Final Boss.
Binary thinks he = Checkmate.
Sadly, Binary =/= Invincible.
I do maths now.
I'm now wondering whether Binary will be added on as an extra trial to Act 4, or if that has something to do with the mysterious Act 5.
But if its the latter, twin, would you mind giving me some time to wrap up plot threads in a 4th intermission before you blow up Godcraft? Eric needs to get some people off-world as well as do some stuff with the other IUPC members between Acts 4 and 5. Also, I think my first blatant act of unsanctioned meddling since Act 2 will be coming up around that time frame...
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
Wait
Wait
Wait
Hold up
Stop the presses
Aren't you the Robot Dave guy?
He scream
The gag knows not when to begin or end. The TVTropes page managed to get me to bring him back, earning me a spot on the coveted "Crowning Moment of Funny" page. I also had one of the former quotes on that page (which isn't put on the quotes page WHY IS IT NOT IF IT WAS GOOD ENOUGH TO BE THE FIRST THING YOU READ).
He scream
Go right ahead, the tvtropes page needs work, and I really am not going to worry over it anymore.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
EDIT: Dug it up from all my posts i had. Never realised how many posts i had on Forum Games until now.
EDIT THE SECOND: Put it in, but now i have a Red Link on my name and i can't get it to go away.
In other news, it seems that talist no longer holds the title for 'Most stupidly complex entity in DTG'. I just had a player in tvtropes hand me a six page long entity mechanics description.
*thump as pionoplayer hits the floor from fainting with hitting himself on the head.*
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
*Maniac performs CPR*
Wow. Is it good, though? Like, worthy of surviving as long as the UOSS?
THE PROPHECY SEEMED FAR AWAY
BUT FINALLY WE'VE REACHED THE DAY
GIVE UP THE PAST, EMBRACE THE STRANGE
EVERYTHING YOU CARE ABOUT WILL CHANGE
When both sides are doomed, which do you choose?
DOWN HERE IT'S KILL OR BE KILLED
GODDAMN IT
STUPID GENDERFLIP VIRUS
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
Its a massive 425 post charge flying fortress of doom with its own army of powered armors, complete with ground and air support vehicles, commanders, stat changes for battle formations, repair rooms, and anything that might get added on in the future.
And since unlike twin, I added a power curve to my game... There's some serious firepower in that thing. but it won't survive as long.
@engie: No, I'd decided upon that before round 2 actually. Although you giving the vord millions of health in the form of free fodder was really getting annoying.
@amp: Here:
Hope you have a spare day.
Allied Player interactions : players can form squads of ten grunts, but do not give their squad a bonus other than their inherent formation bonus, all formation bonuses are increased the more participants there are.
players can operate vehicles, and take squads to use with them.
all players can equip artifacts within the armory, as well as allied entities.
players can use an action to permanently upgrade a grunt in any way they choose, similar to the chain axe. the first upgrade always gives the grunt the 'status' of a captain without any benefits other than that. no health or damage boost yet. it does however have sentience, unlike grunts
SUMMONS:
ground forces: all ground forces are tankier than their air force equivelents, but deal slightly less damage, and lack the ability to completely avoid attacks for the most part. Main Battle Tank-nickname: this would be the biggest ground vehicle in terms of health producible by the portal. It needs a full squad to operate, meaning a captain and grunt squad would be in it. when the tank dies said squad would take half damage equal to their health, and attempt a retreat back to the fortress, or a nearby cave. it has a main cannon and machine gunner combo. however gunners are partially exposed when firing.
Honey badger: a much smaller tank that must outmaneuver the enemy in order to avoid substantial damage. each piloted by a single grunt. they may have a slight chance to dodge an attack. has quite a bit more damage than a grunt can do alone, and can take one or two more hits.
APC(armored personal carrier)nickname:Elephant(yes, i know of halo's elephant, this is similar but armored. this is a rally point for the armors, usually piloted by a captain and its squad, it has anti infantry turrets and double the shielding capability of most ground vehicles except the main tank. they also carry a large(higher than or equal to lieutenants) and can keep them powered on when they are in a formation all together outside the APC they also gain the bonus of the pilot within the APC. As in, its basically a mobile command center, and it protects the leader of the formation within it, while also giving it a bonus to its max troop capacity.
artillery-nickname:SPAMMA the glass cannons. literally. they have enormous damage, but can die fairly easily. they are usually located away from the main battle, but they have little to no shield abilities. grunts actually operate these externally. oh, and whatever they hit literally turns to glass.
