@@Logan_Roman if you do that it's basically the same as what was said before if you make shooting count as a dice roll move then if you roll a 1 you have to decide which is more important the movement or the shot and if you roll a six while close enough you could use all six shots if you think you are going to win
Try with four people, some walls and have say 200 block limit again, but say bomb mechanism kept to low block count, so can’t protect it well. Also see this in the field where you had two teams and different tanks, that would be so cool too.
This is super fun!!! Really enjoyed this game! I can see this being absolutely insane with more players on a custom flat map with a few spaced obstacles to use as partial cover! Once you add the extra functionality you mentioned (like aiming reticle, and more stability), it would get crazy! Using the dice for movement was a genius idea!! I can and would definitely watch multiple episodes of this!! I hope we see this game again!! Loved it!
for a pvp concept, you would have to make a duel function vehicle that can move and fight underwater in round 1, and then in round two in air. You would be able to use many of the wing parts for underwater steering, and you could then once in the air retract the propellers back into the hull/body of the plane.
Multi-Player Monday Idea: "RISK: Fortress Duel" Settings; -Two fortresses face each other on opposite sides. -Each player controls 1 turret w/ 1 cannon weapon. -A certain number of explosives are placed behind fortress' wall for cannons to shoot through. Rules; -Each players must only control 1 turret with only 1 weapon. -Players must place explosive directly behind the front wall and must explode when hit. No layering allowed. -Players roll 1 dice to determine who gets to shoot at opposing player. -Player who rolls higher number gets 1 shot at opposing fortress, per turn. -Players cannot reveal locations of their own explosives. -Players cannot target opposing player's turret. Winning Condition: -Player's fortress is considered destroyed when all explosives are detonated. -Remaining player is the winner when opposing player's fortress is destroyed.
That video was fun! Maybe include the view from the other when hits are about to land. Could be more epic. And as others mentioned, more people and more terrain. Like the old artillery games.
I'd like to see basically this again, but in real-time, 4-player, with the launchers stationary, behind a wall so they can't see one another, and each side has a scout plane that has to fly around and call the shots. The twist being that the scouts are also free to fire at one another and the cannon-op has a mini-gun so can also defend themselves. Planes can respawn, launchers can't. First to disable the enemy launcher wins. Would make for much shorter, more chaotic rounds, I think.
We've had a lot of destructive competitions lately, so how about something a little more peaceful, like a frisbee-throwing competition? I'm sure all the new wing blocks would make it fairly practical to design your own discs and throwing mechanisms
So maybe get a couple more in on a variation of this. A game of explosive chicken. Every round either 1 person is in a bomber or one person has to carry the artillery piece, but they launch bombs, or a tank shell, straight up and everyone else is in a small vehicle with a power core and block limit and who ever stays in the quadrant longest wins the round. If you get damaged, you lose. You get kersploded, you lose. Rinse and repeat taking turns of who's firing off the bombs as they can mess with when they go.
I think you guys should do a team battle against a train. Of course now we have the new guns, and someone builds a train and 2 wagons and the ones driving the train have to defend it and 2 others chase the train with a car, and if the train can't go anymore then the cars win but if it reaches a certain point the train wins or just who can get the farthest with the train. i think it would be a fun idea. kinda like the cargoplane vs 2 planes.
I was thinking of a modified roll and move method if you do something like this again. Let's say you roll a 4. You can either move four spaces and shoot two times, or shoot four times and move two. So that each turn you get to do six things regardless of what you roll. And each individual action can be ordered how you want. ex: move once, shoot once, move twice, shoot once, move once, end turn. With this you can incorporate building as a choosable action. Let's say instead of using your six actions for moving and shooting, you use them for moving and building. With the same dice roll you could, for example, move two spaces and build four blocks.
Lol i was on trailmakers yesterday and remembered this technology and made my own, i forgot you used bombs instead to the large cannons. Turns out they fire even farther that you cant even see the blast anymore .
