=== ANCHOR POEM ===
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│ CW: re: frontline-tactics │
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if you're trying to counter this leap-frog style tactic, hit them from the
back partner's flank
as the forward person is advancing, they'll watch left and right as they come
around corners and such.
however, the back person needs to always be covering them in case of an enemy
from the front (the most likely place where enemies will be) so they spend
less time looking to the sides.
also, encirclement is the most efficient way to overcome enemies. otherwise
you become entrenched as forward momentum halts, and you get Ukraine.
Don't get Ukraine.
We must secure a cleansing blow.
Against the far right. There is no greater plight.
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=== SIMILARITY RANKED ===
--- #1 messages/1410 ---
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Move forward until your shots start hitting, then back up and put shields
between you and your foe. Look to the sides for tie strafes, and move away if
you notice them until they stop coming after you.
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--- #2 fediverse/5412 ---
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│ CW: military-violence-mentioned │
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found these pictures in my pictures directory from the start of the war in
Ukraine.
for context it was directed at the citizens of Ukraine by an American soldier
who wanted to help protect them from the ravages of war and fight back against
an oppressive regime invading their homeland.
idk if you'd ever find them useful but they're the kind of thing to put on a
hard drive and pray you never have to use or ever think about again.
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--- #3 messages/649 ---
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when playing co-operative strategy games, a build focused purely on
self-defence and community organizing can easily fail your allies. You cannot
win with a purely defensive build, you must have offensive capabilities as
well.
We've been trained from a young age to believe that offensive = bad, wrong,
evil, but that's simply not true. You cannot execute a flanking maneuver
without pushing forward behind enemy lines, where you can hit them in their
sides or rear.
Trust me, flanking is the best way to defeat a foe, because they are forced to
split their attention not only between multiple enemies but also multiple
directions.
The more shots on target, the better your chances of success, because most of
the time it only takes one hit to win.
In addition, sometimes it's important to *intercept* your foes, either as they
flee or to protect a vulnerable friend that is being pounced upon or flanked.
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--- #4 fediverse/2206 ---
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Protests are not the battleground, they are the stage. The gym. The pride
parade.
Some people should not go to protests. In card games, it's often best to save
your best cards for last, when your opponents can least resist. Or at least,
save them for when they are most crucial.
I read recently about how Russian spec-ops forces (the truly best of the best)
have been absolutely devastated because they keep sending them to the
frontline to die for inches of breadth.
I'm not spec ops, but I don't go to protests for a different reason.
Mostly because nobody thought to invite me xD xD lol so silly
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--- #5 fediverse/3023 ---
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I love the game Running with Rifles
if you live for 5-10+ minutes, you can learn a lot of interesting things about
how to engage a foe.
like, the importance of cover at all times, until you successfully outmaneuver
your foe.
when an enemy approaches, don't step out to meet them
wait for them to attack, and then throw explosive devices at them. easy peasy.
or, y'know, bullets
you cannot defeat an enemy head on - that's why the world wars were so
devastating, we put ALL our soldiers at 100% on ALL flanks. We had to to
contest the foe who was doing the same thing.
it is mindboggling how many people died. The utmost scale of destruction that
should ever yet be. because they were never allowed to outmaneuver their foe.
a good way to strike is to feint your foe, and let your foe enroach on your
edge, spreading their surface area across a large, thin, useless piece of land.
basically, make them fight a bit of the land war in asia in your borders.
then, you can strike at the hinge, where they are weaker
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--- #6 fediverse/886 ---
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│ CW: witchery │
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if you want to win when confronting a spirit, all you have to do is convince
it that you've beaten it.
as long as you're persistent then you're fine. Unless, of course, there's a
beast of a man hiding behind the illusion, in which case you should do your
best to avoid being stabbed or whatever.
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--- #7 fediverse/2564 ---
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│ CW: frontline-tactics │
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pretend like you're playing leap-frog
one person goes up to a sightline, watches with bated breath, another
cautiously advances through the area covered by their teammate, before
covering their back-to-forth advancement. first one, then the other, watch out
for flanks.
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--- #8 messages/383 ---
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the most successful strategy is always to strike from a position of strength.
whether that be timing or power, the goal is to defeat the problem that lies
before you. One by one, problems are solved, until at last you're through the
worst of it. Then it's just a matter of expressing dominance, and "this is how
thing's're gonna be."
