The Conch is a priority to acquire before doing anything else since it could cripple them in a fight but since the effects only last as long the wielder lungs is not nearly as the silver bullet as we like but still powerful in a fight.
I don't know much about the conch but we can blow it multiple times right? Even if we can't blow it for a long time having a dedicated horn blower keep blowing it over and over again while a team of Power heroes attacks would presumably be useful.
Can Zavok and company control all machines or just our robots? Because putting the horn blower in the backseat of a mech would be useful.
You know what's interesting everybody in the Restoration, and possible GUN, think Eggman is gone and would never return. I imagine both Clove and Nephytos were aware if this fact since they were informed during they amnesty.
The latter don't believe for a moment Eggman is gone while the former is too worried about her sister to think about this. I don't know if Jewel is aware of Mr. Thinker or not but if she's then is a high level secret and I am pretty sure the Restoration will send someone to check on Mr. Thinker and notice he's gone. Fortunate with the Warp Topaz Dr. Starline manage to make a clean gateway with the amnesiac Dr. Eggman so nobody will know what happened to him.
We have the advantage of anonymity for now and we should stick that way until we have a concrete way to take down the Deadly Six in a quick and efficient way without destroy most of the badnik horde and factories.
They control the entire of Eggman's army and everything the doctor built and they have a bone to pick with Dr. Eggman if they caught a whiff of our return. I for one don't face being bombard by the Egg Fleet, also yes they have control of the Egg Fleet.
That's why I think hacking the Egg Net is a bad idea since even a bare failure would be enough to alert Zavok of our current location.
The Conch is a priority to acquire before doing anything else since it could cripple them in a fight but since the effects only last as long the wielder lungs is not nearly as the silver bullet as we like but still powerful in a fight.
Eh, shouldn't make assumptions like Kingster said, but yeah, you can ignore a drive for 3 turns max before it becomes an issue bad enough to give maluses
Does that apply to Side Drives as well or are those different?
Also @Kingster are you willing to tell us what we need to do to get more actions? We're about to get more Heroes than actions after all and we can't stack them and I'd rather not leave them idle.
Either way, the deadly 6 as I mentioned before are a combination of power and mystics.
But only Zavok and Zik are the ones with a technically functioning brain adding Logistics and Trickery as otherwise the other 4 in their pack wouldn't do anything all day.
Make no mistake every single Zeti are powerhouses with only Metal and Rusty being credible threats to them at the moment.
And even then their technopaths abilities make also our biggest powerhouses a liability.
So we need to use the trickery action coming turn for that Conch search.
So far the biggest trickery stat we have is Starline with a 20.
So 22 of our own trickery + 20 from Starline + 3 from loyalty, means we get a 45 out of a DC 100 for finding the Conch.
Once turn 2 is ready I am planning to use my bonus of +10 to any national on this action, since I suppose even a failed roll will lower the DC.
The wiki says it's the Chaotixs*. If they found us before the quest began they'll probably put two and two together at some point and start looking for us. That is if they don't have bigger fish to fry.
*Though the IDW sonic wiki says they were tipped off by Rogue the Bat.
Either way, the deadly 6 as I mentioned before are a combination of power and mystics.
But only Zavok and Zik are the ones with a technically functioning brain adding Logistics and Trickery as otherwise the other 4 in their pack wouldn't do anything all day.
Make no mistake every single Zeti are powerhouses with only Metal and Rusty being credible threats to them at the moment.
And even then their technopaths abilities make also our biggest powerhouses a liability.
So we need to use the trickery action coming turn for that Conch search.
So far the biggest trickery stat we have is Starline with a 20.
So 22 of our own trickery + 20 from Starline + 3 from loyalty, means we get a 45 out of a DC 100 for finding the Conch.
Once turn 2 is ready I am planning to use my bonus of +10 to any national on this action, since I suppose even a failed roll will lower the DC.
Either way, the deadly 6 as I mentioned before are a combination of power and mystics.
But only Zavok and Zik are the ones with a technically functioning brain adding Logistics and Trickery as otherwise the other 4 in their pack wouldn't do anything all day.
Make no mistake every single Zeti are powerhouses with only Metal and Rusty being credible threats to them at the moment.
