--- Log opened Tue Aug 07 00:00:04 2012 |
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02:38 | <+FerrelFerret_phone> | Yo |
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08:44 | <@randolph> | Hey afny |
08:55 | < afny> | hey |
08:58 | <@randolph> | Got LoL reinstalled in your windows partition~ |
08:58 | <@randolph> | If so, I'll ping you when we play |
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08:59 | <@randolph> | Hey Ced |
09:00 | <@Ced23Ric> | Heya! |
09:09 | < afny> | it was working on my mac pretty well |
09:09 | < afny> | honestly I just couldn't get into it |
09:10 | < afny> | I'm too much of a casual tryhard |
09:10 | < afny> | and I didn't have the energy to try hard |
09:16 | <@randolph> | heh |
09:25 | < afny> | Ceeed |
09:25 | < afny> | did you read that article I linked |
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15:41 | < afny> | I can't crack this megaman scale |
15:42 | < afny> | everything I've come up with so far looks cartoony, but not in a good way |
15:44 | < Malcolm> | "Megaman scale" You'll need to pardon my ignorance |
15:46 | < Malcolm> | BTW, I've just posted a topic that draws on some of the stuff coming out of your Ryeong demo kit: http://www.mobileframehangar.com/viewtopic.php?f=3&t=1908 |
15:46 | < Malcolm> | You input would be appreciated |
15:55 | < huhwhozat> | defensive lacks arty? That seems a bit odd to me, but I'm not very experienced. I guess the thinking is that defense will get closed on pretty fast? |
15:56 | < afny> | Oh, that megaman comment actually made no sense at all |
15:56 | < afny> | um, I'm working on some frames for a setting that's like |
15:56 | < afny> | the frames are either holograms or virutal reality or something, and are, in world, part of a game |
15:57 | < afny> | and the aesthetic I'm going for right now is like megaman |
15:57 | < afny> | I don't know how else to describe the scale, really, because the frames are either not sized at all (they're virtual) |
15:57 | < afny> | or they're 1:1 |
15:57 | < afny> | I haven't really decided. |
16:00 | < Malcolm> | Aha, that explains a lot. Cheers! |
16:01 | < afny> | The only concern I have about these dicebuilds |
16:01 | < afny> | is the lack of green on the defenders |
16:01 | < afny> | with a larger battle, I'd say less green is better for a "defensive" company |
16:01 | < huhwhozat> | so where was it that I saw an explanation of scales again? I remember the physical properties, but not their names |
16:01 | < afny> | but with only three frames, I worry that the only proper play early on is to give up stations early |
16:02 | < afny> | and claw your way back to victory leveraging your high AV |
16:02 | < afny> | and it might be difficult to escape both a hth rush and the offensive company's artillery without green dice |
16:02 | < afny> | I know it's...not very LOGICAL |
16:02 | < afny> | but what about making the secondary attacker |
16:02 | < afny> | the "defensive" company |
16:03 | < huhwhozat> | I think the arty will dominate without anything to challenge it |
16:03 | < afny> | and the defenders "tactical"? |
16:03 | < afny> | I think that would illustrate the power of asset value more clearly |
16:04 | < Malcolm> | Interesting points |
16:05 | < Malcolm> | Especially regarding the switchover between the 3 unit and 4 unit companies |
16:06 | < afny> | I haven't seen much discussion about it, but I think the synergy between green dice and asset value is extremely high |
16:06 | < afny> | because of the quick swing time |
16:07 | < afny> | the better your movement rolls, the more you can take advantage of your high swing |
16:07 | < afny> | obviously some of your frames have to live long enough to do that, too |
16:08 | < afny> | in the context of a demo, maybe it's a little complicated |
16:08 | < afny> | but with a traditional defensive company, I fear the defender is just going to grit and bear the brunt of a war on two fronts for a few turns |