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--- #9 fediverse/2683 ---
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when people are alone, they fall alone, with nobody to bolster them up.
a fallen ally is a blow to morale. shaken morale makes you unsteady - broken
morale is the enemy's win condition.
help your allies. bolster them up. find those whose cause you share enemies
with. we're going to get through it together, or not at all.
though I do know we will get through it.
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--- #10 fediverse/4033 ---
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║ ┌────────────────────────────────────┐ │
║ │ CW: war-mentioned-death-blood-guts │ │
║ └────────────────────────────────────┘ │
║ │
║ │
║ now that we fight wars without peering into the eyes of our foes, our │
║ observation equipment has the opportunity to lie to us. │
║ │
║ like, what if we just deepfaked ukrainian soldiers onto the targeting │
║ computers of russian drones │
║ │
║ we could fight wars, observe the effect of our machinery, and burn metal, │
║ plastic, and silicon (because apparently that's the best use for these things │
║ ???) without harming a living soul │
║ │
║ seriously, stop with the gazas │
║ │
║ stop with war for the sake of testing equipment that is only designed for war │
║ │
║ it is no longer a necessity, now that we have more than enough to share. │
║ │
║ and that truly is the bane wielded by socialism - if everyone just... gave │
║ away anything they had, suddenly there's no more reason to fight. And if │
║ everyone stopped fighting, they're out of a job. │
║ │
║ can we just like... cancel all jobs, and then add them back in piece-by-piece? │
║ "yes you're essential, doctors, nurses, firefighters, ambulance drivers, food │
║ delivery trucks, electricity grid mainta │
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--- #11 fediverse/2600 ---
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@user-1268
it's important to ask whether the actions of your allies is valuable or
impactful in some way.
otherwise your team falls prey to the placement of "bait" which causes you to
assume that the direction of attack is under control.
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--- #12 messages/29 ---
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The reason players don't talk on mics in Overwatch at low ranks is because
nobody else is. So they spend extra effort on tracking the enemy team that
could be supplied by team member call outs. Like "Reaper flanking right" or
"Hog no hook" or heck even "rezzing" and "15 seconds on rez" or "I have
[insert ultimate]"
That's all data they have to gather themselves, so it's extra brainpower that
can't be focused on the game because it's spent in other ways (namely by
listening to team call outs) and if you have 75% of your brain on just staying
alive and winning fights, then you'll have less brain power available both to
communicate and to listen and integrate communication. Like being aware of the
game state and positioning are all cerebral tasks and if your cerebral center
is so focused on short term reflex things like mechanical skill then there's
less available to allocate
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--- #13 fediverse/6264 ---
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the more you can make your opponent adjust, the more you progress toward
victory.
burn their calories. make them work for it. if they're stronger, you're weak.
plan as with that in mind.
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--- #14 fediverse/5592 ---
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│ CW: imaginary-military-doctrine-mentioned │
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infantry with small arms fire to pin down a target at a location while the
long-ranged ordinance is along the way
explosive drones, long-range but small payload rockets, but probably not
artillery since it must be precisely applied when infantry are engaged.
the dumber the fire, the less precise the munition. usually.
infantry under this doctrine would only be ideal to use when the location is
reachable by long-range ordinance.
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--- #15 fediverse/5433 ---
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│ CW: violence-mentioned │
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war is hell and should be avoided at all costs
"does that mean we should do shadow conflicts and do spy-vs-spy shit all day
every day?"
no, that's a type of warfare too. and is also hell. no thank you.
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--- #16 fediverse/1014 ---
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│ CW: politics │
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@user-744 @user-246
it's exhausting, but what are we supposed to do? Lie down and rot? That's
incel thinking. I'm not going to do that.
They've already placed the last straw. It's only a matter of time now, the
tide has shifted. You can't prepare for everything, and it's not a good idea
to waste yourself in self-conflageration, but they are increasingly forcing us
to orient our lives around them.
They deserve what's coming.
The oppressed are not the defeated.
