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Author Topic: You are rebuilding civilization ( Suggestion game) Suggestions Welcome.  (Read 67300 times)

Immortal

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Re: You are rebuilding civilization ( Suggestion game) Mutant apes killed: 12
« Reply #120 on: February 24, 2012, 05:32:17 pm »

Alright, then harvest the crop thats ready and lets plant vegetables in the free one.
« Last Edit: February 24, 2012, 06:01:30 pm by Immortal »
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game) Mutant apes killed: 12
« Reply #121 on: February 24, 2012, 07:52:51 pm »

Ask the visitors what weapons the people by the coast come raiding with -- so we know what type of defenses we need to build

erm.. looking at the stats, there has to be something nasty out there which took our soldiers ... 5 soldiers with guns - 2+4 attack, 6 defense, and the soldiers were taken, with no sign of what happened...
5x 6attack, 6 defense.

If we get the water tank done this week, i would suggest we do an all hands exploration of the jungle area next week, to see what is out there.

Also, did the Leukrokottas chase a high speed vehicle for like 6 hours straight ... Thats one nasty high-speed, and persistent beasty.

Ask the merchants if they can describe the path they took, and offer to head out to see if any of their stuff can be salvaged, now that the Leukrokottas are dead. (if they agree, 2 cars + 5 soldiers with guns + 10 without head out, split half us, and half them - their leader heads out) -- yes, i know that leaves home almost un-protected, but the gate should hold until they return
(we're an engineer, so we'll go out also -- engy skills will help us with any cars which can be salvaged, or even a motor, fuel tank, wheels, diff, well anything would be good (listed in order of preference))
<Summary>
so this week:

12 soldiers (5 guns +1 at + 7 unarmed (2 to help with at)) do 2 water runs (different soldiers each time, so they don't get tired)
we harvest the vegies, and plant new ones on the 4th plot (20 people needed)
15 farmers+ 3 civies+4 drivers+3 engineers farm (assuming that 2 non-farmers can act like 1 farmer
2 cars (10 guns, 10 soldiers, us, merchant leader,2 drivers,2 engineers) go on a salvage run, if they agree, and their other cars are potentially within salvage range (1/2 day travel for now) (8/car, they will have tones of room for salvage, as they think they can carry 10 people + 100-250 food per car when they leave)
5 builders, 5 engies work on the water tank
7 builders work on the gate,
7 engies work on repairing the emergency power supply in the lab
30 scientists, 4 un-armed soldiers search the lab some more -- looking for machinery, and high-tech tools or tradebles
Leaving 7 armed soldiers, 7 unarmed soldiers on guard duty ( with 5/7 of them rotating with the water crew)
(msg me if you want all that in a table) Edit: removed many spurious  <size> tags
« Last Edit: February 24, 2012, 07:57:55 pm by andy_t_roo »
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game) More monkies
« Reply #122 on: February 25, 2012, 04:54:28 pm »

Ask the visitors what weapons the people by the coast come raiding with -- so we know what type of defenses we need to build

erm.. looking at the stats, there has to be something nasty out there which took our soldiers ... 5 soldiers with guns - 2+4 attack, 6 defense, and the soldiers were taken, with no sign of what happened...
5x 6attack, 6 defense.

If we get the water tank done this week, i would suggest we do an all hands exploration of the jungle area next week, to see what is out there.

Also, did the Leukrokottas chase a high speed vehicle for like 6 hours straight ... Thats one nasty high-speed, and persistent beasty.

Ask the merchants if they can describe the path they took, and offer to head out to see if any of their stuff can be salvaged, now that the Leukrokottas are dead. (if they agree, 2 cars + 5 soldiers with guns + 10 without head out, split half us, and half them - their leader heads out) -- yes, i know that leaves home almost un-protected, but the gate should hold until they return
(we're an engineer, so we'll go out also -- engy skills will help us with any cars which can be salvaged, or even a motor, fuel tank, wheels, diff, well anything would be good (listed in order of preference))
<Summary>
so this week:

-12 soldiers (5 guns +1 at + 7 unarmed (2 to help with at)) do 2 water runs (different soldiers each time, so they don't get tired)