16:08 | < Malcolm> | That's true. I was wondering how applicable that was in a skirmish demo situation |
16:08 | < afny> | I think it COULD work |
16:09 | < Malcolm> | But, a very interesting thought nonetheless |
16:09 | < afny> | I just think with a 3 frame company in a 3way game |
16:09 | < afny> | a mobile defender is going to get more consistent results than an immobile one |
16:09 | < afny> | because an immobile one will last longer as the leader early |
16:10 | < afny> | which means they'll fight two fronts for longer |
16:10 | < afny> | inevitably lose the lead, and their chance to win will be, just like a faster team, swinging the score back near the end of the game |
16:10 | < afny> | terrain plays a big factor in this, though |
16:10 | < afny> | if cover is really sparse, moving around doesn't get you that much |
16:11 | < Malcolm> | True |
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16:12 | < Malcolm> | I much prefer demoing with lots of cover |
16:12 | < Malcolm> | But easily destroyed cover: trees, light walls, etc |
16:13 | < afny> | yeah, I took basically the same approach |
16:13 | < afny> | lots of very lightweight cover |
16:14 | < afny> | I like adding ONE big piece of cover in a place that isn't extremely advantageous for anyone |
16:15 | < Malcolm> | Hah, yes. |
16:16 | < huhwhozat> | the middle! |
16:17 | < afny> | I dunno, with that offensive attacker |
16:17 | < afny> | a big piece of cover that doubles as elevation |
16:17 | < afny> | right in the middle |
16:17 | < afny> | would be very advantageous |
16:18 | < huhwhozat> | so you demo with elevation? |
16:18 | < afny> | dat dual artillery fram has a green |
16:18 | < afny> | very scary |
16:18 | < afny> | and yea |
16:18 | < afny> | I think the elevation rules add a lot |
16:18 | < afny> | my demo kit has...four pieces of elevation? |
16:18 | < afny> | three that are really flimsy |
16:18 | < Malcolm> | Double artillery plus blue plus green is - i think - an interesting unit |
16:19 | < afny> | yeah, I agree |
16:19 | < afny> | whatever you decide to do with the other companies, I really like the attackers |
16:19 | < Malcolm> | Yeah, they certainly seem the most solid of them. |
16:20 | < Malcolm> | The others need a lot of work to optimise them |
16:20 | < afny> | It's very hard to optimize for skirmish battles because the early decisions of the defender are so crucial |
16:20 | < afny> | and so easy to mess up |
16:20 | < Malcolm> | Oh, indeed |
16:23 | < huhwhozat> | bear in mind, when demoing, the players won't necessarily know how to capitalize on poor decisions |
16:24 | < huhwhozat> | or even how to identify opportunities |
16:24 | < huhwhozat> | (I know I still don't!) |
16:24 | < afny> | that's why I'm suggesting a more mobile defensive force |
16:24 | < afny> | because I think that it's hard to identify your opportunities as the defender, and even harder to act on them |
16:24 | < afny> | more greens incentivizes mobility early and discourages turtling |
16:25 | < afny> | which I sort of view as a trap |
16:25 | < Malcolm> | That's very true. I think bulking up on green for the defenders might be a good idea |
16:25 | < afny> | I mean, a logical trap; the defender thinks, "Hey, I just need to hold these stations" |
16:25 | < Malcolm> | Oh, I've been in that position myself, back when I started playing the game |
16:26 | < afny> | and correct me if I'm wrong, but turtling was even stronger then |
16:26 | < afny> | because of the tick down |
16:26 | < Malcolm> | Yes, it was. Very much so. |
16:27 | < Malcolm> | It's a lot less useful in this version, now that spotting is so much more powerful |
16:28 | < afny> | People are still going to have to learn the hard way, I think |
16:28 | < Malcolm> | It's now very hard just to sit there and hop to withstand the withering hail of fire |
16:28 | < huhwhozat> | 'this version' being mobile frame vs mechaton? |
16:28 | < Malcolm> | Yes, exactly |
16:29 | < Malcolm> | There have been a few changes (very positive ones) between the two versions |
