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Author Topic: Colony Drop, a simulation of a colony.  (Read 10539 times)

Virex

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Re: Colony Drop, a simulation of a colony.
« Reply #105 on: December 21, 2010, 05:19:00 pm »

force  feed valkium to one of the blacks

But Jim, they're dead!
Considering the nature of Valkium, I am not so sure things will stay that way
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Fniff

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Re: Colony Drop, a simulation of a colony.
« Reply #106 on: December 21, 2010, 05:21:42 pm »

OK, I am putting down a rule here: Valkium isn't the answer to everything. It'll have to be creative. Valkium will never bring people back from the dead in a normal way. It'll do something insane first.

Virex

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Re: Colony Drop, a simulation of a colony.
« Reply #107 on: December 21, 2010, 05:22:06 pm »

OK, I am putting down a rule here: Valkium isn't the answer to everything. It'll have to be creative. Valkium will never bring people back from the dead in a normal way. It'll do something insane first.
Even not if it is the last thing you'd want to happen?
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Fniff

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Re: Colony Drop, a simulation of a colony.
« Reply #108 on: December 21, 2010, 05:25:03 pm »

OK, I am putting down a rule here: Valkium isn't the answer to everything. It'll have to be creative. Valkium will never bring people back from the dead in a normal way. It'll do something insane first.
Even not if it is the last thing you'd want to happen?

I just don't want it to be a thing to fill plot holes. I want it to have drawbacks. For example, say you just used a kilo of Valkium to power your car, it might be better, but it has an greater chance of making the car turn into Satan.

Ricky

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Re: Colony Drop, a simulation of a colony.
« Reply #109 on: December 21, 2010, 05:26:52 pm »

:D satan :D

no, onwards

what is the state of the ruins? (sounds like a dumb questions
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Fniff

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Re: Colony Drop, a simulation of a colony.
« Reply #110 on: December 21, 2010, 05:28:03 pm »

Now that you have taken most of the valkium out, it's kinda collapsing.

Ricky

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Re: Colony Drop, a simulation of a colony.
« Reply #111 on: December 21, 2010, 05:31:30 pm »

well, if that's the case...

all active drones: improve upon the pathway and turn it more into a road

guard: scrap all parts of the ruins.
emily: continue searching in the area around the ruins for other signs of life
valk: check out our new spaceship(get speceifications)
us: forage wetlands plant samples. bring a gun
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Fniff

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Re: Colony Drop, a simulation of a colony.
« Reply #112 on: December 21, 2010, 05:40:05 pm »

There doesn't seem to be many, but you discovered a plant that explodes when you touch it.

You get 100 from the ruins.

There isn't any sign of life near the ruins.

The spaceship is a model 339A with ultralightening engines. It would probably go at a speed exceeding what is physically possible.

The pathway is now a road! Hurray.

Ricky

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Re: Colony Drop, a simulation of a colony.
« Reply #113 on: December 21, 2010, 05:43:15 pm »

what kind of explosion? >:D
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Fniff

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Re: Colony Drop, a simulation of a colony.
« Reply #114 on: December 21, 2010, 05:44:53 pm »

Small one, though it caused a lot of burns. Oddly enough, you didn't see around until now...

Hmm. Valkium poisoning?

Ricky

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Re: Colony Drop, a simulation of a colony.
« Reply #115 on: December 21, 2010, 05:50:08 pm »

time until next shipment arrival?

valk: droone!

drones: build small, 1-room houses at ruins site

guard: forage food

us:  build a smith's smelter at ruins site

emily: forage materials
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RAM

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Re: Colony Drop, a simulation of a colony.
« Reply #116 on: December 21, 2010, 08:00:28 pm »

Techie: download medical data and become techie/biologist
guard: refine turret
captain: dig individual quarters for each of the colonists
soldier: analyse satellite output for better locations for us to build our base
Scarer: collect water
drone 1: destroy all humans
drone 2: locate large coal deposits
drone 3: locate large deposits of whatever powers a stable generator of whatever technology our civilisation is using at this time
Blacks: attempt to escape into the wilderness
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Fniff

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Re: Colony Drop, a simulation of a colony.
« Reply #117 on: December 22, 2010, 09:54:05 am »

Valk download the medical data, and notes that the specimen is contaminated with Valkium. This does not bode well.

Guard redefines turret so that it shoots anybody but the current crew.

Scarer gets 398 water/food.

Captain makes five quarters in the shelter.

Soldier says that the wetlands is a horrible place to build something, but it'll have to do until you get a better fuel then coal.

Drone 1 considers this, then a failsafe comes on.

Drone 2 finds two coal veins.

Drone 3 finds nothing apart from the radioactive material and Valkium.

Blacks attempt to escape, but due to being mutated, suddenly become part of the landscape and die.

Another drone has been made, called Danny.

You make a smelter!

Ricky

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Re: Colony Drop, a simulation of a colony.
« Reply #118 on: December 22, 2010, 10:24:24 am »

valk: engineer dune buggy. do not use valkium for the task

drones: add on to existing road to make it extend to the end of the wetlands/beginning of desert

emily: finish digging underground quaters

guard: protect the drones!

scarer: explore unexplored territory

us:smelt gold into ingots
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RAM

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Re: Colony Drop, a simulation of a colony.
« Reply #119 on: December 22, 2010, 08:02:25 pm »

Drone 2: protect guard
Drones 3 and 4: protect scarer.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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