-we harvest the vegies, and plant new ones on the 4th plot (20 people needed)
15 farmers+ 3 civies+4 drivers+3 engineers farm (assuming that 2 non-farmers can act like 1 farmer

-2 cars (10 guns, 10 soldiers, us, merchant leader,2 drivers,2 engineers) go on a salvage run, if they agree, and their other cars are potentially within salvage range (1/2 day travel for now) (8/car, they will have tones of room for salvage, as they think they can carry 10 people + 100-250 food per car when they leave)

-5 builders, 5 engies work on the water tank

-7 builders work on the gate,

-7 engies work on repairing the emergency power supply in the lab

-30 scientists, 4 un-armed soldiers search the lab some more -- looking for machinery, and high-tech tools or tradebles

-Leaving 7 armed soldiers, 7 unarmed soldiers on guard duty ( with 5/7 of them rotating with the water crew)

The work on the water tank progresses. A rather large tank is constructed. Considerable work is spended in making it leak free, which succeeds. The gate has already been fully repaired, so the builders go along and start repairing the towers. Work is very slow though, but they do manage to restore the NW tower to it's former pride. Meanwhile some engineers are trying to get the power generator back working, and are improvising a lot. They told you they won't be able to get it to i's former output whitout correct spareparts, but they might get it in a functioning state. Sadly repairs have to be halted when a piece of the cieling collapses, wounding six of the engineers.
The searching in the lab is slow too, and some people almost die when a part of the floor collapses. The clearing of the rubble in the generator room produces some useable scrap though.

Two more waterruns are organized. On the first one they come across the skeletons of some dead adventures. They loot the bodies, and find 3 weapons. The bodies are given a final resting place and the rest of the journey occurs whitout problems. The next time there are some more problems. They ran in to a large group of monkies. The guards were suprised but managed to fight of the initial attack. The fight was settled quickly as the monkies were ripped apart by the bullets.

The merchants argee to try and salvage their vehicles. When they arrive there the only thing they find are the charred remains of the vehicles and several dead Leukrokottas. Apparently the stranded merchants blew themselves up to save those who escaped.You manage to salvage some scrap though.

That evening you take watch on the newely finished tower. You look around the base, which is coming along nicely. The NE and NW  are finished already and the fence around the 1 square kilometer compound are repaired. The farms are looking nice and the food stocks are pretty good. When your scientist finally manage to finish up the science lab you can start to worry about proper housing. For now you're all living in the Bunkers entrance compound in the center of the Base.
And then the Sun goes under and the dark night shrouds the base. You turn away from the base and start overthinking next weeks actions.

Other group( You can command these, but they won't accept any suicidal orders)( 2 weeks left)
15 soldiers(  10 armed)
5 engineers
6 drivers
4 civilians( including leader)


Bunker/Fort:???: South America
Spoiler:  Heroes (click to show/hide)
Spoiler:  Supplies (click to show/hide)

Spoiler: People and livestock (click to show/hide)

Spoiler: Buildings (click to show/hide)
Spoiler: Surroundings (click to show/hide)

Quote from:  Stats(Combat system copied from adwarf with permission
-Normal people: 0 attack, 0 defense
-Soldiers: 2 Attack, 4 defense
-Gate: 1 Attack 4 Defense
-Fence: 0 attack 6 defense
-Antivehicle thingies: 2 Attack 0 defense
-Watchtower: 0 Attack: 8 defense
-Mutant ape: 1 Attack, 1 defense
-Armored Vehicle: 0 attack 6 Defense
- A-T Cannon: 8 Attack 0 defense( Damage spread)
-Leukrokottas: 6 Attack 8 Defense 15 hp

Spoiler:  Gm note (click to show/hide)
[/quote]
« Last Edit: February 26, 2012, 03:29:16 am by 10ebbor10 »
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game) Mutant apes killed: 12
« Reply #123 on: February 25, 2012, 05:26:14 pm »



I'm assuming from our non-planting of the 5th farm lot that 10 non-farmers cant act like 5 farmers? -- i would of thought that spread 4/3 real farmers, 3/4 hands would be a workable solution?


we clearly have some medical expertise somewhere, as the wounded merchant which was mentioned earlier didn't get a further mention, after we wanted to provide medical aid - i'm happy if those 6 engines rest this week - how many people would be  the appropriate level of medical care for their injuries -1 to 3 people do any medical work for them ( the description of how hurt they are is vague)

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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

Immortal

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Re: You are rebuilding civilization ( Suggestion game) Mutant apes killed: 12
« Reply #124 on: February 25, 2012, 09:50:38 pm »

10Ebbor10 - How would we manage to gain access to the bunker? Do we just need to hook a power source to it?