All ground forces can act as cover for small infantry squads.
air force: these guys deal more damage, but are a bit less tanky over all. They have the capibility to take evasive maneuvers and dodge attacks with varying results. they can also retreat much easier, and traverse the field much faster. Frigate-nickname:Bumblebee Essentially the main battle tank of the airforce. they have a small chance to dodge attacks. they can go into space and avoid further attacks from the ground(mostly) and bombard from space once they arrive.
fighter-nickname:wasp piloted by grunts, these guys come in spades and droves. they are there primarily to prevent enemy air forces form engaging their forces, but carry a small amount of anti armor weapons(as in, a six pack of arcane rockets, they can fire these off all at once or a few at a time, but once they are gone they are gone. they can refill at a frigate for a round of not being in the battle), and can be effective anti infantry units with their mana blasters. they will be quite difficult to hit when actually aiming at them, but will take hits on purpose to prevent damage to the frigates. Bombers-nickname:Hornet these guys are quite a bit more vicious than the artillery units, but you can almost always see them, and by extension shoot at them. they can't dodge as well as fighters, but they can deal out heavy damage in surprising amounts of time. they are a bit less agile than fighters, but still have magic machine guns along with their bombs, as well as two turrets in the rear. these are piloted by a full squad. the captain as the pilot, two grunts operating turrets, and the others on standby. these guys can survive being shot down, but will be injured and cut off from the main forces.
Dragon fly: the super unit for the entire outside army. It is summoned alone, if at all. Piloted by high level armors exclusivley, usually but not always the warden. It deals massive damage with a missile barrage, and can deploy(summon) troop squads. it isnt as tanky as the warden, but its sheilds really help in getting in and out, it will go into battle, retreat when its sheilds are down, and come back in. Most air forces attempt this strategy, but this one takes the cake. it has increased charge power, but not by much, compared to a full squad of vehicles summoned by the hanger. it has a fair amount of small turrets, as well as the missiles.
ABILITIES
all abilities are actual free actions, they can use their power and attack/use an artifact at the same time.
Teleport: the wielder of this ability gains the ability to avoid and counter all in one move(its chances of happning are subsantially lower with weaker armors) it can also be used for an EPIC TELEPORT which can teleport all units under the command of the user to another unit, freind or foe, somewhere else. wielders of this power are extremely difficult to pin down, if they want to run away there isnt much you can do to stop them. A required secondary for his power results in the ability to teleport themselves inside of an enemy with little ill efect to themselves other than being stuck, as it swaps the area they were teleporting themselves with with themselves to prevent damage to the caster. there are actually two forms of this ability, short range self move where they can teleport wherever they see, or EPIC. again: the passive is a chance to avoid an attack and deal damage to the attacker in a vicious teleport spam.
Banish: they can banish their enemies or allies, making them incoporeal. incoporeal enemies take bonus damage from magic attacks, but no damage from anything else. incoporeal enemies cannot attack. things pass through them but they can pass through other things. passive version is the ability for the caster to choose to be coporeal or incoporeal for that round.
Flame strike: a viciously powerful magic nuke used on an area. generally it is frowned upon to use it indoors. once cast, whatever is the victim has till the end of the round in which it was cast to escape or suffer massive damage. it can damage units attacking the intended target as well, but not nearly as much as it does its intended target. unit cuaght in a pincer will be unable to escape this attack. the passive for this is flame cloak enemies they are attacking take damage each round over time, and any enemy even attempting to melee attack the flame claoked people are the same.
Healing wave. this can heal units obviously, but it bounces between them, healing each unit for less as it goes. its usually used first on important units, or damaged ones. the passive is a self regeneration.
FORMATIONS
Battle standard: increases damage and defense, it gains effectiveness with all particapants in the formation.
Omega standard: Okay, basically battle standard for lieutenants. its like a turtle and a wedge put together with all the best parts.
Alpha standard: most effective standard, Warden's base formation. the best of the phalanx and charge combined.
Turtle: when the formation has twenty or more grunts/specialists/elites it gains tons of defense, but has no attack power. this is a retreating maneuver usually.
Wedge: attack formation, requires at least a full squad. no defense bonus, but no penalty either.
The Wall: blocks attacks aimed at whatever is behind it until the line is broken with a slight defense bonus.