And even then their technopaths abilities make also our biggest powerhouses a liability.
So we need to use the trickery action coming turn for that Conch search.
So far the biggest trickery stat we have is Starline with a 20.
So 22 of our own trickery + 20 from Starline + 3 from loyalty, means we get a 45 out of a DC 100 for finding the Conch.
Once turn 2 is ready I am planning to use my bonus of +10 to any national on this action, since I suppose even a failed roll will lower the DC.
My guess it's that Zavok is probably a Power/Heart Hero Unit with the other status average since he's the leader of the Deadly Six and keep them united and knows how to keep them in line and motivated.
Zik I would say a Logistic/Brains Hero Unit but no doubt has a trait that play on his old age that give him a boost on all other status since he seen and done a lot while being the founder of the Deadly Six.
Zeena is probably a well balanced Hero Unit but possible has a trait that debuff her status for being lazy and another that make her easy to manipulate if playing on her narcissism, play on her narcissism may actually negate her lazy trait.
Zazz and Zormom are Power Hero no question on that front.
Zor would be a Mystic Hero since he use powers so dark and forbidden none of the others dare to use them.
I don't know much about the conch but we can blow it multiple times right? Even if we can't blow it for a long time having a dedicated horn blower keep blowing it over and over again while a team of Power heroes attacks would presumably be useful.
Can Zavok and company control all machines or just our robots? Because putting the horn blower in the backseat of a mech would be useful.
Also @Kingster are you willing to tell us what we need to do to get more actions? We're about to get more Heroes than actions after all and we can't stack them and I'd rather not leave them idle.
Well as a first step, I will tell you this, get your empire back from Zavok.
And don't worry about having more heroes than actions. Soon you will unlock adventures and that will be good, cause a hero unit that is assigned to an action can't be used for adventures and vice versa. So having more will come in handy
Is this relevant? Who knows? It might or not be important info in upcoming turns.
Also seeing how one sided the Vite is I might close it a bit earlier most likely. Seems almost all people are set in what they want, that's great to see!
Well as a first step, I will tell you this, get your empire back from Zavok.
And don't worry about having more heroes than actions. Soon you will unlock adventures and that will be good, cause a hero unit that is assigned to an action can't be used for adventures and vice versa. So having more will come in handy
Also seeing how one sided the Vite is I might close it a bit earlier most likely. Seems almost all people are set in what they want, that's great to see!
Ah. Okay yeah that is reassuring, it gives a good reason to find more than one high end hero for each stat. ...If a Hero unit doesn't go on a Adventure or are assigned to a National action can they get a bonus to their personal?
Yeah votes this lopsided are rare, so when it does happen you know it's serious. Usually it's out of sheer hatred or sheer care for one character or another.
By the way if you are curious here are the tier, tier 3 hero units are better than hero 1 or 2 in the respective stat.
Tier 1 [ ] Ro the Kangaroo
[ ]Honey the Cat
[ ]Zobio and Zobiko
[ ]Thunderbolt The Chinchilla
Tier 2
[ ]Piastol
[ ] Clove The Pronghorn
[ ]Nack The Sniper
[ ]Basil The Conductor
Tier 3
[ ]Nephthys The Vulture
[ ]Canaan
[ ]Dr. Bad-Boon
[ ] Goro Majima
Clove sheet:
Clove the Pronghorn
Power: 24 (Clove has training in the use of an energy scythe that is powerful enough to cut through one of my Super Badniks and experience in leading forces.)
Heart: 18 (Her level head and reasonable demeanor even when talking to her foes makes her quite persuasive. She does like peaceful and diplomatic solutions too much for my taste.
Logistics: 26 (Leader of an entire armed force that was supposed to take the majority of a continent, Clove does have a fair amount of experience with Logistics.)
Trickery: 18 (While she does not lie as easily as she breathes, Clove does see the utility of lies and deception.)
Brain: 20 (Smart enough to be given orders and honestly a good head on her shoulders, she has been outsmarted before.)
Mystic: 5 (Not an actual user of magic by any means, Clove did witness the rise of one of Dark Gaia's temples and that counts for something.)