16:30 | < huhwhozat> | I need to get some more games in, and fast! I've only been able to play twice! |
16:31 | < Malcolm> | Well, I haven't played for a bit now. |
16:31 | < afny> | it's not like the servers are going to go down |
16:31 | < Malcolm> | Hopefully getting some demos in over the next couple of weeks |
16:32 | < Malcolm> | Hence the discussion of demo companies |
16:34 | < huhwhozat> | you mean the maptools MoF0 servers? I just haven't had time :D |
16:35 | < huhwhozat> | Malcolm: whereabouts are you demoing (just out of curiousity) |
16:35 | < Malcolm> | Potentially demoing at a new place in Edinburgh called The Games Hub |
16:38 | < Malcolm> | If you're not in Edinburgh, I guess that probably isn't much use to you! |
16:46 | < huhwhozat> | nope! but fun to know :D |
16:49 | < Malcolm> | Whereabouts in the world are you, actually? |
16:53 | < afny> | no, I meant |
16:53 | < afny> | it's a board game with a long history |
16:53 | < afny> | there ARE no servers. |
16:53 | < afny> | and there's also no urgency. |
16:53 | < afny> | err...tabletop game, I should say |
16:54 | | * afny is strongly anti-board |
16:55 | < huhwhozat> | afny: :P |
16:55 | < huhwhozat> | there IS urgency for me! FUN is the urgency! |
16:56 | < huhwhozat> | Malcolm: I'm in the U.S.: Indianapolis area |
17:00 | < afny> | urgh |
17:01 | < afny> | normal minfig helmets are my nemesis |
17:01 | < afny> | I have so many of them, but I just cannot find a way to use them well |
17:02 | < Malcolm> | They tend to look a little awkward, I agree |
17:02 | < Malcolm> | Same goes for a lot of minifig parts |
17:03 | < Malcolm> | Sometimes they really disrupt the scale |
17:05 | < afny> | I'm trying to redo that Hop Devil captain with the shoulder eyeballs |
17:05 | < afny> | for a three frame team in white |
17:05 | < Malcolm> | Oh, yeah, that was really weird looking! |
17:05 | < Malcolm> | Giant bug-eyed monster! |
17:05 | < afny> | yeah, it was pretty ridiculous |
17:05 | < afny> | it was by far worse in person |
17:05 | < afny> | because at some angles you could see the empty visor slots |
17:06 | < afny> | and the 1x1 rounds holding them up were red |
17:06 | < afny> | it's got grey headlight shoulders this time around |
17:06 | < Malcolm> | I look forward to seeing how it turns out |
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17:40 | < afny> | argh |
17:40 | < afny> | ONE more white plate clip |
17:40 | < afny> | is all I need |
17:40 | < afny> | if I needed two, I could just use another color and move on |
17:40 | < afny> | but ONE |
17:40 | < Malcolm> | Hah! It's always the way |
17:41 | < Malcolm> | Unless you are Mark Stafford and have unlimited Lego |
17:41 | < afny> | Indeed I am not |
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18:01 | < afny> | I'm really happy that I happened to get a mix of jumpers with and without that little ridge |
18:01 | < afny> | I didn't know about it when I was making bricklink orders, so I didn't think to specify |
18:01 | < afny> | it's really nice having the option |
18:04 | < afny> | and damn, this really needs a round tile |
18:09 | < huhwhozat> | fml - all my code was breaking and I was testing the wrong thing while doing bugfixes. Hence, thought my fixes were working. |
18:09 | < huhwhozat> | Curse you, SVN! |
18:41 | < afny> | http://www.flickr.com/photos/kyanosmoros/7734192308/in/pool-438009@N25 |
18:56 | < Malcolm> | Thats quite neat |
18:56 | < Malcolm> | A fair improvement on the 'bug eye' version! |
18:57 | < afny> | thanks |
18:57 | < afny> | I'm not sure how I feel about the red tiles on the arms |
18:57 | < afny> | but otherwise I'm happy with it |
19:00 | < Malcolm> | It's a nice, subtle bit of detailing |
19:02 | < Malcolm> | Must go, dinner calls |
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21:53 | < huhwhozat> | anyone in channel know how to run a roun of MF0 via maptools? |
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