Should we do another double water run guys?
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game) Mutant apes killed: 12
« Reply #125 on: February 25, 2012, 11:09:34 pm »

yes, another double run - that way we have several weeks water spare - there could be times when we need the man-power and guns -- and we have spare manpower now.
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game) Mutant apes killed: 12
« Reply #126 on: February 26, 2012, 03:27:56 am »



I'm assuming from our non-planting of the 5th farm lot that 10 non-farmers cant act like 5 farmers? -- i would of thought that spread 4/3 real farmers, 3/4 hands would be a workable solution?


we clearly have some medical expertise somewhere, as the wounded merchant which was mentioned earlier didn't get a further mention, after we wanted to provide medical aid - i'm happy if those 6 engines rest this week - how many people would be  the appropriate level of medical care for their injuries -1 to 3 people do any medical work for them ( the description of how hurt they are is vague)
Oops, forgot to add that. Also, you only have 4 plots.

As for medical skill, the civilians treated the merchant leader. As for therir injuries, no broken bones, just some bruises, some cuts and some nearly choked. Should solve itself in a week.
10Ebbor10 - How would we manage to gain access to the bunker? Do we just need to hook a power source to it?
Considering it's full of high-tech stuff, not anytime soon. In order to acces the bunker you'll need enough power to activate the elevator, override the elevators safety thingies, go down there while the lifesupport is still off, find either the maincontrol room or the lifesupport system, hook that one up to a powersupply and then you're pretty much done.
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Immortal

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Re: You are rebuilding civilization ( Suggestion game) Mutant apes killed: 12
« Reply #127 on: February 26, 2012, 01:00:08 pm »

Alright double run it is!
So we have water and food secured. Lets start improving defense and getting electricity flowing.

I want to look into building a furnace. Just something crude to melt metal, we should have the scientists scavenge for a crucible. We can find clay somewhere and all the other stuff to cast small parts. I assume these are highly skilled scientists and engineers we have here so this should be do able.
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game) Mutant apes killed: 12
« Reply #128 on: February 28, 2012, 01:51:37 pm »

Poke.

I'd like to have some more exact numbers/ centralized suggestion. Makes updating much easier. ANyway, update tomorrow.
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game) Even more monkies
« Reply #129 on: February 28, 2012, 05:27:46 pm »

I had avoided posting numbers so far, so that other people had time to float their ideas.
Us and the mercent leader meet to discuss :
- future trade deals - will they take food for us to trade on our behalf?
- What weapons do the coastal people use, and how big is a typical raid?
- Anything the merchant may want to bring up with us.
Once that is done, we spend our time helping the defensive crew

-12 soldiers (10 guns +1 at + 2 unarmed to *help with at)) do 2 water runs

-we harvest the vegies, and plant new ones on the 4th plot (20 people needed)
- 15 farmers+ 3 civies+6 drivers+1 armed soldiers (assuming that 2 non-farmers can act like 1 farmer)
I am unsure about the growing cycle of vegies compared to the departure time of the merchants. If we can harvest the vegies before they leave then plant vegies, otherwise plant grain.

-5 builders + 4 engies work on the towers, and other defensive items ( make sure tower has good cover for ranged attacks, and 1 of them is re-inforced to help protect against an rpg attack ( 2 layers of armor, with 1 standing off about 10 cm from the other) (+1 def, +1 extra against explosive),
- if the 6 engies that are injured are capable of work then +2 defence, +4 on the power gen, otherwise they spend their time in the completed lookouts

-7 engies + 7 builders work on repairing the emergency power supply in the lab

-30 scientists, 13 un-armed soldiers search the lab some more -- looking for machinery, and high-tech tools

-Leaving 7 armed soldiers, unallocated, on guard duty.
- if they i specific guard duty isn't needed because there are engieneers in the lookouts, then they can spend their time cooking the ape meat.
edit: why do i regularly get double spaced posts?
« Last Edit: February 28, 2012, 05:29:19 pm by andy_t_roo »
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game) More monkies
« Reply #130 on: February 29, 2012, 12:19:25 pm »