Loyalty: -30+35(her only chance)=5
Traits:
Eggboss: Clove served under her version of me as an entire Army division, she has gained some knowledge on how to command and lead. (+10 to any rolls leading or organizing troops under the Eggman banner.)
Calm and Collected: The Egg Boss has a way of speaking that is very calm and reasonable, even to her enemies. (Clove can add half her Logistics to her Heart rolls.)
Terrified: Clove's sister Cassia was put under a "cyberization" process by another version of myself that did not actually cure the disease she suffered from. Until that is fixed, Clove won't be able to put in her all. (Clove only applies half the relevant stat to any national action she is assigned to, unless that action directly involves helping her sister in which case she applies 1.25x her stat. If Cassia is cured, she will be added to Clove's stat block.)
Scheduled vote count started by Kingster on Nov 16, 2024 at 12:58 PM, finished with 70 posts and 23 votes.
Hmmm what's the DC to cure cassia or at least figuring out what's wrong with her and also wow Nephthys is a tier 3 hero?
Hmm might consider getting her for turn three instead… I don't think she's on a time limit because one she's ultimately ready to throw her lot in with us because she believes it's no use that we could ever be gone
I always considered game eggman to be better than Archie eggman, I'm glad we actually have a chance to prove that now by doing what the insane version of us couldn't by actually dealing with that disease.
Now that I'm thinking about it, wouldn't it be funny if eggman had a personal goal list to just outdo, in his eyes, every single inferior version of himself at something they were originally failing in their universes.
Power: 24 (Clove has training in the use of an energy scythe that is powerful enough to cut through one of my Super Badniks and experience in leading forces.)
Heart: 18 (Her level head and reasonable demeanor even when talking to her foes makes her quite persuasive. She does like peaceful and diplomatic solutions too much for my taste.
Logistics: 26 (Leader of an entire armed force that was supposed to take the majority of a continent, Clove does have a fair amount of experience with Logistics.)
Trickery: 18 (While she does not lie as easily as she breathes, Clove does see the utility of lies and deception.)
Brain: 20 (Smart enough to be given orders and honestly a good head on her shoulders, she has been outsmarted before.)
Mystic: 5 (Not an actual user of magic by any means, Clove did witness the rise of one of Dark Gaia's temples and that counts for something.)
Loyalty: -30+35(her only chance)=5
Traits:
Eggboss: Clove served under her version of me as an entire Army division, she has gained some knowledge on how to command and lead. (+10 to any rolls leading or organizing troops under the Eggman banner.)
Calm and Collected: The Egg Boss has a way of speaking that is very calm and reasonable, even to her enemies. (Clove can add half her Logistics to her Heart rolls.)
Terrified: Clove's sister Cassia was put under a "cyberization" process by another version of myself that did not actually cure the disease she suffered from. Until that is fixed, Clove won't be able to put in her all. (Clove only applies half the relevant stat to any national action she is assigned to, unless that action directly involves helping her sister in which case she applies 1.25x her stat. If Cassia is cured, she will be added to Clove's stat block.)
If I understand it it right Clove Heart Actions would be in total 9 since the Terrified apply half of the relevant stat to any national action but Cal and Collected give add half her Logistic Status, so combined it it gives her 22 status roll in Heart Actions on total.
If we manage to get rid of the Terrified that actions goes to 31 in total.
Hmmm what's the DC to cure cassia or at least figuring out what's wrong with her and also wow Nephthys is a tier 3 hero?
Hmm might consider getting her for turn three instead… I don't think she's on a time limit because one she's ultimately ready to throw her lot in with us because she believes it's no use that we could ever be gone
Well Nephytes did run a successful campaign of deception against Dr. Eggman to keep things balanced between her forces and the local Freedom Fighters, that are her personal friends, so that neither side achieve a significant victory.
Either way if we want to cure Cassia it would be a good idea to research ragnite since the mineral has natural healing capabilities so I think it would be easy to Eggman create a medical concoction from there if he so desires once he find out the effects. Not only that but the mineral besides being used as fuel can be used as armor piercing rounds and armor.
I always considered game eggman to be better than Archie eggman, I'm glad we actually have a chance to prove that now by doing what the insane version of us couldn't by actually dealing with that disease.