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--- #17 fediverse/2678 ---
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║ ┌──────────────────────────────────┐ │
║ │ CW: cursed-but-useful-technology │ │
║ └──────────────────────────────────┘ │
║ │
║ │
║ "the goal is to have multiple people piloting different sections of the drone │
║ swarm. the image recognition technology will adapt and eliminate any hostiles │
║ within range, while also attempting to place themselves in positions which │
║ maximize the camera coverage of areas the others can't see. then, the director │
║ can say "you 5 move east 1/4th of a mile" based on their vision from the │
║ combined camera output from the drones. │
║ │
║ the "fog of war" should not be black, also, but rather it should be the vision │
║ of the long-range camera style drone up above. if you have multiple, you can │
║ take their vision and find the angle based on their coordinates and elevation │
║ (soh-cah-toa) and then you should have another perspective which can fill in │
║ quite a few blanks. │
║ │
║ in fact if you had at least 4 of them you could reliably cover every corner of │
║ the city. notdownstrets │
║ │
║ depending on how the factory situation is going, could be used with infantry │
║ too, but like... human conflict? in this era? how barbaric. │
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--- #18 fediverse/3007 ---
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│ CW: ancient-battles-mentioned-in-context │
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like... did you know most battles ended when everyone ran away? Most people
think they're like, endless gauntlets of death to-the-death. no, it's not
really like that, more like "stick around as long as possible and try to get
'em before they get us"
plus some general orders from the guys on horses like "start moving toward the
sun" or "move onto the high ground"
'cause like, if you hear something like that then you better follow their
commands, if you don't then all your buds will leave you to get ganked.
these days... our comms are so hackable that like, are you really gonna
communicate over infrastructure they control? oy...
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--- #19 messages/1451 ---
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first start to any sort of insurgency or rebel alliance is mobile factories.
you gotta be able to make your x-wings in space. similarly, drones being built
between wall-less semi trucks assembly line style. with a helipad on top, and
networked with servo-motor struts that follow the exact path and momentum of
the truck ahead of it, recorded and passed down to the past. what was I
saying? oh yes they could exchange drone parts across these barriers and build
an entire drone that could be deployed at will. well, so long as the roadsigns
hold out (whoops) I think it works better for the Rebel Alliance, united
against one foe as a state federation. (downside is then you forget who you're
meant to be and you only remember the pack.) well it's probably fine so long
as you fight for your patrons, or more ideally, for ideals that everyone can
understand
beware, Iran in the summer
wear your white clothes
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--- #20 notes/game-idea-legion-td ---
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okay a game like legion td except you can see the entire map, the units are
very
small (but still distinct) and it plays more like a game of Dominions. Armies
instead of units, like in WC3. Led by lieutenants which are guided by captains,
each with their own effects. Tank, dps, melee, ranged, healer, support,
corrupt,
ranged tank, unique, etc. Of course, just like in legion td, there are multiple
types of units, each of a particular category but possessing their own unique
playstyle and usage scenarios. Essentially the game is finding the best tool
for
the job, whatever that may be. You should be able to see what mercenaries your
opponent is summoning for you, because each turn is delayed. also, the
units keep coming until you die, sorta like... minimum required to push through
the chokepoint that you're holding with these particular units in this
particular formation.
oh and another thing
the units should be placable not on a square grid, but rather in a hex
formation
arranged such that the middle unit is in contact with them all. Just like you'd
place units for an aura in Legion TD.
image describing said hex:
**
* *
**
each * is a group of units (a batallion, if you will, of a particular size,
arrangement, and density) - sorta like the formations in Dominions.
anyway
since you place units like that anyway, why not abstract away the grid and just
have slots you can fill for each unit? And maybe a hero unit that is assigned
to
the board itself (you could have more than one) who will go wherever your line
is weakest. Shouldn't be too hard, just calculate the value of all of the
fighters in each location and return that to the hero as an array. Then pick
the
smallest one as a destination, and boom your hero reinforces the frontline
where
it's weakest.
The center unit of course is for the lieutenant, and the "heros" are actually
captains. Because y'know maybe heroism isn't celebrated the way it is in our
culture. Anyway it's better to describe them based on their role rather than
their reception.
... right so
=========================================================== stack overflow
=====
make the combat sorta like crusader kings - the actual army to army part.
Except with three long boards that represent flanks. As your units approach,
the
boards would fill up with pixels. (resolution configurable)
there would also be a line (or block) approaching from the top of the screen.
It
essentially represents your distance to the other team.
Each unit has been configured in the army management phase, which happens
inbetween each turn. Essentially, while the game is loading, you can assess the
units you have at your disposal, and
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