Author Topic: Sake Emblem (Official Game Thread) (Okay, the map's over~)  (Read 136078 times)

Schezo

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Re: Sake Emblem (Official Game Thread)
« Reply #180 on: November 22, 2010, 08:58:50 PM »
No, that sounds spot on.

trancehime

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Re: Sake Emblem (Official Game Thread)
« Reply #181 on: November 23, 2010, 08:59:29 AM »
Says who?

As of today, it doesn't matter. In real FE, it only kicks in if you land a crit, but the chances of it happening were much higher given you got the crit (at max level, it was 20%). Now, at max level, it will be 10%, which given the dice, is actually harder to get than it seems.

Says who? Says real FE!

You should have made this more clear earlier so you wouldn't have made me sound like a condescending jerk =_=

Unless anyone has something better?

We can't do too much at this point because the map is limiting our mobility unless we take the turn sacrifices to move out.

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Re: Sake Emblem (Official Game Thread)
« Reply #182 on: November 23, 2010, 03:04:52 PM »
Oh joy, I love Fire Emblem. Is there any chance I may join? I promise not to waste all the silver weapons.

Re: Sake Emblem (Official Game Thread)
« Reply #183 on: November 23, 2010, 05:42:58 PM »
Uhhhhh, Baka, this is sort of a closed player group and we've kinda already hit the max amount of players for the game.

AMZYoshio

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Re: Sake Emblem (Official Game Thread)
« Reply #184 on: November 23, 2010, 06:44:06 PM »
You should have made this more clear earlier so you wouldn't have made me sound like a condescending jerk =_=

Sorry, that's not how I meant to sound >> This game is Fire Emblem Like, not Fire Emblem, the point of that being so people who play FE too much (me, you, shim, etc.) have some suprises at least. That, and I think I did specify it in the rules, I said that the skill activation chance was Level/2%, and said nothing about crits.
« Last Edit: November 23, 2010, 06:47:50 PM by AMZYoshio »

Re: Sake Emblem (Official Game Thread)
« Reply #185 on: November 23, 2010, 08:38:16 PM »
Uhhhhh, Baka, this is sort of a closed player group and we've kinda already hit the max amount of players for the game.

Gah, alright then. Let me know if someone drops.

Sophilia

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Re: Sake Emblem (Official Game Thread)
« Reply #186 on: November 24, 2010, 12:23:21 AM »
Well, we don't seem to have a feasible way to link up with the other squad, so the only result I can see us getting from charging forward is the enemy picking us off one at a time.  I just don't like having to pretty much abandon the other side, especially because it has the lord in it.  I was also kinda hoping one of you more experienced FE people would shoot it full of holes or come up with a better idea, but it looks like that ain't happening.
Anyway, I should get out of the way now, let Rumia do her thing.

> Sanae to L12
Life and death are without purpose.  Our attempts to give them one are quite presumptuous of us.  But in the end, we exist, and that is enough.

Current status: Dissuading deliberately choking for imagined fame.

trancehime

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Re: Sake Emblem (Official Game Thread)
« Reply #187 on: November 24, 2010, 12:37:34 AM »
I was also kinda hoping one of you more experienced FE people would shoot it full of holes or come up with a better idea, but it looks like that ain't happening.

There's really not a lot of room for creativity given a map this straightforward and our starting positions in a horribly cramped and poor excuse of a bottleneck, and I was tired so I couldn't really give much input given the terrain is too plain and samey for us to do some sort of proper strategic movement other than a small phalanx-like approach to the middle group of enemies, not to mention we can't go too slowly or risk getting sniped by archers. As far as I can see, charging all at once too fast is tantamount to failure. There's absolutely nothing to shoot holes in here, the map itself is very limiting strategically

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Schezo

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Re: Sake Emblem (Official Game Thread)
« Reply #188 on: November 24, 2010, 04:28:51 AM »
Although I wish everyone would take their turn.  I don't want this to die it has a lot of potential.  :ohdear:

theshirn

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Re: Sake Emblem (Official Game Thread)
« Reply #189 on: November 24, 2010, 05:29:22 AM »
I'm staying right where I am, moving is suicide.

> End Cirno's turn.
« Last Edit: November 24, 2010, 06:47:14 AM by theshim »

[09:46] <theshim|work> there is nothing like working for a real estate company to make one contemplate arson

Pesco

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Re: Sake Emblem (Official Game Thread)
« Reply #190 on: November 24, 2010, 06:30:37 AM »
I need to stay still as well.