Theoretically speaking, you could make a nuke zone from a land vehicle. You could start with mechanics similar to here but have more and aim them straight up so they go really high, then fall down
Idea for next turn based strategy: Make a team of 2-3 tanks, 2 artilery piece (one mobile one stationery), and a plane (can be a bomber or fighter). Each players take turns to control 1 vehicle at a time, with the duration they can control said vehicle decided by the dice roll result times two, so a six will net you 12 seconds (this is if playing on regular terrain, otherwise just use the dice result normally to move tiles), with the only exception being the plane. Each player can only fire their vehicle's weapon once per each usage, and must first go through all of their vehicles before they can comandeer a vehicle they've already used previously. The plane must only do one bombing run then land back wherever the player choose. The oppossing player may control one of their vehicle for some AA action, but they must remain stationary. If the plane failed to land properly and got totaled, or shot down/destroyed by the opposing player, or malfunctioning and destroy itself, then it can no longer be used anymore. If the plane got damaged during the bombing run but still managed to land safely, the player can use their next usage of the plane to repair it instead of using it as normal. The first player to destroy all of their opponent's tanks and artillery pieces wins the game.
I could see this being used for a version of Battleship. Set up a large wall in the middle, and some grid numbers on the outside and try to sink the others "battle ships".
I got an idea to build off this video. Technically it's the same kind of concept but make it like Battleship. you guys make 3 separate vehicles with 3 different designs (pre-built or time lapsed is up to you guys) and between you two would be a wall so shots would have to be lobbed over and can't be aimed directly. The three Vehicle will be set in different locations and changing between them counts as a whole turn, no moving, no shots. The game ends after the Vehicle with the player is disabled/killed. So the other Vehicles can be destroyed but if no one is in it then no one has lost.
Do battleship. Do the grid and place explosives in squares in rows of 2, 3 ,4 and maybe 5 (or whatever battleship has) and do a 1x1 grid on both side and they have to be say 3 from the wall that goes between. Have similar vehicles so when you score hits you can just move squares hoping you go the right direction. You can repair, but that would of course miss up your aim. You can also put down markers on your map to show where you think you shot but those can get destroyed too. Your opponent has to say if you hit and if you sank a ship. Pick and explosive that is not going to take out ones next to it and possibly anchor them so they do not fly into another explosive. You could of course take out 2 by landing between or if your shots scatter.
This would be awesome on a map with more terrain and obstacles I think a way of achieving a balanced way to do movement is instead of the dice determining the amount tiles you move, it could be the total amount of seconds you have to move. For example if someone rolls a 5 they’d have 5 seconds worth of moving before shooting It might be possible to make a logic system for this like shutting off the engines after X amount of time. It would make it another key component to defend along with the artillery logic.
What if yall revisit this, but have a course that you have to complete. Turn based like this, roll a dice, and move through the course. Each turn you get to fire at your opponent to mess them up. If one of you are incapacitated you have to wait till your next turn to repair, but you won't be allowed to move. First one to complete the course wins. Maybe even have a little championship sorta thing where you do this with Yzuei, Kan, Komodo, and others. The one with the most victories at the end gets crowned Scrap Mechanic king.
I think the vehicle rocks on the pistons because they're closer to the center than your wheels, making the creation more imbalanced. And naturally, it rocks forward due to the piston forces. That's my theory anyway
Add some kind of movement meter for other maps. Maybe speed sensors can progress the meter downwards, movement would be a constant turn distance but I think that would make things more tense since you don't have to spend time rolling a dice and figuring out how to position on the "board"
Oh- Scrapman I think I might know why you have the piston part issue- I believe it may be due, in this case, due to the drag of the bomb block as a result, the piston ( the game registers it as a joint ) is affected by this low Dow drag, turning the piston down ever so slightly, so when that happens AND the bombs launch at the wrong time (when the bomb block hits the bottom of your barrel ) it causes the bomb to clip its hit box into the barrel
Your next strategy battle should be like this but instead of the bomb bays you would have to make flying missiles just like how you guys made the torpedo's. Maybe make them to be controllable.