Spoiler (click to show/hide)

You have a short discussion with the merchant. The results are summed up bellow.
- She will do Transport and trading for you, but she wants 20% of the trade goods. ( Increased by 10% for every extra week travel).
- The Raiders have acces to quite a lot of technological stuff. They have some scavenged tanks, guns, a few mortars and even 2 or three aircraft. A typical raid will include 2-3 fast weaponed vehicles accompagnying some trucks. Sometimes they also bring a tank. They do have acces to radios though, so they can call for reinforcements.
- She ask you what this place is called. SHe also tells you the current date, and so you learn it's the First week of April.

 You plant some more vegetables and harvest the old ones. You also harvest the grains. While these are edible raw, they aren't very tasty. The vegetables will be ready before the merchants leave.

Your engineers don't make much progress, they only manage to repair a bit of damage in the two towers, and don't arrive at upgrading the towers. The towers are about 20 meters tall, and have 6 stories. The lowest part of the tower is a 10 meter high storage area, mainly for ammunition. The five stories above that are near identical, a rather large room, with metal shutters as windows, allowing about 10 men to oversee the camp in all directions.There are places for spots as well. A small cargo elevator sits in the middle, it is powered by hand, since the electricty is cut off, and can be used to bring ammunition up. The top floor is a bit differenet. In the middle of the thing is an empty turret mount, where one could install a heavy weapon or turret so that it can be fires without expoosing anyone. All stories are reached by ladders, and strong metal latches prevent anyone from coming up. The Towers also have a strong metal door to prevent the enemy from getting in. 

The other engineers recover, but weren't able to work this week.

The other group manages to patch up the generator a bit, but isn't functiunall by a long shot.

The searching party has more luck though. Not only do they manage to find a lot of usefull scrap, they also find an electrical blast forge, complete with tools.( The automated robot arm that operated it was beyond salvaging though). You also find an automated chip/electronical parts constructor. But it seems that one has been looted and several key components are missing.

The soldiers doing the waterruns report nothing special. The whole Journey seems to have been unevenful. Near the end of the week however, a pack of wild dogs attacks your base. They seem to have chosen their timing excelently, as your soldiers were just doing a water run. The soldiers in the tower spot them first.  They throw some stones.  2 dogs go down. You grab your rifle and fire, shooting down another dog.

The dogs jump at the fence, snapping at it and tearing away at the fragile power wires. Then the other soldiers inside the camp arrive. They shoot down 7 dogs and the other flee.


Other group( You can command these, but they won't accept any suicidal orders)( 1 weeks left)
15 soldiers(  10 armed)
5 engineers
6 drivers
4 civilians( including leader)


Date: First week of april
Bunker/Fort:???: South America
Spoiler:  Heroes (click to show/hide)
Spoiler:  Supplies (click to show/hide)

Spoiler: People and livestock (click to show/hide)

Spoiler: Buildings (click to show/hide)
Spoiler: Surroundings (click to show/hide)

Quote from:  Stats(Combat system copied from adwarf with permission
-Normal people: 0 attack, 0 defense
-Soldiers: 2 Attack, 4 defense
-Gate: 1 Attack 4 Defense
-Fence: No attack 6 defense
-Antivehicle thingies: 2 Attack 0 defense
-Watchtower: No Attack: 8 defense
- A-T Cannon: 8 Attack No  defense( Damage spread)
-Armored Vehicle: 0 attack 6 Defense
-Mutant ape: 1 Attack, 1 defense 1 hp
-Wild Dogs: 4 Attack, -4 defense 3hp
-Leukrokottas: 6 Attack 8 Defense 15 hp

Spoiler:  Gm note (click to show/hide)
[/quote]
[/quote]
« Last Edit: March 01, 2012, 11:30:44 am by 10ebbor10 »
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #131 on: February 29, 2012, 05:33:11 pm »

(i assume the dogs have positive defense, or are they just savage, but soft targets?).
What was the total size of the dog pack -- ie, if they had of attacked the water team, how would it have fared - (10 guns)
there was also 5 armed soldiers on guard, and 3 armed soldiers working the farms - did they help defend against the dogs? (and i may have mis-counted and had 7 armed soldiers doing nothing)