> End Murasa's turn

trancehime

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Re: Sake Emblem (Official Game Thread)
« Reply #191 on: November 24, 2010, 11:34:05 PM »
I am getting the fuck out of my position

>Move Meiling to L5

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AMZYoshio

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Re: Sake Emblem (Official Game Thread)
« Reply #192 on: November 25, 2010, 07:20:55 PM »
Paging Rumia and Youmu~ You two are the only ones who haven't moved~

Map's updated with all your guys's moves if you didn't notice. Start doing some calculations if you're antsy~

Schezo

  • en-counse
Re: Sake Emblem (Official Game Thread)
« Reply #193 on: November 25, 2010, 08:03:41 PM »
I strongly recommend Youmu move to L4 because I don't think Meiling can survive both a fighter and mercenary without cutting it extremely close.

trancehime

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Re: Sake Emblem (Official Game Thread)
« Reply #194 on: November 26, 2010, 12:36:18 AM »
I strongly recommend Youmu move to L4 because I don't think Meiling can survive both a fighter and mercenary without cutting it extremely close.

It would be given a better chance for me had someone decided to donate some sweet cuppin' Tea, but that ain't happening. Unfortunately, me staying at my previous position would actually be a WORSE strategical move than moving to L5, as the archer past the mountain will own my ass and most likely the merc and/or fighter will get to me and off me. :/

So yeah

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AMZYoshio

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Re: Sake Emblem (Official Game Thread)
« Reply #195 on: November 26, 2010, 10:23:01 PM »
Due to Rumia and Youmu not moving or being active, check the time stamp of this post, and in 5 hours, their moves will be up to whoever wants to claim them.

Schezo

  • en-counse
Re: Sake Emblem (Official Game Thread)
« Reply #196 on: November 26, 2010, 11:41:15 PM »
So should we do a 48ish hour time limit for each others turns from now on?

AMZYoshio

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Re: Sake Emblem (Official Game Thread)
« Reply #197 on: November 26, 2010, 11:43:21 PM »
Or something like that. 48 hours actually sounds pretty good.

So, after this turn, I'll put that into effect.

Hey guys. From now on, 48 hour turn limit, and after those 48 hours, your turn is up for anyone to use it. After an additional 24 hours, your turn is skipped.

Mr. Sacchi

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Re: Sake Emblem (Official Game Thread)
« Reply #198 on: November 27, 2010, 02:46:27 AM »
That's what happens when I start to care for RL.

>Youmu moves to L4.

I need to help meiling, high probability of dodging is FTW 

AMZYoshio

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Re: Sake Emblem (Official Game Thread)
« Reply #199 on: November 27, 2010, 03:24:21 AM »
Someone can move for Rumia now.

Schezo

  • en-counse
Re: Sake Emblem (Official Game Thread)
« Reply #200 on: November 27, 2010, 03:24:38 AM »
Ok

>Rumia to K9

AMZYoshio

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Re: Sake Emblem (Official Game Thread)
« Reply #201 on: November 27, 2010, 04:27:58 AM »
ENEMY PHASE

Enemy 5 -> D2, Attack Alice

Enemy 5 Attacks: Hit for 5 Damage
Alice Attacks: Hit for 6 Damage

Alice?s Status: 4/16HP, 48EXP, Fire Left: 37
Enemy 5?s Status: 10/16HP

Enemy 6 -> K5, Attack Meiling

Enemy 6 Attacks: Hit for 10 Damage
Meiling Attacks: Hit for 13 Damage

Meiling?s Status: 3/22HP, 50EXP, Iron Axe Left: 38
Enemy 6?s Status: 7/20HP

Enemy 7 -> K4, Attack Youmu

Enemy 7 Attacks: Miss!
Youmu Attacks: There is nothing that my blade cannot cut!!! Critical hit for 9 damage!!!

