Okay, to all the tank-builders - why not fix the road to Moral High Ground at the same time? This will put the local Unified Light forces into a better position, logistically.
Okay, to all the tank-builders - why not fix the road to Moral High Ground at the same time? This will put the local Unified Light forces into a better position, logistically.
Well, Machine Code has indicated there's only a few places it's relevant, AND gave her suggestions on the solution. Also, we have Instant Manufacture now, while we were repairing Brandcraft-toughened tanks before, so neither the difficulty of the task nor the work speed are that much of a factor. And finally, the road to Moral High Ground is not within the war zone, it's behind our frontlines and fortifications, so chances of it being damaged again are minor.
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] Fly back to Signals and see if you can get something else delivered or visit somewhere with interesting equipment. (Afterburners)
[X] EXP Plan Stable Gate + Multi-slash and Vampire
[X] Get some rest, you've taken a beating lately.
-[X] Fix the Ice cream maker
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Fix the road
This is a good point. Craters are probably fairly common, and all it would take to ruin the road again is a suicide mission for a few demons, might as well just make them not need to rely on the roads at all.
@kelllogo, a few questions:
1) Can we please have a stat block for Master Spark, or better yet, an updated character sheet for Floral Glory?
2) Can we actually choose to fix the road as part of our "repair the tanks" action? Since there are doubts it's going to be permitted.
3) Is fixing the road going to be a long-term viable solution? Because there are even more doubts that it would work?
I know I'm obsessed, but it's an issue that really does need to be fully resolved.
Right. Here's how I understand it. Look at the map. See the "steep road" and the "path for fliers" - as far as I understand, both of them lead to the repair base where those 40+ tanks are still laying around, waiting for repair. The Steep Road is the route they take to get there from the main camp. Vehicles moving under their own power make it just fine - the problem is broken tanks are several hundred tons of dead metal and cannot be easily towed back to our portal over that road. And so, they're stuck there instead of being towed for repairs.
Now, look at all the green lines - those are our defensive lines, that are covered by artillery fire from Moral High Ground. According to the briefing, that first demonic incursion we've met, while being with Floral Glory and Blue Bandit, was in a place that was described as "A hanging valley had a stream running through it, if a force was mustered there it would bypass all but the last wall and be able to attack the weak point where the stream flowed through."... So, to get to the road, they will need to bypass all of our defensive lines, the watchers on the mountains, possibly one or two of our bases - and all to get a couple of holes in the already bad road.
Frankly, had they been capable of that, then they would have been doing it already (and we'd have known about it). I would have said about them not knowing about the problems with the road, but I doubt it's something even someone as inept as Flawless Paladin would miss, so they actually might try and sabotage it if we do fix it. OR at least know about there being a need for sabotage. Still difficult to pull off.
For the EXP plan, what are peoples' thoughts on adding in either Emulate Fire + Flare Arrow or upgrading Aggressive Absorption from level 9 to level 10?
For the EXP plan, what are peoples' thoughts on adding in either Emulate Fire + Flare Arrow or upgrading Aggressive Absorption from level 9 to level 10?
Okay, to all the tank-builders - why not fix the road to Moral High Ground at the same time? This will put the local Unified Light forces into a better position, logistically.
Road-fixing is a separate project to tank-fixing. The first involves a good chunk of earthmoving and basically making a ski-lift to get towed tanks through. These tasks don't lend themselves to getting a lot of tanks finished at the same time.
You are correct that road improvements are way down on the UD's list. With the fairies on the UL's side they have an easier time fixing stuff. (if there was a way to regrade the path without needing to move 4 mountains it probably would have been done already.)
Credits is a nickname. Like penny for one-cent coins or bucks for dollars. Some of the races the Counter Force interacts with enjoy being paid in big masses of gold/silver so they introduced Talents (about a persons weight in gold). Theoretically you could exchange a million MicroTalents for a real one, but the currency is typically judged as more valuable by most of the beings that accumulate that much (successful merchants).