Now that I'm thinking about it, wouldn't it be funny if eggman had a personal goal list to just outdo, in his eyes, every single inferior version of himself at something they were originally failing in their universes.
Some of them are going to be easier to top then others. For example SatAM and Sonic Underground I'd say he's already topped in many ways. Swatbots are cool looking but our Eggman has some variety in his minions. And the less said about the Adventures of Sonic the Hedgehog Robotnik the better.
Some of them are gonig to be easier to top then others. For example SatAM and Sonic Underground I'd say he's already topped in many ways. Swatbots are cool looking but our Eggman has some variety in his minions. And the less said about the Adventures of Sonic the Hedgehog Robotnik the better.
Hm, quite a big downside that trait, but once solved she has a bigger Heart than even Belle - heck, if we consider that the halving thing does not affect her rolls, that's still a 22 stat.
Now for the rest of the list, I'm now really invested in going for the tier 3 heroes, as the other ones doesn't seem as time-critical. While I advocated for a Mystics specialist, I feel that Goro in hindsight will be a great Hero to send in Adventures judging by his ranking, so I think, of the list, we should go for him -> Piastol -> Nephthys or Canaan. Would be better if we had more actions for recruitment, but beggars can't be choosers.
Power: 24 (Clove has training in the use of an energy scythe that is powerful enough to cut through one of my Super Badniks and experience in leading forces.)
Heart: 18 (Her level head and reasonable demeanor even when talking to her foes makes her quite persuasive. She does like peaceful and diplomatic solutions too much for my taste.
Logistics: 26 (Leader of an entire armed force that was supposed to take the majority of a continent, Clove does have a fair amount of experience with Logistics.)
Trickery: 18 (While she does not lie as easily as she breathes, Clove does see the utility of lies and deception.)
Brain: 20 (Smart enough to be given orders and honestly a good head on her shoulders, she has been outsmarted before.)
Mystic: 5 (Not an actual user of magic by any means, Clove did witness the rise of one of Dark Gaia's temples and that counts for something.)
Loyalty: -30+35(her only chance)=5
Traits:
Eggboss: Clove served under her version of me as an entire Army division, she has gained some knowledge on how to command and lead. (+10 to any rolls leading or organizing troops under the Eggman banner.)
Calm and Collected: The Egg Boss has a way of speaking that is very calm and reasonable, even to her enemies. (Clove can add half her Logistics to her Heart rolls.)
Terrified: Clove's sister Cassia was put under a "cyberization" process by another version of myself that did not actually cure the disease she suffered from. Until that is fixed, Clove won't be able to put in her all. (Clove only applies half the relevant stat to any national action she is assigned to, unless that action directly involves helping her sister in which case she applies 1.25x her stat. If Cassia is cured, she will be added to Clove's stat block.)
Scheduled vote count started by Kingster on Nov 16, 2024 at 12:58 PM, finished with 70 posts and 23 votes.
*Whistles* All that for a Tier 2 Hero? She's one of our best units just like this!
Honestly if it wasn't for basic empathy and likely time limit we probably would have gotten one of the Tier 3s...
Oh well. I'm certainly not unhappy with Clove.
But I really want to get a Tier 3 next turn. Specially Canaan because as previously stated Anime protag with superpowers, or if you want more practical benefits is a high end Power unit that isn't a machine.
Regardless it seems we have a good set of people to recruit. Either Powerful (Tier3s) or fills a weakness of ours (Pistoal), all of which are human and won't be affected by the D6.
Also yes we are absolutely going to surpass all other Eggman.
Hm, quite a big downside that trait, but once solved she has a bigger Heart than even Belle - heck, if we consider that the halving thing does not affect her rolls, that's still a 22 stat.
Now for the rest of the list, I'm now really invested in going for the tier 3 heroes, as the other ones doesn't seem as time-critical. While I advocated for a Mystics specialist, I feel that Goro in hindsight will be a great Hero to send in Adventures judging by his ranking, so I think, of the list, we should go for him -> Piastol -> Nephthys or Canaan. Would be better if we had more actions for recruitment, but beggars can't be choosers.