Youmu?s Status: 17/17HP, 16EXP, Iron Sword Left: 38
Enemy 7?s Status: 11/20HP

Enemy 8 -> L3, Attack Youmu

Enemy 8 Attacks: Miss!
Youmu Attacks: Hit for 5 Damage

Youmu?s Status: 17/17HP, 21EXP, Iron Sword Left: 37
Enemy 8?s Status: 14/19HP

Enemy 9 -> K3, Attack Youmu

Enemy 9 Attacks: Hit for 9 Damage

Youmu?s Status: 6/17HP, 22EXP

Enemy 10 -> A8, Attack Tenshi

Enemy 10 Attacks: Hit for 7 Damage
Tenshi Attacks: Hit for 6 Damage

Tenshi?s Status: 14/23HP, 15EXP, Iron Lance Left: 38
Enemy 10?s status: 14/20HP

Enemy 11 -> B6, Attack Reimu

Enemy 11 Attacks: Hit for 7 Damage
Reimu Attacks: Hit for 8 Damage

Reimu?s Status: 9/18HP, 45EXP, Iron Sword Left: 37
Enemy 11?s Status: 14/22 HP

Enemy 12 -> B7, Attack Tenshi

Enemy 12 Attacks: Hit for 8 Damage
Tenshi Attacks: Miss!

Tenshi?s Status: 6/23HP, 16EXP

Enemy 13 -> B8. Attack Tenshi

Enemy 13 Attacks: Hit for 3 Damage

Tenshi?s Status: 3/23HP, 17EXP

Enemy 14 -> I9, Attack Rumia

Enemy 14 Attacks: Hit for 7 Damage
Rumia Attacks: Hit for 11 Damage

Rumia?s Status: 10/17HP, 20EXP, Flux left: 38
Enemy 14?s Status: 7/18HP


PLAYER PHASE
And congrats on Youmu getting lucky misses and a crit. She woulda died otherwise.
« Last Edit: November 27, 2010, 04:36:12 AM by AMZYoshio »

Schezo

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Re: Sake Emblem (Official Game Thread)
« Reply #202 on: November 27, 2010, 04:55:59 AM »
Yeah, luck fest.  I think Youmu has an error on the first page. 17/17 hp. Not that big but someone might get confused.

AMZYoshio

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Re: Sake Emblem (Official Game Thread)
« Reply #203 on: November 27, 2010, 04:57:30 AM »
Yeah, luck fest.  I think Youmu has an error on the first page. 17/17 hp. Not that big but someone might get confused.

Indeed, thanks. (It's kinda hard to keep track of EVERYONE, but I'm doing moderately good~)

Re: Sake Emblem (Official Game Thread)
« Reply #204 on: November 27, 2010, 05:23:24 AM »
The best thing for me is to probably wait right now until one of the enemies weakens a bit, then go in.
I so squishy.

Schezo

  • en-counse
Re: Sake Emblem (Official Game Thread)
« Reply #205 on: November 27, 2010, 05:33:43 AM »
You're doing impeccably good at keeping everything organized.

Meiling should come back and trade for my tea on L7, use it.

Youmu, if Cirno moves can take her space so I can heal you.

Rumia should just run and hide in the corner since 77% hitting the archer and the enemies are coming doesn't sound good.

Sanae needs to charge in to L6 and take some blows for us.  She might finish some off too.

Unless someone has a better idea, (which they may very well have).

Sophilia

  • Exposition Patchouli
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Re: Sake Emblem (Official Game Thread)
« Reply #206 on: November 27, 2010, 06:47:25 AM »
Tea is 10HP and the heal staff is more than that, right?  Meiling needs the HP, staff her, and give the tea to Youmu.

I can murder unit 6.  This should also draw the mage.  The other two units will probably charge you guys.

I'm thinking Rumia to K12, she won't die yet and could take the archer out.

Any other ideas?
Life and death are without purpose.  Our attempts to give them one are quite presumptuous of us.  But in the end, we exist, and that is enough.

Current status: Dissuading deliberately choking for imagined fame.

Doll.S CUBE

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Re: Sake Emblem (Official Game Thread)
« Reply #207 on: November 27, 2010, 07:07:09 AM »
We need to take care of that archer before the mage. Kogasa, could probably do it...

Tenshi either needs to stay there/retreat and then take some tea. Whatever you feel like..

I can take Kogasa's place if she moves, then I'll take care of En.11 which Murasa can finish off.

Reimu I'm not sure if she should retreat or tank a few hits for us...Gotta take some tea too.

trancehime

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Re: Sake Emblem (Official Game Thread)
« Reply #208 on: November 27, 2010, 07:36:34 AM »
Ow, my face.

>Move Meiling to L7
>End
« Last Edit: November 27, 2010, 07:39:06 AM by TranceHime »

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Schezo

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Re: Sake Emblem (Official Game Thread)
« Reply #209 on: November 27, 2010, 07:56:57 AM »
I can still trade if I staff right?  Cirno can move away so Youmu can come and take my tea.