So what if you did it again, but next time you place two walls up 10 - 15 tiles apart so you can't get too close to each other, you can move at minimum half your movement before shooting and then move whatever's rest, maybe add some static VIP targets too that give bonus points across multiple rounds or something?
Evolution of fighter planes but a cool little twist you all have to do it in first person with no hud and you have to start with the plane I made it’s called BPFM-24A13 I wonder what you people could do with it
you guys should make a battleship mode where you can’t see eachother and still use the grid lines couple concepts could be just aim over a wall and hope for the best or you could have a roofed mechanism that drops bombs at each coordinate
I vote cannonball sniper challenge. Same idea roll a die and move but the seat has to be the weakest of the seats, idk which that is, and it has to be visible. After each shot you get to repair so the only way to win is taking out the seat.
I wanted a Battleship style arty battle. But now I also want to see a 2d turn based arty battle like the old school 2d tank battles with distructable terrane. You can drive forward and back wards and have more then just Arty weapons potentially. Also if you can still shoot you can still play.
Something similar to this but with more targets, like Battleship could be fun. The targets could have explosives in them and need to be placed on the grid.
you should do something similar but with a wall between you two, like battleships, or, alternatively, make a creation that blows up seperate segments of a map where different ships would be placed, like in battleships, again with a wall between the two of you
next do a battle where the dice rolls are how many shots you get to take (it was a constant of 4 in this game) and a constant amount of movement per turn.
2v2 artillery battle. One team member builds and drives the artillery piece. The other drives a target vehicle. Movement is determined by one dice and is split between team members. First to destroy the other target vehicle wins.
battleship. you need to make 4 ships each. a 2 grid, 2 3 grid, and a 4 grid sized ship, and each turn you can pick one to move 1d6 spaces. then you can pick one of the ships to fire at the other guys ships.
Day 10 of asking ScrapMan to make a 2v2 video where each team makes a cargo plane that launches a glider one person makes the glider another makes the cargo plane and whoever's glider goes the most far wins then each round both teams get 1-5 mins to upgrade the builds but they cant communicate while building so u have to be very careful with what u change. The cargo plane would launch the glider at a certain point or after a certain amount of time idk what would work better. I think this would be a great video and I really want to see it, keep up the amazing work you make my day every time I watch one of your videos.
I still remember being a kid and remembering scrapman joining my server i freaked out. I mean did i have bad internet? Yeah but he actually joined and stayed for a bit. The cool part was that 4 days later i found a video with laggy 2fps kid me in it and i was like "no way!" Thanks for joining my server.Really appreciate it.
It would be fun to see Scrapman and the squad doing a dogfight evolution
such a. good idea scrapman you should definitely listen to this guy let him cook for a second
Yes that would be great
YES
Yes
Ya
I think being able to split your movement would add to the strategy. So if you rolled a 6, you could say move 2, shoot then move 4.
Yeah, I thought that to, shoot should be a move as well.
That but also have your shot count as a move so say a 6 then you shoot once move 2 spaces shoot 2 more times and move one final space
Good idea
You start with two moves each turn and add the die roll. Shooting depletes two moves.
@@Logan_Roman if you do that it's basically the same as what was said before if you make shooting count as a dice roll move then if you roll a 1 you have to decide which is more important the movement or the shot and if you roll a six while close enough you could use all six shots if you think you are going to win
Would be cool to do this again with the limitation of not shooting shallower than 45°, to make it a mortar battle.
It would definitely disincentivise turning it from an artillery battle to a tank battle.
@@pcenero
i know this is an old comment, but it is decentivise
just pointing it out in case you arent aware
Really cool concept. Would be awesome with more people and some terrain for tactical gameplay.