Charge: the most aggressive formation, requiring at least a dozen grunts. This is the one of two formations not requiring a commander to work, as its fairly simply. forgo all defense, and do simply ridiculous damage to everything in their way as they sprint through the area. Commanders will actually flat out refuse to do this because of the potential to be massively damaged.
phalanx: the ultimate stationary defense. This is used when retreat is impossible, or not an option for the moment. They will be protecting high value assets like Elites, while other grunts will be doing the fighting using whatever buff is being given to them. They have a 30% chance to mitigate all damage, and will counter attack when they do receive damage in whatever way they can. usually this is by a grunt leaping out of the formation and slicing down whatever damaged them. this is ALSO their method of mitigating damage, but in the 'counter attack' form, it is because they couldn't react quick enough.
ARTIFACTS
The artifacts: basically player style artifacts with odd effects. five classes of artifacts. ten each unless otherwise noted.
Offense: self explanatory, a damage boosting weapon with some heavy fire power. is generally a magiteck gun that fires some sort of energy or another.
Defense: also straight forward. it protects the one wielding it usually, but the one wielding it can also guard others. generally a shield of some form.
Support: this can buff/heal their own troops in some form or another. it can do basically whatever support thing you want.
Harassment: basically the opposite of support. It debuffs, immobilizes, stops an action all together, or something. generally irritates everyone. generally this is the tool given to a specialist to deal with a player. it can do any debilitating thing you want, but does next to no damage.
Strange: un uncategorizable weapons specially crafted for a single purpose, such as taking down a particularly powerful entity there are only four of these.
SOLDIERS
Grunts: Weakest kind, they are the cannon fodder, and gain boosts from the leader they are working under they have no mind of their own. they still sacrifice themselves to save their squad from damage that would kill more than one of them (each grunt gets a five percent chance to attempt it. no 20 grunts does not mean one hundred percent, it means each gets its own roll of five percent, essentially rolling a twenty for a Dn D thing. teleporting grunts can teleport in the way of an attack with a chance of ten% instead in case a commander fails to dodge or counter it.)
Specialists are just grunts armed with a magiteck artifact, and as such are a bit more dangerous. they are less inclined to sacrifice themselves
Captains: First level of commander, their boost is increased health and damage. They walk around alone, unless they encounter enemies, at which point they'll call in a squad of 4 grunts to help them. If they are overwhelmed, they will retreat, get repairs, an artifact, and another captain or two (plus their squads) to help them take down the threat, as well as two or three specialists. they will not sacrifice themselves, and in fact will attempt to retreat when clearly outmatched, and bring in a bigger force. sometimes this involves asking another captain to bring in its squad too. grunts in the squad at the time will stay behind and fend off the attack when a captain is retreating.
Elites: An upgraded version of specialists, they all have artifacts and each has the same ability as the lieutenant they serve under regardless of how far away they are. they have a slightly higher self preservation instinct than other grunts.
Lieutenants: There are only four of these in the fortress. They have the stats of a captain, plus a special ability (a lesser version of which is granted to grunts and captains in their formation). They hang around in the control room's battle ground with the Warden unless deployed to deal with threats. At half health they will retreat until they reach high priority areas, if it is not attacked then they will retreat to the repair room. which they will protect until they reach 25% health. When they do that they will retreat to get repairs and however many of their elites are still alive, and return with them, and a full squad to deal with the threat.
The Warden: He would have the abilities of all four lieutenants, as well as more health and damage. Consequently, grunts, captains and even lieutenants in his formation will gain health and damage boosts, as well as lower versions of the abilities (except for the lieutenant/elite with the full version of the ability. They still gain access to lower versions of the other three abilities). He'd also be packing two magiteck artifacts. He'd be the last resort, and basically act as the boss. when he is fighting within a battle ground, grunts and captians with out orders that are withing the fortres and not guarding the walls or on the battle field will pour onto it, joining his squad or forming their own squads. when he is aware that he is outmatched with little hope of defeating the opponent, he will do an epic teleport, and teleport ALL units, and vehicles to a new area, leaving the fotress to be obliterated. they will begin creating a rudimentry production room and repair facility in a cave, and begin trying to recreate a fotress. if left alone they will succed, attacking the battle fild again. however the new fort will be much less effective.
multiple squad interactions.
