The Many Marios Free-for-All

All about the Neglected Characters in the Mario/Video Game World.
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#41

Post by I am nobody » Mon Sep 08, 2008 6:39 am

Day 3(2)

Gather Coins X88
(460C 0e 44g)

Buy 11 Goombas
(20c 22e 55g)

Gather Coins X22
(130c 0e 55g)

Buy 3 Goombas
(10c 6e 58g)

Equip Super Mushroom x1

Explore x7
(10c 0e 58g)

END OF TURN

Results:

10c
0e
58 Goombas

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#42

Post by Apiary Tazy » Mon Sep 08, 2008 12:06 pm

:D

I have personal issues. So what?

Tazy (Koopa Bros.)
Coins: 580c
Koopa Bros.: 5 (Throwing Hammers x1)
Items: Throwing Hammers x1, Parawings x6, Super Mushroom x1

I'll buy a boomerang and attach it to a Koopa Bros., then buy another Koopa Bros., bringing me to 6.

3 Koopa Bros. go mining, Boomerang Bros will defend, and Hammer and other Koopa Bros will explore.

(Also, what happened to the nice explanation things?)

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#43

Post by Dux is not you » Tue Sep 09, 2008 12:05 am

Day 5

Spawning Pipe: Starting today, you get the bonus unit only if you purchased the unit at full energy. Sorry, SS. :(

New building: Airship! Build this flying fortress and launch a devastating air attack.

Today's event: Nothing!

SK (ShyGuys)
Coins: 5c
ShyGuys: 25 (Super Mushroom x12)
Items: Super Mushroom x12, Coin Block x42, Parawings x4
Buildings: Ghost House

BSD (Marios)
Coins: 440c
Marios: 8 (Super Mushroom/Flying Cape x5, Super Mushroom/Throwing Hammers x1, Super Mushroom/Boomerang x1, Super Mushroom x1)
Items: Super Mushroom x10, Flying Cape x5, Warp Potion x1, Parawings x3, Throwing Hammers x1, Boomerang x1
Results from exploration:
-Coin Block x3
-Super Mushroom x2
-Warp Potion x2
-Parawings x1

TG (Birdos)
Coins: 247c
Birdos: 14 (Super Mushroom x3)
9/9 x3
8/8 x9
0/8 x2
Items: Flying Cape x1, Parawings x6, Super Mushroom x3, Coin Block x1, Throwing Hammers x1, Crystal Ball x1
Buildings: Spawning Pipe
Notes: I let you keep the Coin Block, but didn't actually erase the 12c. Sorry :(

SS (Boos)
Coins: 0c
Boos: 100
6/6 x73
0/6 x27
Buildings: Spawning Pipe
Notes: Mental fatigue FTL :(

Nobody (Goombas)
Coins: 10c
Goombas: 58 (Super Mushroom x1)
Items: Super Mushroom x1, Parawings x2
Results from exploration:
-Flying Cape x1
-Coin Block x1
-Parawings x2

Tazy (Koopa Bros.)
Coins: 480c
Koopa Bros.: 6 (Throwing Hammers x1, Boomerang x1)
Items: Throwing Hammers x1, Parawings x6, Super Mushroom x1, Boomerang x1
Notes: Defend against what? I'll just let you have it gather. Also, what nice explanation things? :(
Results from exploration:
-Super Mushroom x2

Chunky (Toads) [FROZEN]
Coins: 645c
Toads: 10 (Super Mushroom x10)
Items: Flying Cape x2, Boomerang x1, M-Cannon x1, Super Mushroom x11, Warp Potion x1, Parawings x5

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#44

Post by Breadlord Dragoshi » Tue Sep 09, 2008 12:17 am

I buy 4 Marios (-400c) and equip them with the unused Super Mushrooms. Marios 1-8 Gather Resources (+200c). I buy 17 Coin Blocks (-204c). I have Marios 9-12 go ORAORAORAORAORAORAORAORA on the twenty blocks (+180c)

EoT Statistics

Marios: 12
Items: Super Mushroom x12, Flying Cape x5, Warp Potion x3, Parawings x5, Throwing Hammers, Boomerang, Coin Block x20
Coins: 236c
Buildings: There is no Building.