I liked it too! And I agree! Definitely hope to see this again
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Try with four people, some walls and have say 200 block limit again, but say bomb mechanism kept to low block count, so can’t protect it well.
Also see this in the field where you had two teams and different tanks, that would be so cool too.
Needs to be actual terrain
How will you count the spaces then do you make a point and move away like maybe like 10 meters per square
This is super fun!!! Really enjoyed this game!
I can see this being absolutely insane with more players on a custom flat map with a few spaced obstacles to use as partial cover! Once you add the extra functionality you mentioned (like aiming reticle, and more stability), it would get crazy!
Using the dice for movement was a genius idea!! I can and would definitely watch multiple episodes of this!! I hope we see this game again!! Loved it!
I like how scrap man changed his intro music intense to a much more calmer one
i like the old one more
@@frogsecretaryofswamp452 I don't know, it was a bit jarring with headphone on after watching a really quite video.
Old one like: PAAAA RA RA, RA RA RAAAA
This would be awesome as a 2v2 with terrain, maybe the dice roll could equate to a couple seconds of move time since you won't be on flat ground?
23:00 I would've spit out my water if I had started drinking so funny!
Each new shot being that close to the opponent just goes to show how powerful of a calculating machine the human brain is!
for a pvp concept, you would have to make a duel function vehicle that can move and fight underwater in round 1, and then in round two in air. You would be able to use many of the wing parts for underwater steering, and you could then once in the air retract the propellers back into the hull/body of the plane.
This video exemplifies exactly what dnd is like
Multi-Player Monday Idea:
"RISK: Fortress Duel"
Settings;
-Two fortresses face each other on opposite sides.
-Each player controls 1 turret w/ 1 cannon weapon.
-A certain number of explosives are placed behind fortress' wall for cannons to shoot through.
Rules;
-Each players must only control 1 turret with only 1 weapon.
-Players must place explosive directly behind the front wall and must explode when hit. No layering allowed.
-Players roll 1 dice to determine who gets to shoot at opposing player.
-Player who rolls higher number gets 1 shot at opposing fortress, per turn.
-Players cannot reveal locations of their own explosives.
-Players cannot target opposing player's turret.
Winning Condition:
-Player's fortress is considered destroyed when all explosives are detonated.
-Remaining player is the winner when opposing player's fortress is destroyed.
Love the idea here. With a custom map (game board) with some elevation changes and partial cover areas this could be really awesome.
It’s a good thing the duo is trying this. Now when it’s perfected, invite the rest of the gang.
That video was fun! Maybe include the view from the other when hits are about to land. Could be more epic. And as others mentioned, more people and more terrain. Like the old artillery games.
Really liked Yzuei style of building, i also love making stuff based on real things.
This was a lot of fun. It might be nice to do this on a map with terrain and obstacles.
I have an idea, You each build a bomber, and you each build a base. You take turns bombing and defending.
I’d love to see this readapted on a similar map with uneven terrain since your maximum range won’t have a 45° angle
I really loved this concept, would love for you to revisit it with more players for more chaos
Is that a Hay Bot sound during the transition at 7:20 ? I've never noticed that before
Bro built a giant canon for a little gun and complained about not having blocks
I'd like to see basically this again, but in real-time, 4-player, with the launchers stationary, behind a wall so they can't see one another, and each side has a scout plane that has to fly around and call the shots.
The twist being that the scouts are also free to fire at one another and the cannon-op has a mini-gun so can also defend themselves. Planes can respawn, launchers can't. First to disable the enemy launcher wins.
Would make for much shorter, more chaotic rounds, I think.
I always like the way Scrap Man says "Welcome to the channel"
Maybe a boat battle where the number you roll is the amount of seconds you can propel your engines forward.
Battleship battle yes
Thank you for executing on my idea.
Maybe try a "RPG Melee Combat" with the dice roller for movement?
Okay. Battle walkers. Like tank combat, but with war walkers of some kind.
