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Futuristic Damnation's Hunger - Strategic Command Module

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Player Input Request
So now that it's done, what did everyone think of the first real taste of combat? I did make it a little easier as I didn't know how you'd all act but I hope it gives you an idea of what things might be like going forward. Remember, you fought a small patrols that was caught off guard without much major support.

Your next battle *will* be less forgiving.
 
I enjoyed combat, I slew the enemies.

Real quick, I have a suggestion guys: What if we split into teams and have one go for the far LP and the other go to the close one. Both teams rally at the center LP. What do y'all think?
 
I enjoyed combat, I slew the enemies.

Real quick, I have a suggestion guys: What if we split into teams and have one go for the far LP and the other go to the close one. Both teams rally at the center LP. What do y'all think?
It could work, most definitely. I'll vote for it if the majority is in favor.
 
I enjoyed combat, I slew the enemies.

Real quick, I have a suggestion guys: What if we split into teams and have one go for the far LP and the other go to the close one. Both teams rally at the center LP. What do y'all think?

Not necessarily a bad idea though IRP people seem to be mostly for and already in the process of moving to the furthest objective.
 
On another note for Remembrance Remembrance , the assault rifle you've acquired is essentially a medium to short range carbine of sorts. Moderate rate of fire and pretty good armour piercing due to the energy jacketing on its rounds, something which grants it higher than average effective range for its size (it is considerably more powerful than modern day carbines of similar size). No attachments though though if you do scavenge, what you will find depends on what the enemy had carrying which is determined by the GM (or if I previously described what they were loaded out with, you can steal it).
 
Interruptive Actions
I've been thinking about how to make some enemy encounters more interesting and I'm thinkng of implementing a system where by default the player party does get to make one major action post per player and perhaps two or three shorter ones shared among the party; basically to make it more interesting and have the players all work as a team. You all gotta be careful with your courses of action as if you end up taking a risky move, you might not have too many posts to correct the course with.

The enemy by default may get one shorter "reactive" post they can potentially use to interrupt your party's actions or anything else your moustache stroking evil mastermind GM decides. However, this can change if there are elite enemies, whether leaders or just much more powerful units (especially if they are "bosses") amongst the enemy where they may add maybe two more of said reactive opportunities. I believe I did in the past mention I wanted this RP to feel fairly tactical and squad based so while the enemies you are going to be fighting later will be tougher, a part of it I'd like to be due to certain "gameplay" mechanics being altered.

Is there any opposition to this idea?
 
I've been thinking about how to make some enemy encounters more interesting and I'm thinkng of implementing a system where by default the player party does get to make one major action post per player and perhaps two or three shorter ones shared among the party; basically to make it more interesting and have the players all work as a team. You all gotta be careful with your courses of action as if you end up taking a risky move, you might not have too many posts to correct the course with.

The enemy by default may get one shorter "reactive" post they can potentially use to interrupt your party's actions or anything else your moustache stroking evil mastermind GM decides. However, this can change if there are elite enemies, whether leaders or just much more powerful units (especially if they are "bosses") amongst the enemy where they may add maybe two more of said reactive opportunities. I believe I did in the past mention I wanted this RP to feel fairly tactical and squad based so while the enemies you are going to be fighting later will be tougher, a part of it I'd like to be due to certain "gameplay" mechanics being altered.

Is there any opposition to this idea?

I'm okay with this method.

Also does anyone want me to write a short post later today detailing what the interior of the base looks like so far?

I think Strider went in so I'm okay with a short post. I may need to edit my post since I misinterpret their roars with growls.
 
I've been thinking about how to make some enemy encounters more interesting and I'm thinkng of implementing a system where by default the player party does get to make one major action post per player and perhaps two or three shorter ones shared among the party; basically to make it more interesting and have the players all work as a team. You all gotta be careful with your courses of action as if you end up taking a risky move, you might not have too many posts to correct the course with.