Road-fixing is a separate project to tank-fixing. The first involves a good chunk of earthmoving and basically making a ski-lift to get towed tanks through. These tasks don't lend themselves to getting a lot of tanks finished at the same time.
You are correct that road improvements are way down on the UD's list. With the fairies on the UL's side they have an easier time fixing stuff. (if there was a way to regrade the path without needing to move 4 mountains it probably would have been done already.)
Okay, removed the "repair the roads" from my vote for now, since it's going to be a more dedicated task.
I prefer to have 15 Hovertanks (i.e. Tactical Genius-worthy group of firepower to hit from an unexpected direction) than repair the road right now.
Adhoc vote count started by Faraway-R on Jan 27, 2018 at 10:49 AM, finished with 1662 posts and 7 votes.
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] Study your own magic and try to improve or develop a spell
-[X] Write-in: See if Magical Girl Night Sky is available. With or without her, upgrade Guardian Touch, because saving your allies is also a good thing.
Okay, to all the tank-builders - why not fix the road to Moral High Ground at the same time? This will put the local Unified Light forces into a better position, logistically.
It can probably be done as a matter of course via our Inhuman Skill and soft mechanics, given that it's inherently (False). We can probably emulate that much.
It can probably be done as a matter of course via our Inhuman Skill and soft mechanics, given that it's inherently (False). We can probably emulate that much.
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] EXP Plan Stable Gate + Multi-slash and Vampire
[X] Study your own magic and try to improve or develop a spell
-[X] Write-in: See if Magical Girl Night Sky is available. With or without her, upgrade Guardian Touch, because saving your allies is also a good thing.
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] EXP Plan Stable Gate + Multi-slash and Vampire
[X] Find someone that can teach you more Brandcraft.
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] Get some rest, you've taken a beating lately.
-[X] Fix the Ice cream maker
[X] EXP Plan Stable Gate + Multi-slash and Vampire
It probably should unlock something, but I had trouble thinking of something that would be simple and not crazy to grant or unlock. Giving False Existence would be stupid, and Summit already has an Unstoppable attack so conditional Unstoppable doesn't really seem worth the slot.
It probably should unlock something, but I had trouble thinking of something that would be simple and not crazy to grant or unlock. Giving False Existence would be stupid, and Summit already has an Unstoppable attack so conditional Unstoppable doesn't really seem worth the slot.
It probably should unlock something, but I had trouble thinking of something that would be simple and not crazy to grant or unlock. Giving False Existence would be stupid, and Summit already has an Unstoppable attack so conditional Unstoppable doesn't really seem worth the slot.
Which ones would you like? Point out where Summit fought against/near that Affinity and I'll probably add it.
Heroslayer: It was on the spear to begin with, but Summit doesn't get slayer effects targeting Existence bonii.
Juggernaut: This is on the list of things that were too tricky to pick-up from Fusing. It's not too far away on the ladder so opening it up wouldn't be too bad, but I feel like it would make Peerless less special if I did.
Lightslayer: Not a bad idea, actually.
For the Fallen: (gives extra damage against things that killed someone you knew.) Don't mesh with theme. It's also easy to forget about.
Debunk: (Spell. Auto-Kill against Children of Nightmares.) See above.
Bane of Nightmares: (all attacks against Children of Nightmares gain Unstoppable.) Why not just use Wave Force?
Radiance: (Spell. Channel to get an angel's aura) Herokiller Mica was no angel.
Darkness Ladder: I'm running out of goodies to give you in the ability department. Dazzle and an Invisibility spell could probably fit here.
[X] See if you can help Machine Code out with anything
[X] Study your own magic and try to improve or develop a spell
-[X] Write-in: See if Magical Girl Night Sky is available. With or without her, upgrade Guardian Touch, because saving your allies is also a good thing.
[X] EXP Plan Stable Gate + Multi-slash and Vampire
-[X] Gating 6---10 (300 EXP)
-[X] Stabilize (350 EXP)
-[X] Multi-Slash (70 EXP)
-[X] Mark (60 EXP)
-[X] Vampire (70 EXP)