We've had a lot of destructive competitions lately, so how about something a little more peaceful, like a frisbee-throwing competition? I'm sure all the new wing blocks would make it fairly practical to design your own discs and throwing mechanisms
Wow that would be cool. i like the idea, but it would be kinda hard to make. but the idea is amazing
You could do something similar to this, but make jumping be the mode of movement, like a 3 on the dice would be 3 hops.
So maybe get a couple more in on a variation of this. A game of explosive chicken. Every round either 1 person is in a bomber or one person has to carry the artillery piece, but they launch bombs, or a tank shell, straight up and everyone else is in a small vehicle with a power core and block limit and who ever stays in the quadrant longest wins the round. If you get damaged, you lose. You get kersploded, you lose. Rinse and repeat taking turns of who's firing off the bombs as they can mess with when they go.
I think you guys should do a team battle against a train. Of course now we have the new guns, and someone builds a train and 2 wagons and the ones driving the train have to defend it and 2 others chase the train with a car, and if the train can't go anymore then the cars win but if it reaches a certain point the train wins or just who can get the farthest with the train. i think it would be a fun idea. kinda like the cargoplane vs 2 planes.
I was thinking of a modified roll and move method if you do something like this again. Let's say you roll a 4. You can either move four spaces and shoot two times, or shoot four times and move two. So that each turn you get to do six things regardless of what you roll. And each individual action can be ordered how you want. ex: move once, shoot once, move twice, shoot once, move once, end turn. With this you can incorporate building as a choosable action. Let's say instead of using your six actions for moving and shooting, you use them for moving and building. With the same dice roll you could, for example, move two spaces and build four blocks.
Lol i was on trailmakers yesterday and remembered this technology and made my own, i forgot you used bombs instead to the large cannons. Turns out they fire even farther that you cant even see the blast anymore .
Theoretically speaking, you could make a nuke zone from a land vehicle. You could start with mechanics similar to here but have more and aim them straight up so they go really high, then fall down
Idea for next turn based strategy:
Make a team of 2-3 tanks, 2 artilery piece (one mobile one stationery), and a plane (can be a bomber or fighter). Each players take turns to control 1 vehicle at a time, with the duration they can control said vehicle decided by the dice roll result times two, so a six will net you 12 seconds (this is if playing on regular terrain, otherwise just use the dice result normally to move tiles), with the only exception being the plane. Each player can only fire their vehicle's weapon once per each usage, and must first go through all of their vehicles before they can comandeer a vehicle they've already used previously.
The plane must only do one bombing run then land back wherever the player choose. The oppossing player may control one of their vehicle for some AA action, but they must remain stationary. If the plane failed to land properly and got totaled, or shot down/destroyed by the opposing player, or malfunctioning and destroy itself, then it can no longer be used anymore. If the plane got damaged during the bombing run but still managed to land safely, the player can use their next usage of the plane to repair it instead of using it as normal.
The first player to destroy all of their opponent's tanks and artillery pieces wins the game.
I think picking up a submarine with a plane would be a fun little challenge
I could see this being used for a version of Battleship. Set up a large wall in the middle, and some grid numbers on the outside and try to sink the others "battle ships".
You should bring Yzuei to a multiplayer Monday video sometime, maybe hide and seek?
Honestly liked the video after only a minute because I love the concept
The goal should be to get to a objective in the middle of the map that way you can be strategic in your moves
This would be very cool with more players. A 4 person FFA would be sick.
Battleship style PVP would be awesome, especially if you make it an evolution challenge
I got an idea to build off this video. Technically it's the same kind of concept but make it like Battleship. you guys make 3 separate vehicles with 3 different designs (pre-built or time lapsed is up to you guys) and between you two would be a wall so shots would have to be lobbed over and can't be aimed directly. The three Vehicle will be set in different locations and changing between them counts as a whole turn, no moving, no shots. The game ends after the Vehicle with the player is disabled/killed. So the other Vehicles can be destroyed but if no one is in it then no one has lost.