Squads can work together to perform actions not really mattering which formation bonus they are using.
pincer movement: this requires that one squad was already engaged in combat with an entity or player, and a squad that was not fighting anyone the round before. performing a pincer movement cuts off all hope of escape, as well as allowing both squads to damage it. this works in hallways. targets do not take extra damage essentially two squads front and back, prevent escape by all means through magic and blocking them with their bodies as they attack.
flanking: a squad can disengage an enemy and jump straight into flanking. the target being flanked takes bonus damage from all sources, but can retreat. this does not work in hallways, only full on intersections and open fields. it obviously requires at least one extra squad.
battle line: multiple squads(four or more perhaps) on the battlefield can form a massive army, preventing people from passing it until a squad has been defeated, and even then the line will be fixed at the end of the round. obviously doesnt work in doors. Squads cannot perform some of these in hallways, only open spaces.
ROOMS/ LAYOUT engine room. control room. armory. repair room. armor production room. hanger.
first, there are walls with massive turret batteries surrounding the fort itself. the fort takes some effort to climb, and each turret has its own attack. if repaired to full health it can be brought back into the battle. then the courtyard, it is an open battle field like area with a gate leading into the fortress. The courtyard has a lot of anti infantry turrets pointing at it from the walls, as such any attempting to enter will be bombarded as they try to bust down the gate. Then the first floor you can enter. there is nothing on the first floor, to find something important you must go up or down. Each hallway on all the floors are lined with a magically electric water, this is the conductor for the power of the fort basically. armors will be healed by it, anything else will take mild damage. there are also special inactive armors on platforms floating down the water current. disturbing them is a bad idea, they are far stronger than standard units, but are also aggressive to everything. the armory, repair room, and armor production room are all conveniently located on the same floor, as they serve similar purposes. unordered armors generally spend their time here, so its a hard area to take out. The control room is located several floors upwards. the engine room is on the very bottom floor. the hanger is located a floor up or down. but there isn't much you can do to the room itself, only the vehicles currently inhabiting it. All actual rooms are surrounded by a dimensional battle field. after you find the door actually leading to it, and go down the short hallway. this is a seemingly endless battle field, and nothing happening inside it will damage the ship, as such flame strike is permitted in these battlegrounds. in the center, and some distance away from the door, is a mystical, invincible structure with an unlocked door. enter this to go to the room you wanted to go into. these double as training grounds, grunts and a couple of captains will have been performing mock battles in these areas.
abilities of the fort itself:
i can activate traps within the fortress, enhance systems for a short period, and repair things all with free or charged actions. their effectiveness is increased due to the power of the fort by a small amount.
It has a shield which it spawns with, and can regenerate it fully every five rounds, and it will be charging up for regenerating it while the shield is still active, so people must punch through the shield within a space of five rounds to damage the fort.,
it has a massive four charge cannon, as well as the auto attack turrets.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
What?
Cat drawn by me. Accepting requests, depending on a lot of things. DTG Atsume: http://www.imgur.com/a/tij95
1'-[7']-{'3}-'3-'3 '6-11'-7'-6'-7' '1-{'3}-8'-12'-'3-2'
'10-'5-'8-'11 1'-[7']-8'-7'-'3 '2-11'-2'-'9-7'
'10-'5-'3-'3 1'-[7']-'3 '10-8'-{'3}-['10]-4'-7'
'10-{'3}-'3-'3-'6-8'-4' {'3}-11'-2'-'9-7'
Spam restoration: http://www.minecraftforum.net/forums/forums/forum-discussion-info/2195940-posts-threads-deleted-because-of-spam-filter-place
Official DTG Cards Against Humanity suggestion pad: http://piratepad.net/DTGCAH
What is that picture? Where did it come from? Who is it of? It sorta looks like Mega Man but I mean...
He scream
Cat drawn by me. Accepting requests, depending on a lot of things. DTG Atsume: http://www.imgur.com/a/tij95
1'-[7']-{'3}-'3-'3 '6-11'-7'-6'-7' '1-{'3}-8'-12'-'3-2'
'10-'5-'8-'11 1'-[7']-8'-7'-'3 '2-11'-2'-'9-7'
'10-'5-'3-'3 1'-[7']-'3 '10-8'-{'3}-['10]-4'-7'
'10-{'3}-'3-'3-'6-8'-4' {'3}-11'-2'-'9-7'
Spam restoration: http://www.minecraftforum.net/forums/forums/forum-discussion-info/2195940-posts-threads-deleted-because-of-spam-filter-place
Official DTG Cards Against Humanity suggestion pad: http://piratepad.net/DTGCAH