mf0 logs -> 2012 -> Tue, 07 Aug 2012< mf0.20120806.log - mf0.20120808.log >
--- 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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--- Log closed Wed Aug 08 00:00:19 2012
mf0 logs -> 2012 -> Tue, 07 Aug 2012< mf0.20120806.log - mf0.20120808.log >

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