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December 17th, 2007, 10:51 PM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
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Re: Build Your SC Arena Competition!
I would like to see a rerun of this one, then a new one with diffrent combatants.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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December 17th, 2007, 11:12 PM
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Sergeant
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Join Date: Sep 2003
Location: The Urban Wilderness
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Re: Build Your SC Arena Competition!
Ok, I still have energy to run another round. I do like the 5 path rule, however, and I'd like to let the people who wanted to play in the first contest but didn't have time to send a combatant in (like Jazzepi) participate, so I favor having a semi-new batch of combatants.
All combatants would have a maximum of 5 path levels to work with. You may choose chassis with more than 5 magic levels (ie Djinn), but I would be mod it down to a total of 5 for the combat (including empowerment; you would need to specify which levels it keeps.) All of the other rules from contest 1 would be unchanged.
People could choose to update/replace their combatants by sending me private messages with their builds, or leave them unchanged. Combatants that are left unchanged may lose magic paths in excess of 5, however.
I won't have time for the contest until the weekend, however. So it'd be run Saturday or Sunday night, probably.
Edit: To clarify, you have 5 maximum paths. You still only get 3 empowerments.
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December 17th, 2007, 11:48 PM
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First Lieutenant
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Join Date: May 2007
Posts: 674
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Re: Build Your SC Arena Competition!
Suggestion: Pretender battle-off. You can use pretender points, with an AWAKE pretender and NEUTREL scales. Any mobile pretender can be used.
-Balances out spell casters with combat pretenders. Hurray for titans and such! They might get a chance.
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December 17th, 2007, 11:48 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Build Your SC Arena Competition!
Quote:
Potatoman said:
All combatants would have a maximum of 5 path levels to work with. You may choose chassis with more than 5 magic levels (ie Djinn), but I would be mod it down to a total of 5 for the combat (including empowerment; you would need to specify which levels it keeps.) All of the other rules from contest 1 would be unchanged.
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Sounds good!
Most participants will need to change/update the magic paths on their SC.
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December 18th, 2007, 12:11 AM
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Sergeant
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Join Date: Oct 2003
Posts: 262
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Re: Build Your SC Arena Competition!
I would also add that none of the SCs should be actual Pretenders. A Pretender chassis is fine but not the actual role with it's extra HPs and immunity to enslavement.
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December 18th, 2007, 12:37 AM
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General
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Join Date: Jun 2003
Location: az
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Re: Build Your SC Arena Competition!
Quote:
Wick said:
I would also add that none of the SCs should be actual Pretenders. A Pretender chassis is fine but not the actual role with it's extra HPs and immunity to enslavement.
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I noticed the same... and agree.
SC vs SC
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December 18th, 2007, 02:35 AM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Build Your SC Arena Competition!
I feel kind of silly here, but where is the actual turn file? I can't seem to find it.
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December 18th, 2007, 06:36 AM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
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Re: Build Your SC Arena Competition!
Quote:
Shovah32 said:
I feel kind of silly here, but where is the actual turn file? I can't seem to find it.
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It should be attached to the post with the rooster, i suspect that potatoman while editing the post has removed the attachment.
Also, i have sent my improved variant to battle, and im very interested, in how it will do.
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