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In Progress RPGCodex Fails at Escort Missions: An Interactive LP of Convoy

Alex Heartnet

Educated
Joined
Sep 11, 2015
Messages
161
Riiight, you goons want to attack the one genuinely legit company in all of Omek Prime
just because they wised up to how the wastelands work?

I guess the KJL Trading Company won't be doing any business with us this run.

Edo7znn.png

Once again the game waves an ugly flag at us accompanied by a extremely low
quality radio transmission I can not quite make out.

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Car movement works a bit...differently from what you would expect.

Imagine that this was somehow a board game.

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Vehicles are always occupying one of these grid squares. Always. There is no 'middle of the square' or any such deal.

Additionally, weapon attack range stretches out to a certain number of squares.

As you can also see, the MCV takes up two squares. It is always in the middle
and cannot be given movement orders.

DXXyLTP.png

Anddd here comes the privateers. Dangit I am not done explaining how combat works :argh:

also it turns out the game wasn't lying earlier these particular privateers are considerably more dangerous then the raiders were previously

pJunVWE.png

Hard Dog gets zapped by an EMP blaster.

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One of the privateers has a weapon called a Plasma Cannon.

It strips the target of its armor quickly (blue meter), but does little actual HP damage (red meter). With its armor stripped like that, a vehicle takes a lot more damage from pretty much any other source.

You goons have seen Xenonauts, so you should know that is how plasma weapons work, right?

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Combat in Convoy tend to be a chaotic brawl with so much stuff on the screen at any one time.

The last privateer conveniently destroys itself by ramming a wall.

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ZDwxHNt.png

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...Yeah, we might of taken a bit of damage from fighting those several well equipped privateer vehicles.

The nearest camp is 44 KM away.

But depending on how much you guys :argh: the stem bolt monopoly the transport is 206km to the northeast, we could chase after it instead

The Booster Goofball is 96KM to the easy.

The other destinations are too far away to be relevant at the moment.
 
Last edited:

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Go repair. It's close anyway. Then go after the Booster Goofball.

It's east, and :argh:is to the north-east again. We must close in on them, but I wouldn't want us obsessed with them or something.

P.S. The last two screenshots are the same. Was there supposed to be something else?
 

Alex Heartnet

Educated
Joined
Sep 11, 2015
Messages
161
P.S. The last two screenshots are the same. Was there supposed to be something else?

derp.

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We make it to the camp without incident.

Seriously, why have we not hit a random encounter yet?

A full repair cuts us down to 113 parts - still enough to do stuff with.

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The Mine Layer is colored white, which means it is for Hard Dog to carry.

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Perhaps unsuprisingly, the shop sells stuff.

There are two A.I.Ds for sale for 30 parts each.

The A.I.D. completely eliminates damage taken from rammming. In other words, this means you can ram people constantly.

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40 parts gets us a Ballistics Computer. It extends the attack range of a given vehicle by 100.

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And last but not least, we could buy a Turbo for 30. The Turbo requires no explanation.

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All of these are not-weapons. That means they go in yellow slots.

Rock Chopper (the one with the laser) has an empty yellow equipment slot. We could also remove the taunter from Frawley to make room for something else.

As always we could also upgrade our vehicles, or buy fuel (we are down to 44)

We might also run into a event asking for some of our parts.

So what we buying?
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
How much ramming do we expect to do with our vehicles? If the answer is 'lots', I want us to have AIDs. If the answer is 'not so much' I want it to become 'lots'. :M
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
I am not seeing a lot of combat in action. Is ramming a viable tactic? Do we need more range?

If there is nothing that improves our capabilities drastically, it's better to save the scrap for a new vehicle. Preferrably with many more slots for tuff.
 

Alex Heartnet

Educated
Joined
Sep 11, 2015
Messages
161
I am not seeing a lot of combat in action. Is ramming a viable tactic? Do we need more range?

If there is nothing that improves our capabilities drastically, it's better to save the scrap for a new vehicle. Preferably with many more slots for tuff.

Unless you have an A.I.M. equipped then ramming is situational, since you both take damage. The main purpose of ramming is knocking an enemy into an obstacle.

We always need more attack range, enemies are constantly moving around and I keep having to chase after them. Even Frawley can't quite manage 100% time-on-target.

--------------------------------------------------

You guys wanted to spend only ten parts on upgrades, so I'll give Hard Dog a bit of added armor.

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I have to drive through a canyon to get to where I want to go.
How annoying.

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Oohh radio signal

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Let's go investigate and

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A random event hits us right before we actually reach the radio signal.



That is how well we are doing combat-wise currently. Don't count on every fight being this easy; the wasteland will get more and more dangerous at time goes by
(or at least is supposed to :argh:)

We came out of that fight with surprisingly little damage.
We're still good to go I think.

also decision time

rRoo52F.png
 

Alex Heartnet

Educated
Joined
Sep 11, 2015
Messages
161
The game unceremoniously drops us straight into battle.



...A one-sided battle, as it turns out. This game normally isn't this easy.

You goons broke the game when you managed to get Frawley on out team :argh:

PLycKzN.png
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
'Hammer'? Do we have a hammer?

Talk to her. There must be an option to drop her off at the nearest slave market, somewhere.
 

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