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#45

Post by SephirothKirby » Tue Sep 09, 2008 12:27 am

START: 87e

Action: Punch Coin Block x42 (+378c, -42e)

Purchase 31 Coin Blocks (-372c)

Action: Punch Coin Block x31 (+279c, -31e)

Purchase 11 Coin Blocks (-132c)

Action: Punch Coin Block x11 (+99c, -11e)

Resources: 257c, 0e, 25 Shyguys

Purchase 3 Shyguys, 3 Coin Blocks (-246c, +9e)

Action: Punch Coin Block x3 (+27c, -3e)

Purchase: Coin Block x3 (-36c)

Action: Punch Coin Block x3 (+27c, -3e)

Purchase: Coin Block x2 (-24c)

Action: Punch Coin Block x2 (+18c, -2e)

Purchase: Coin Block x1 (-12c)

Action: Punch Coin Block x1 (+9c, -1e)

END OF DAY 5:

Funds: 20c
Items: Super Mushroom x12, Coin Block x93, Parawings x4
Buildings: Ghost House
Shyguys: 28

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#46

Post by I am nobody » Tue Sep 09, 2008 3:50 am

Day 5

Equip Super Mushroom X1

Gather Coins x 112
(560, 0e, 55g)

END TURN

Results:

560 Coins
0 Energy
55 Goombas

Items: None

Buildings: None

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#47

Post by SephirothKirby » Tue Sep 09, 2008 4:21 am

Hey bro, Boos aren't broken at all.

She just has 600e is all.

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#48

Post by heh » Tue Sep 09, 2008 7:13 am

buy as many coin blocks as possible

hit coin blocks (distribute energy usage, don't use up birdos,)

send 6 birdos exploring, remaining raise money.

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#49

Post by Rainbow Dash » Tue Sep 09, 2008 8:49 am

****

if i don't post it's because my internet is stupid

if it's still on later i'll post my actions

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#50

Post by Dux is not you » Tue Sep 09, 2008 10:55 am

Dio Brando wrote:Hey bro, Boos aren't broken at all.

She just has 600e is all.
Efficiency is always a part of the game. But don't worry, I've already got a huge list of pending changes to [strike]hose Boos[/strike] [strike]wreck SS[/strike] balance the game. :cool:

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#51

Post by Apiary Tazy » Tue Sep 09, 2008 3:35 pm

Tazy (Koopa Bros.)
Coins: 480c
Koopa Bros.: 6 (Throwing Hammers x1, Boomerang x1)
Items: Throwing Hammers x1, Parawings x6, Super Mushroom x1, Boomerang x1
Notes: Defend against what? I'll just let you have it gather. Also, what nice explanation things? :(
Results from exploration:
-Super Mushroom x2

Like "Your troops found an old Goomba who gave your troops 2 Super Mushrooms for the company" (Sorry for the crappy example, but you get my point. :p ) You don't have to really, but I was just asking.

Anyway. 2 more Koopa Bros.

4 go Gathering

The Hammer, Boomerang, and the others go exploring.

Also, I'll buy a Warp Potion.

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#52

Post by SephirothKirby » Tue Sep 09, 2008 3:44 pm

Your ShyGuys come across an abandoned mage tower. There's nothing to find there, except for an old spellbook. (You get a spellbook. However, since you don't have a Mage Guild, you can't yet cast spells.)
Later that day, the scouts find a dark lizard-looking creature by a mountain. The creature attacks them at first, but they're able to repel the attack, and chase the creature into a cave. It's too dark, however, and the ShyGuys return home. (You have discovered a cave. You may send a group of creatures there to explore at a cost of 10E, or you may send a warband, but this is not advised yet.)
Later that day, a group of exploring Koopas enters your village. (BSkullDragoshi has found you.)
Your Toads run into a skirmish between a warband of shadows and a team of Toad guards. They hide behind the trees, watching the fight, and soon it's down to one guard against two shadows. The Toad manages to wound one of them, and then attempts to escape into the forest, but he is damaged by the creature. With his last breath, he calls for your help to avenge the great Toad race, which one of your explorers promptly does, taking the Toad's spear and slaying the dark monster. (You found a spear.)
The Toads come across the remains of a merchant caravan. No dead bodies are there to be seen. The caravan was almost completely sacked; all the Toads find is an old scroll and a few coins. (You found 12 coins and gained the Forging technology.)
On the way back home, they find a wandering Toad, who tells the explorers that her town was destroyed by a swarm of dark creatures. The Toads invite her to reside in the village. (A Toad joins your tribe. It won't cost you any upkeep for today.)