Hearkening back to the artillery games of the '70s-'80s.
Can't wait for Scrap Man to get 1 million subs!
Do battleship. Do the grid and place explosives in squares in rows of 2, 3 ,4 and maybe 5 (or whatever battleship has) and do a 1x1 grid on both side and they have to be say 3 from the wall that goes between. Have similar vehicles so when you score hits you can just move squares hoping you go the right direction. You can repair, but that would of course miss up your aim. You can also put down markers on your map to show where you think you shot but those can get destroyed too. Your opponent has to say if you hit and if you sank a ship. Pick and explosive that is not going to take out ones next to it and possibly anchor them so they do not fly into another explosive. You could of course take out 2 by landing between or if your shots scatter.
I think you should do like a dogfight but you get your planes of the shop thing
Scrapman figured out the shellshock meta of moving to be on top of the target.
Make it a game of trailmakers battleships, love your stuff scrapman
This would be awesome on a map with more terrain and obstacles
I think a way of achieving a balanced way to do movement is instead of the dice determining the amount tiles you move, it could be the total amount of seconds you have to move.
For example if someone rolls a 5 they’d have 5 seconds worth of moving before shooting
It might be possible to make a logic system for this like shutting off the engines after X amount of time.
It would make it another key component to defend along with the artillery logic.
Scrapmans designs in his builds are so cool!
What if yall revisit this, but have a course that you have to complete. Turn based like this, roll a dice, and move through the course. Each turn you get to fire at your opponent to mess them up. If one of you are incapacitated you have to wait till your next turn to repair, but you won't be allowed to move. First one to complete the course wins. Maybe even have a little championship sorta thing where you do this with Yzuei, Kan, Komodo, and others. The one with the most victories at the end gets crowned Scrap Mechanic king.
At 2:42 scrapman says important in a cute way
I think the vehicle rocks on the pistons because they're closer to the center than your wheels, making the creation more imbalanced.
And naturally, it rocks forward due to the piston forces.
That's my theory anyway
Add some kind of movement meter for other maps. Maybe speed sensors can progress the meter downwards, movement would be a constant turn distance but I think that would make things more tense since you don't have to spend time rolling a dice and figuring out how to position on the "board"
Battleship style on the ground. Gun in front and back, each gun gets 1 shot per round, and you have at least 3 players, if not more.
Oh- Scrapman I think I might know why you have the piston part issue- I believe it may be due, in this case, due to the drag of the bomb block as a result, the piston ( the game registers it as a joint ) is affected by this low Dow drag, turning the piston down ever so slightly, so when that happens AND the bombs launch at the wrong time (when the bomb block hits the bottom of your barrel ) it causes the bomb to clip its hit box into the barrel
Battleship? dunno how they could manage blind shots but it'd be neat to see em try
Should take this concept and turn it into a Battleship style game
this can be an esport game for trailmaker to do man
You sunk my battleship. 😅
Deffinitely needs obstacles to place all over the Tiles, so next time have some ountains or strett tiles that obstruct or boost your movement maybe :D
A mech fight would be awesome! You should do melee only for some transformers like stuff!
When you had to add two more pieces I would have added logic that can fold in the wheels in the way the NASA rovers do to hold the vehicle in place
Your next strategy battle should be like this but instead of the bomb bays you would have to make flying missiles just like how you guys made the torpedo's. Maybe make them to be controllable.
So what if you did it again, but next time you place two walls up 10 - 15 tiles apart so you can't get too close to each other, you can move at minimum half your movement before shooting and then move whatever's rest, maybe add some static VIP targets too that give bonus points across multiple rounds or something?
