Author Topic: The Wall [v1]  (Read 457252 times)

Offline Oliver Colt

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Re: The Wall [v1]
« Reply #165 on: February 01, 2014, 02:09:50 pm »
END OF TURN 13

Gryphos Felldawning:
The Kool-aid hero of Ragnarok's super move is charged and you decide it's time to use it. You jump into the air and absorb all sorts of energy from rainbows and lightning, then you hit the Wall with your axe. You can't break it in half, but you deal a lot of damage. The Wall throws a rock at the Kool-aid hero of Ragnarok. The Wall can't attack you because you're in the Kool-aid hero of Ragnarok mech suit.

Peeps: Kool-aid hero of Ragnarok (64 HP).
Damage dealt: 5380
Damage taken: 0
HP: 46/100

Shinkurex:
You head to the lab with a bunch of things. You don't know why you brought diamonds, even! You manage to create a bomb that is similar to Sir Barnes Wallis' Grand Slam, but a bit smaller. It's not exactly a bunker buster but it should do the job just right. (The diamonds and the earthquake bomb are now in your stuff). The Wall can't attack you because you're in the laboratory.

Stuff: Diamonds, earthquake bomb.
Damage dealt: 0
Damage taken: 0
HP: 90/100

macmacnick:
You stay inside the hospital, trying to get better now that it's buffed. (Your HP maxes out to 100). The Wall can't attack you because you're inside the hospital.

Damage dealt: 1381 (148 from bomb factory, 523 from bombs in the catapult, 710 from bombs in the cannon).
Damage taken: 0
HP: 100/100

Lyserg.Z:
You go out of the laboratory and walk towards the Wall. You put the mold on the Wall and wait for it to spread. (The mold will start being effective next turn). The Wall throws a brick at you for being forgetful.

Specializations: Nature-related magic.
Damage dealt: 212 (Ivy)
Damage taken: 9
HP: 60/100

Keon:
You look at the newly buffed hospital and decide you should use it. (Your HP maxes out to 100). The Wall can't attack you because you're inside the hospital.

Damage dealt: 0
Damage taken: 0
HP: 100/100

redria:
As you're sleeping (+3 HP), you roll over to the edge of the Wall. The velcro holds you so you don't fall right off, but you start slowly rolling down. (You'll be on ground level by turn 15). The Wall can't attack you where you are right now.

Ongoing action: Healing, rolling down.
Damage dealt: 0
Damage taken: 0
HP: 85/100
Misc.: Stuck on the Wall.

Piemanlives:
You're still in the hospital, taking advantage of the recent buff to heal (+19 HP). The Wall can't attack you because you're inside the hospital.

Ongoing action: Healing at the hospital.
Damage dealt: 0
Damage taken: 0
HP: 86/100

Coldcurse:
You stay in the hospital for this turn as well, and continue healing (+17 HP). The Wall can't attack you because you're inside the hospital.

Ongoing action: Healing at the hospital.
Stuff: Baby sign.
Damage dealt: 0
Damage taken: 0
HP: 88/100



The laboratory:
Speeds up the creation of new weapons and gadgets and other sci-fi goodies.
You can upgrade weapons here for extra damage.
Has a really sweet bathroom (+1 HP to anyone who uses it).

Status: Finished.

The fort numero uno:
Gives +15 defense to anyone staying inside of it.
Holds up to 3 people.

Status: Finished.

The catapult:
First siege unit of the game.
Effective attacking cities.
Can be used by many people in one turn (only one shot for each person).

Status: Finished.

The Llaw:
+1 Culture output for every Wall.
-5% Accuracy for everyone directly attacking the Wall.
Allows research to commence on upgrading the Wall's arsenal.
Deals damage to the Wall for every construction turn.

Status: Finished.

The other Wall:
Defense bonus to anyone behind it.
Allows to use long range weapons without losing cover.
Holds up to 6 people.
Producing: +1 Culture.

Status: Finished.

High energy kinetic rail-cannons:
Deal damage to the Wall... I don't really know what kind.
Can be used by many people in one turn.

Status: Finished.

Bomb factory:
Produces bombs that get thrown at the Wall automatically every turn.
Has expansions for other existing weapons.

Status: Finished.

The hospital:
Helps recover more HP each turn to anyone inside it.
Has a really good cafeteria (+1 HP to anyone who uses it).

Status: Finished, Buffed until turn 18.

The wrecking ball:
She came in like a wrecking ball.
She never hit so hard in love.
Can be used by many people in one turn.

Status: Finished.



The Wall:

HP: 959099/1000000
Status: Covered in nature
Producing: +1 Culture
Perks: Incendiary Pebbles II


Turn 14 is game! :D

There's a small chance I can end it on Monday but if not then it'll have to be Tuesday, sorry :P

Offline Gryphos

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Re: The Wall [v1]
« Reply #166 on: February 01, 2014, 03:50:58 pm »
Still in my KAHOR mech suit, I focus my full strength on attacking one specific point, in an attempt to make a hole in the wall.

