NEB1: One Thousand and One Ways to Die

You mean the Robot or the mysterious orb of wonder? I was curious about the orb too.
 
Info: the update has been updated and embarrassing errors fixed.

Thlayli said:
One question, though. Shouldn't the capture of an extra city entitle me to three income now? I'm not sure how the income is calculated, but I definitely hold more structures than Red, who received 3$.

I'm the decider and I decide whats best :)

You could say im taking into account captured supplies/materials, as well as damage to infrastructure. I guess it is a little unfair. Next turn I will work out a proper system so you know what to expect.

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Charles Li said:
What is that grey thingy?

It’s the giant anarchist death machine!

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Matt0088 said:
To: Imperial Palace
From: Red High Command


We have learned of the god powerful strengh of your Machine and wish to have nothing to with it. How about a 3 turn cease fire with you and all anarachist soldiers except if any come within 2 tiles of our HQ? For safety of our command of course.

To: Red High command
From: Imperial Palace


This is acceptable. We warn you not to approach our great city again.
 
Wahhgh! :run:

Send my money to Matt!

My project guy thingy go north!

After Mystic release go to HQ and defend!

Flakk Track test the bots, then bring a few to test out in Lab.!!!
 
Turn 5
NOTES:

I realise this turn is hard on MooseWarrior :(

OOC: Ouch my troops! :eek:

IC:
[Transmission begin]

Orders: We will ignore *static* Troops move nor*static* Requisition ships!!*static* Attack ATTAAAAAAAAAA*static* Open the canisters, submarine 1! *static* All hail the Green Menace! MooseWarrior out.

[/Transmission End]
 
Spoiler ORDERS :

IF YOUR IN COMMAND OF EITHER THE GOLD OR ORANGE TEAMS, BUZZ OFF!

Commander Dispatches from Commander Matt0088 of the 88th Awesome Corps:
Spending Orders:
Receiving the $2 from Charles_Li, buy a Heavy Artillery unit with all $6.

Operational Orders:
1.Have the Heavy Artillery start at D1. More regarding it in the operation ”Silent but Deadly” section.
2.Have the Light Tank currently at E4 dig-in, then regroup & repair.
3.Have the G2 troopers quickly attack the gold G3 supply truck and capture as much of the airplane wreck supplies and $$$ as possible. But if a gold unit is close to approaching them, have them retreat with the loot to E4.

Operation “Silent but Deadly”:

Objectives: The destruction of all Orange forces currently located in B4 and complete control the Orange HQ except for militia which will envitably pop up. The destruction of at least one Orange unit currently located in C5 while not suffering excessive casualties (not losing a red unit).
Assigned Units:
2 Light Tanks (Located at D4, F3)
2 Troopers (D4, D5)
1 Heavy Artillery (D1)
Operational Timeline:
1.As soon as the Heavy Artillery comes in action, have it start pummeling any Orange forces at C5 using both of its fire actions. The goal, besides killing some orange soldiers, is to keep the B4 Orange HQ troopers attention firmly fixed on the bommbardement happening in C5. Meanwhile, have the D4 trooper go to C4 so it can attack the C5 air strip from the west while the D5 attacks from the south, so we can OUTFLANK them. Also have the D4 light tank move north through tiles C2 and B3 as quietly as possible to attract as little as attention as possible. Hoepfully, they can sneak to B3 undetecd, especially since the Orange HQ troopers are paying attention to C5. Meanwhile again, have the F3 light tank move also quietly through E3, D3, and C4.
2. As soon as the F3 tank reaches C4 have both light tanks attack from the west and south and, guess what, OUTFLANK them. Use of overwhelming force is authorized. Orange HQ must be taken!

Note: If the attacks arent’t successful, have the assigned forces fallback a tile and regroup & repair if possible.
Note 2: Charles Li is again in support if this operation, so he should want the D4 trooper to go along with operation ”Silent but Deadly”, even though he didn’t even mention the trooper in his orders.

 
!!!!! To all, digging in costs 2 'turns' as does regrouping.

I agree with Matt's plan, and if you are from another team...

BUZZ OFF!
 
If you want to keep it so secretive, why don't you just PM? (don't worry, I didn't look, even though I was a little tempted)
 
If you want to keep it so secretive, why don't you just PM? (don't worry, I didn't look, even though I was a little tempted)

Because I like too.:p
But anyways, I'm following Daft's rules as he said that only super secret orders need to be PMed and my orders aren't. You should already know that me and Charles are launching a full scale attack on you.;)
 
For being brave and posting in the thread, Matt0088's forces will have an initiative bonus. They will probably be able to take the enemy units by surprise and do more damage, even if the enemy commanders post orders to directly counter the attack :)

Charles Li said:
!!!!! To all, digging in costs 2 'turns' as does regrouping.