The enemy by default may get one shorter "reactive" post they can potentially use to interrupt your party's actions or anything else your moustache stroking evil mastermind GM decides. However, this can change if there are elite enemies, whether leaders or just much more powerful units (especially if they are "bosses") amongst the enemy where they may add maybe two more of said reactive opportunities. I believe I did in the past mention I wanted this RP to feel fairly tactical and squad based so while the enemies you are going to be fighting later will be tougher, a part of it I'd like to be due to certain "gameplay" mechanics being altered.

Is there any opposition to this idea?
I don't exactly understand what you mean
 
I don't exactly understand what you mean

Basically you know how in the first engagement a few players posted more than once? A lot of back and forth between certain characters? I thought that was pretty cool but I feel it could make some combat encounters a little too easy. So I am thinking of a rule that everyone individually gets to have one post/"action" per combat encounter. The party also gets maybe two or three extra posts/"actions" anyone can make in addition if say, maybe they want to relocate back to to a certain position or put additional pressure on a hostile.

The same works for enemies but their extra actions/posts are going to likely be dependent on certain enemy types (elite and leader types). This is something I think can encourage even closer teamwork as well as more collab posts too.
 
Basically you know how in the first engagement a few players posted more than once? A lot of back and forth between certain characters? I thought that was pretty cool but I feel it could make some combat encounters a little too easy. So I am thinking of a rule that everyone individually gets to have one post/"action" per combat encounter. The party also gets maybe two or three extra posts/"actions" anyone can make in addition if say, maybe they want to relocate back to to a certain position or put additional pressure on a hostile.

The same works for enemies but their extra actions/posts are going to likely be dependent on certain enemy types (elite and leader types). This is something I think can encourage even closer teamwork as well as more collab posts too.
Not all too much into this idea, I don't know why but I'm just not feeling very strongly about it.
 
Basically you know how in the first engagement a few players posted more than once? A lot of back and forth between certain characters? I thought that was pretty cool but I feel it could make some combat encounters a little too easy. So I am thinking of a rule that everyone individually gets to have one post/"action" per combat encounter. The party also gets maybe two or three extra posts/"actions" anyone can make in addition if say, maybe they want to relocate back to to a certain position or put additional pressure on a hostile.

The same works for enemies but their extra actions/posts are going to likely be dependent on certain enemy types (elite and leader types). This is something I think can encourage even closer teamwork as well as more collab posts too.
I'm gonna agree with Remembrence on this one, theres nothing wrong with it but it just feels not as strong as I think I would like it
 
Wrt to posts like the last one made by Clan Ize Clan Ize , are you all okay if I make short GM response posts like this for relatively minor/smaller scale actions such as checking a computer terminal, turning on certain devices, or inspecting/scanning an object?
 
We're back with a slightly simpler, more straightforward GM post! Things are a little quieter for now but I do promise a bunch of you will be in for a rude surprise soon. Do note which among your squad weren't really affected by the ether cloud outside.
 
So out of curiosity, what's a combat scenario everyone would really like to see in the future? An armored assault where you support a column of tanks in punching through enemy strongholds? A Predator style hunter-or-hunted scenario in a misted jungle? Hunting down ethereal terrors wearing void-hardened suits within the Abzu or even the Abyssic plane? A good ol' fashioned special forces raid on a top secret compound? Sound off.
 
So out of curiosity, what's a combat scenario everyone would really like to see in the future? An armored assault where you support a column of tanks in punching through enemy strongholds? A Predator style hunter-or-hunted scenario in a misted jungle? Hunting down ethereal terrors wearing void-hardened suits within the Abzu or even the Abyssic plane? A good ol' fashioned special forces raid on a top secret compound? Sound off.
I think situations where the characters have to get really creative would be nice but also missions that are like lowkey but impactful and straightforward. As much as I love big war kind of scenes, it’s a black ops hit team basically so unless they were doing some sort of reconnaissance or sabotage to support the effort, it doesn’t make too much sense to me.
 

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