Offline Piemanlives

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Re: The Wall [v1]
« Reply #167 on: February 01, 2014, 04:04:47 pm »
I load the HEKRC With high Explosive Shells and fire them at the wall.

Offline BdrLineAzn

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Re: The Wall [v1]
« Reply #168 on: February 01, 2014, 04:16:57 pm »
Having my peashooter, I go out and start to shoot at the target.

Offline redria

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Re: The Wall [v1]
« Reply #169 on: February 01, 2014, 06:01:55 pm »
*rolls down the wall over the target painted on it*

I sure hope no one shoots me on my way back down. This will be interesting.

Offline Keon

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Re: The Wall [v1]
« Reply #170 on: February 01, 2014, 07:23:27 pm »
I'd like to work on making a firing range; a place where the cannon, wrecking ball, and railgun can be stored and automatically fired all at the same time.

Offline Cheesy Crackers

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Re: The Wall [v1]
« Reply #171 on: February 01, 2014, 08:43:11 pm »
I go into the Llaw and start researching arms/legs for the minions.

Offline macmacnick

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Re: The Wall [v1]
« Reply #172 on: February 03, 2014, 01:35:20 am »
*Leaves hospital and starts working on developing a device (robot) that disassembles the wall, 10 layers of bricks at a time (decreases max health but maintains the same ratio of damage taken to total health) (You'll love the intense calculator usage required, Oliver) -Acts as a Debuff-*

Offline Coldcurse

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Re: The Wall [v1]
« Reply #173 on: February 03, 2014, 04:05:37 am »
*Coldcurse takes 1 turn*
Coldcurse leaves the hospital and gets on his junker. Flying towards the wall he grins and orders his AI to shoot all harpoonguns at the wall. He then does the same thing again and goes full speed backwards to pull down more parts of the wall.

Offline Shinkurex

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Re: The Wall [v1]
« Reply #174 on: February 03, 2014, 10:42:10 am »
I use my not quite "bunker missle", and aim for the dot in the circle.... I then decide to toss my diamonds into the high energy kinetic rail-cannons and fire those off as well

Offline Lyserg.Z

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Re: The Wall [v1]
« Reply #175 on: February 03, 2014, 05:39:09 pm »
I step away from the wall and use my magic to strengthen the Ivy. Make it harder, better, faster, stronger.

Offline Oliver Colt

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Re: The Wall [v1]
« Reply #176 on: February 04, 2014, 12:16:01 pm »
*Leaves hospital and starts working on developing a device (robot) that disassembles the wall, 10 layers of bricks at a time (decreases max health but maintains the same ratio of damage taken to total health) (You'll love the intense calculator usage required, Oliver) -Acts as a Debuff-*
I hate you xD

I step away from the wall and use my magic to strengthen the Ivy. Make it harder, better, faster, stronger.
OoO I was just listening to that song!

Also hi I'm back! :D I'll be posting the end of turn in a few hours ^-^

Edit: Maybe a lot of hours, since I have to figure out how to solve the math problem kindly given by macmac :I *takes out notebook and pencil*
« Last Edit: February 04, 2014, 12:19:01 pm by Oliver Colt »

Offline Oliver Colt

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Re: The Wall [v1]
« Reply #177 on: February 04, 2014, 03:50:49 pm »
END OF TURN 14

Gryphos Felldawning:
You charge at the Wall, trying to make a whole in it. The Wall still has too much HP to get holes, but you deal damage to make sure it doesn't stay that way. The Wall attacks the Kool-aid hero of Ragnarok. The Wall can't attack you because you're in the Kool-aid hero of Ragnarok mech suit.

Peeps: Kool-aid hero of Ragnarok (59 HP).
Damage dealt: 680
Damage taken: 0
HP: 46/100

Piemanlives:
You leave the hospital to load the cannon with explosive shells and fire it at the Wall. It hits a bit off the center but it deals a good amount of damage anyway. The Wall throws a brick at you for attacking it.

Ongoing action: Healing at the hospital.
Damage dealt: 1139
Damage taken: 8
HP: 78/100

BdrLineAzn:
You take out your super real cool awesome beautiful peashooter and start shooting at the Wall. You get a good hit with it and you think you gave it a good name. The Wall throws a brick at you but it doesn't hurt you much.

Stuff: Super real cool awesome beautiful peashooter.
Damage dealt: 577
Damage taken: 3
HP: 75/100

redria:
You keep rolling down, still sleeping (+3 HP). You're now at the middle of the aiming circle. (You'll be on ground level by turn 15). You see Coldcurse's harpoons landing very close to you, but none of them hits you. Shink then throws the earthquake bomb at the Wall and you take some damage from it (also you wake up). The Wall can't attack you where you are right now.