Yes that’s right, digging in or regrouping takes a full turn (both 'actions'). Although, I guess a little bit of 'health' can be recovered using one action, especially if the unit isn't doing any combat that turn.

Also, units are supposed to be more vulnerable while 'regrouping' (the idea is you'd have to retreat behind the lines to repair, while other units held the front line…)

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QUESTION: When do you guys want the orders deadline to be?

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IDEAS:

I've been working on cleaning up the map, since there's a lot of info I need to cram into it. First thing is not going so OTT with the explosion FX :) And, the 'red glow' effect is quite time consuming to do for each unit, so I'm thinking of replacing it with these 'sparkles', where yellow = minor damage and red = major damage. IMO seems like they don't get in the way of things, but you can still pick them out when you look for them.

I'd also like your opinion on these two ideas for representing the $ value of locations on the map. This is 'shapes', where sphere=1, triangle =2 and cube =3 :
SHAPESTEST.png


This is 'chevrons', with each one representing another $ from that location (transparent ones mean that the location is damaged or whatever, and will give a random amount of $ somewhere between zero and its normal value) :
CHEBRONTEST.png


Based on this system, teams would be getting more $ per turn in general. The 'imperial capitol' is worth $3 a turn on its own.

Also, the large green flash is a morale-boosting event, and the large red flash is a demoralising event :(

Finally, air power hasn't featured much, so I'm thinking of having air units that you can build and keep on the map, starting from next turn. You'd need an airbase first, and they would have to always be based at an airbase, with one action for bombing, patrolling, scouting, freelancing etc over a given area. The heavy bombers might be as much as $8. You'd still be able to buy the one-shot heavy airstrikes on specific targets, where the aircraft fly in from off-map, even if you don't have an airbase.

I'm thinking of giving each team some free air units next turn.

gx5a.png


Any opinions are welcome :salute:
 
For self-interested reasons, I prefer shapes to chevrons (the Imperial Capital is , if it falls at all, going to fall to Red).
 
I strongly approve the idea of free air units, and I like the chevrons the most, because of the 'military' theme. Changing the damage graphics is fine if it's easier for you, Daft.

COBRA (Combined Orbital Barometric Reconnaissance Armada) ORDERS:

Command Transfer: Move leadership unit from Light Tanks to Stormtroopers, if possible.

Stormtroopers and Humvee: Double Attack. Force the crabs away from the city's perimeter, and seize the airfield at H9. Keep the Humvee in the I10 city as a garrison force.

Repair Robots: Advance to the bridge at G6, and repair it.

Trooper, Gunship, Missile Artillery, Light Tanks: Push into the city at G7! Light Tanks engage enemy APC and Tank units with armor-piercing fire, all other units target enemy troopers.

J7 Trooper: Probe enemy defenses to the north.

Supply Truck: Withdraw to the southeast, making for the bridge.

I2 Trooper: Move northeast to protect the supply trucks.

Spending: As per discussion via PM.

gijoe-cobra.jpg


Hail Cobra!
 
If I had my choice Daft, I'd want the deadline to be whatever would make the update come faster. But, the deadline should be whatever you want it to be, you are the mod after all.

Sparkles system looks good.:)(Edit: Though it would be nice if you kept some of the explosions, it looks nice)
So does Chevrons.:)

My only (bais:mischief:) problem is with the airstrikes. Firstly, I think that airstrikes should be overall more expensive, for being so damaging if they hit their target tile, and even more expensive if the team that purchases it doesn't have a airfield.

@Daft, I forgot to mention in my orders to have my light tank leadership unit use its leadership bonus to increase its chance of sneaking to B3 undetected.
 
^They can use cover and drive quietly :)

-> It occurs to me that I have most people's orders, so I'm starting on the next update. I'm aiming to finish it tonight.

@Neverwonagame3, looks like your in charge of blue team now. I'm assuming they continue the attack against green's HQ :salute:
 
Hi, sorry if it's to late, but I didn't realise you could change leadership bonuses. Can I change mine to the trooper in the airport? Also, I like the chevrons.
 
I'm totally out of time to write the write-up tonight, but here is the map:

(EDIT#2: full update with fixed map now posted on next page)
 
And I thought Orange and Red were a mess, I can't even see whats alive of green and whats not. Looks like a great update Daft once we see the write up.:)
 
Wow, supprised I didn't take more damage, after all those secret plans and such. I wonder who 'mystery player' is. I don't see any brown on the map.
 
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