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#53

Post by Dux is not you » Tue Sep 09, 2008 5:43 pm

Oh, that. Well, I guess I could do them once again. I just didn't remember.

Anyway, I'm taking this day off to fix some personal balance issues, so no update today. Don't panic, repeat, don't panic. Return tomorrow for Day 6.

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#54

Post by Rainbow Dash » Tue Sep 09, 2008 5:49 pm

could the days be a little longer plz

just two days would be fine

also 10 Toads gather coins with 1E (-10E, +50c)

Remaining E with exploring (-40E)

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#55

Post by The Willful Wanderer » Tue Sep 09, 2008 6:09 pm

Oh. Okay.

Better be some way later on to burn buildings for rebate or resources or something, then. 'Cause I'm not using that Warp Pipe ever again.

BEGIN DAY 5

Starting Resource:
0C 438E 100B

Action: Gather x408
+2040C -408E

Action: Cast March of the Horde
-30E
Standing Effect: Purchase units exhausted for half price this turn.

Purchase: Boo x51
-2040C +51B

END TURN

Resource:
Coin: 0
Boo: 151 (0/6E each)

Buildings:
Spawn Pipe (60/60)

Items:
None
\"What if nothing means anything? What if nothing really matters?.....
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
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\"Joke \'em if they can\'t take a f$%k.\"

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#56

Post by Dux is not you » Wed Sep 10, 2008 2:01 am

Let me be honest with you guys. I've been thinking of a major rules reworking (something that I'm sure will improve my hosting experience, and that I hope will improve your playing experience), but it's such a large modification that it would be rather pointless to keep the players' status as it is and begin using the new rules right away. We could restart with the new system (though you might not like this after five days of play), or we could keep this game and start a separate, new one with the new rules (but please think of my mental health :( ). We could also take Chunky's request into account and do two-day turns for both games, with updates for this on one day and updates for the new one on the next.

Anyway, as I know you're gonna ask about the changes: the end result is that the turns are much simpler (making the efficient plays easier to find, kind of, and making it easier for me to follow your moves while updating), but the game runs much slower (and this might be frustrating for some). Basically, this would help the more casual players while somewhat hurting the powergamers, because less complex turns means less possibility for... uh... insane growth. The changes are not big enough that I would have to redesign all the races, items and buildings, but it's easier to follow its effects and consequences if we start from Day 1 with the new rules.

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#57

Post by SephirothKirby » Wed Sep 10, 2008 2:27 am

did you take my advice

did you focus less on tribes

i hope you did.

Honestly, I'd love two of these, but it'd stress you, so I'm voting no on that.

Perhaps just carrying over to the second one would be best. Although, slower? How much slower? Like, only update once a week slow?

EDIT: oh, you meant the game progresses slower.

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#58

Post by I am nobody » Wed Sep 10, 2008 7:56 am

I vote to start a new game. Boos are too broken.

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#59

Post by The Willful Wanderer » Wed Sep 10, 2008 2:25 pm

I am nobody wrote:I vote to start a new game. Boos are too broken.
Just because I went efficiency with them? I almost did it with Birdo or Goomba instead, would you have said those were broken when I got similar results with them?

Boos aren't broken, it's just that I'm a)focusing entirely on getting as many Boos as possible, b)taking advantage of the fact that units haven't been re-priced to take the lack of housing/upkeep into account, c)going hogwild with March of the Horde and the Spawn Pipe, and d) neglecting items because Boos can't use most of them in the first place (and actually, Marios would probably be more efficient with items, as would all the 3E for 100c units).

I could have beaten 1000c on turn 3 with Birdo easily- hit something more like 1500c (300E), and that's not counting March of the Horde or the Warp Pipe. Just because nobody else got the same kind of results doesn't mean that nobody else *could* have gotten the same kind of results.



Regardless, I could go either way- I really don't care much as long as there is more game.
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#60

Post by Apiary Tazy » Wed Sep 10, 2008 3:15 pm

By all means, start over and shiz.

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