Ongoing action: Healing, rolling down.
Damage dealt: 0
Damage taken: 15 (explosives)
HP: 73/100
Misc.: Stuck on the Wall.

Keon:
You begin your work in the firing range. It should be able to hold the cannon, the wrecking ball, the catapult and 2 more weapons. Any weapon placed inside of it will fire at the Wall automatically. (The firing range will be ready for use in turn 17). The Wall attacks you with one of its tiny rocks.

Ongoing action: Building the firing range.
Damage dealt: 0
Damage taken: 5
HP: 95/100

Cheesy Crackers:
You run to take cover behind the Llaw, I guess since you built it then it won't attack you. You start researching how to give arms and legs to your wall minions, even though they don't look so alive to you, but you can try. You can put arms and legs on the wall minions next turn. The Wall can't attack you because you're behind the Llaw.

Stuff: Wall minions
Damage dealt: 0
Damage taken: 0
HP: 63/99

macmacnick:
You leave the hospital to build a robot that removes bricks from the Wall. The GM is still confused about how it works but he'll figure something out. (The robot will be ready for use in turn 17). The Wall throws a brick at your head for all that math.

Ongoing action: Building the robot.
Damage dealt: 1989 (553 from bomb factory, 523 from bombs in the catapult, 943 from bombs in the cannon).
Damage taken: 10
HP: 90/100

Coldcurse:
You go out of the hospital and right back into your Junker. You order your crew once more to shoot all the harpoons at the Wall. The shots land very close to redria, but none of them hits him. The Wall throws one of the loose bricks at you.

Ongoing action: Healing at the hospital.
Stuff: Baby sign.
Damage dealt: 3822 (410, 983, 827, 879, 723 from harpoons)
Damage taken: 4
HP: 84/100

Shinkurex:
You throw the earthquake bomb at the Wall and you get a good hit. Redria takes some damage as well, but it's not that bad. [The diamonds will have to wait until next turn because they're both attacks xD] The Wall throws a rock at you for waking up redria.

Stuff: Diamonds.
Damage dealt: 3448
Damage taken: 5
HP: 85/100

Lyserg.Z:
You start saying magic things and doing magic gestures with your hands at the ivy. It will now deal more damage per turn. The Wall throws a brick at you for your great taste in music.

Specializations: Nature-related magic.
Damage dealt: 305 (172 from Ivy, 133 from mold)
Damage taken: 8
HP: 52/100



The laboratory:
Speeds up the creation of new weapons and gadgets and other sci-fi goodies.
You can upgrade weapons here for extra damage.
Has a really sweet bathroom (+1 HP to anyone who uses it).

Status: Finished.

The fort numero uno:
Gives +15 defense to anyone staying inside of it.
Holds up to 3 people.

Status: Finished.

The catapult:
First siege unit of the game.
Effective attacking cities.
Can be used by many people in one turn (only one shot for each person).

Status: Finished.

The Llaw:
+1 Culture output for every Wall.
-5% Accuracy for everyone directly attacking the Wall.
Allows research to commence on upgrading the Wall's arsenal.
Deals damage to the Wall for every construction turn.

Status: Finished.
Inside: CheesyCrackers.

The other Wall:
Defense bonus to anyone behind it.
Allows to use long range weapons without losing cover.
Holds up to 6 people.
Producing: +1 Culture.

Status: Finished.

High energy kinetic rail-cannons:
Deal damage to the Wall... I don't really know what kind.
Can be used by many people in one turn.

Status: Finished.

Bomb factory:
Produces bombs that get thrown at the Wall automatically every turn.
Has expansions for other existing weapons.

Status: Finished.

The hospital:
Helps recover more HP each turn to anyone inside it.
Has a really good cafeteria (+1 HP to anyone who uses it).

Status: Finished, Buffed until turn 18.

The wrecking ball:
She came in like a wrecking ball.
She never hit so hard in love.
Can be used by many people in one turn.

Status: Finished.



The Wall:

HP: 947139/1000000
Status: Angry >:(
Producing: +1 Culture
Perks: Incendiary Pebbles II


WEEEEEEEEOW it's turn 15 ^-^

Offline Coldcurse

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Re: The Wall [v1]
« Reply #178 on: February 04, 2014, 05:53:55 pm »
How did I miss redria?!

Offline Cheesy Crackers

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Re: The Wall [v1]
« Reply #179 on: February 04, 2014, 06:38:54 pm »
You're really trying to make this hard for me aren't you Oliver...
Anyway I'm still sitting in the Llaw doing 100% humane research which totally doesn't use severed limbs from fallen enemies.