Evolution of fighter planes but a cool little twist you all have to do it in first person with no hud and you have to start with the plane I made it’s called BPFM-24A13 I wonder what you people could do with it
i built a working 25 piece bomber/fighter plane with stable aerodynamics. I want to see what two professionals could do with such a limitation
you guys should make a battleship mode where you can’t see eachother and still use the grid lines
couple concepts could be just aim over a wall and hope for the best or you could have a roofed mechanism that drops bombs at each coordinate
I vote cannonball sniper challenge. Same idea roll a die and move but the seat has to be the weakest of the seats, idk which that is, and it has to be visible. After each shot you get to repair so the only way to win is taking out the seat.
Do a High Seas Warship Battle in the High Seas Map just like the Cargo Plane Challenge but with Ships for Multiplayer Monday.
When you are going for long range lower the barrel, but short range raise it, cause the more straight up the shorter the distance.
I wanted a Battleship style arty battle. But now I also want to see a 2d turn based arty battle like the old school 2d tank battles with distructable terrane. You can drive forward and back wards and have more then just Arty weapons potentially. Also if you can still shoot you can still play.
Interestingly, this gives me the idea to do more strategy stuff. have multiple vehicles as if it were tabletop
Something similar to this but with more targets, like Battleship could be fun. The targets could have explosives in them and need to be placed on the grid.
They should have had a gentleman's start. Face away from each other and rolled 10 paces away, then start.
Make it a 2 vs 2. For one team, one is a driver and the other one is the one who is aiming. That would be sick. Please!!
More BATTLE CHESS with other weapons!!! That was fun 😁
it would be great if you consider the dice result as turn actions, so, if you roll a 2, you can shoot twice, move and shoot or move twice🙃
this is like the three dimensional board game of battleship
You know, this would be awesome 2v2
Scrapman wanted to make a tank, the first complete working vehicle I ever made in that game is a tank, I still use it too.
you should do something similar but with a wall between you two, like battleships, or, alternatively, make a creation that blows up seperate segments of a map where different ships would be placed, like in battleships, again with a wall between the two of you
next do a battle where the dice rolls are how many shots you get to take (it was a constant of 4 in this game) and a constant amount of movement per turn.
after almost 2 years, he listened
They should do strategized battleship, where you can’t see the other players battleships
2v2 artillery battle. One team member builds and drives the artillery piece. The other drives a target vehicle. Movement is determined by one dice and is split between team members. First to destroy the other target vehicle wins.
You know it could be fun to play battleship with these mortars.
4:25
maybe you should've tried rotating the bomb thing on top? It is now beneath the wedge piece. Or I'm just plain wrong
this is amazing, we need more people & maybe terrain? Surely someone smarter than me can make a mod map!
Turn based is fire. Maybe 3 gunpowder cannons
battleship. you need to make 4 ships each. a 2 grid, 2 3 grid, and a 4 grid sized ship, and each turn you can pick one to move 1d6 spaces. then you can pick one of the ships to fire at the other guys ships.
For an artillery challenge you should have made 45 degrees be the minimum firing angle.
Day 10
of asking ScrapMan to make a 2v2 video where each team makes a cargo plane that launches a glider one person makes the glider another makes the cargo plane and whoever's glider goes the most far wins then each round both teams get 1-5 mins to upgrade the builds but they cant communicate while building so u have to be very careful with what u change.
The cargo plane would launch the glider at a certain point or after a certain amount of time idk what would work better.
I think this would be a great video and I really want to see it, keep up the amazing work you make my day every time I watch one of your videos.
How about a Battleship vs coast batteries match with that mechanism?
This reminds me a lot of the old flash game "Tanks". That was one of my favorite games as a kid.
Shoutout to Yzuei for completely throwing the game
I still remember being a kid and remembering scrapman joining my server i freaked out. I mean did i have bad internet? Yeah but he actually joined and stayed for a bit. The cool part was that 4 days later i found a video with laggy 2fps kid me in it and i was like "no way!" Thanks for joining my server.Really appreciate it.
This was so cool to watch!
Y'all should do chess! Your pieces can only move as they should and can be limited on weapons depending on the piece