Is there 1 tower which can cover the entire perimeter, and is the range of the AT long enough to reach the fence with any accuracy from this tower?
--
Did the merchants mention how long a trade trip is - ie, how many lots of 10% would we be charged?
The merchants would only be traveling somewhere if it was already profitable for them, so asking for 1/2 our goods for free seems a bit extreme (20% + 1/2 weeks out, 2/1 weeks back + 0/1 weeks there) = 20 + 3/4 weeks - 50,60% - if they just drive off and don't come back for 8 weeks or so, then we will have given them the entire contents of our trade for free, and in a "legit" manner.

make a counter offer of 20 OR 5% per week, whichever is smaller (expecting a return counter offer of whatever is bigger, if so accept it, i'd also accept 10%+5).
Include as a sweetener that they get free food when they are with us. (this "free food" is back-dated to when they arrived, so we'll include the 120 food they will have eaten )

-we also need these guys to be our contact/eyes and ears, so if they are insistent on their original proposal, then take it, although that means we are giving them the equivalent of enough to trade for a new heavy weapon each month.

-we have spare food production at about 600/month - if we have to give away 1/2, then 1 heavy weapon- equivalent per month isn't much of a trade base.

Traders:
currently owed 180/300 food (for the AT)
--
assuming 1 person can prepare food for 10.
13 soldiers prepare all the ape meat (and any extra grain if they have spare productivity) (could the GM comment on how much food 1 person can prep in a week, and if any class of person is better)

« Last Edit: February 29, 2012, 05:51:32 pm by andy_t_roo »
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

Immortal

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #132 on: February 29, 2012, 07:26:36 pm »

I can't think of any good names..

Lets have the engineers check out the alternator on the generator. It may prove to be in very good shape, and just the engine itself is shot.

Have them move the forge somewhere safer, like closer to the door of the lab?

Lets have the builders work on the perimeter like normal upgrading.

Have the scientists look for any parts we can use to fix the alternator, also anything like a sprocket and chain. I really want that thing working.

Lets have our friends go out and cut down some trees and make a few thin planks. We should consider making a windmill. For now to make mechanical energy for food processing, later we can hook the alternator to it.
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #133 on: February 29, 2012, 11:50:18 pm »

the Leukrocrat corpses probably have good materials - hide, bone + sinew, for protection, who knows what, and cross-bows respectively - the 10 of the 30 scientists searching the lab should stop, and dissect the leukrocrat, specifically looking for useful materials - yes, we can't eat them, but what else can we get out of the bodies - the hide is tough, and could make a good armor, bones would be engineered to be as hard as possible, and the sinew of any animal that can run fast enough to keep up with a car for an extended period of time should be highly useful.

(and keep up the double water runs)
keep 5 armed soldiers on guard, and use armed soldiers to help with the farming (so they are "top side", and available to defend at short notice, I agree we should investigate getting wood - it should be safe, as we have been doing water runs without major problems.

Negotiations: (if negotiations are successfully completed earlier, go and help the generator group - i wouldn't think we would spend an entire week talking and our engineering expertise would help repair the lab)

starting from the lesser position stated earlier (lesser of 20% or 5% per week), haggle a better deal, we would be happy at a flat 20 prepped food + 10 grain per week, but  when they are trading for us, including when they are with us and not trading (ie, cover their food + water for them permanently), +5% per week of the value of any non-food item traded. (if they agree to this specific deal, then give them the food they have eaten while they have been with us for free, otherwise, use that as an extra negotiation point)

(2 weeks out, 2 weeks back, 120 food out of 400, is more than 20%, less than 40%) -
Point out that people will trade with us, and that they will be collecting the same deal in the opposite direction also.

trade priorities (in order): solar panels,  anti vehicle, Leukrocrat weapons, small vehicles of our own (quad bike size), gas, metal scrap

can someone check my numbers - if after eating we send 600 food with them, will we have enough to eat the following week - we should have a harvest come in?
--
Summary:
7 engies/5 builders/ 5 scientists on the generator (check altinator, then continue with engine)
10/7/5 scientists on tower construction / perimeter - extra armor, AT mount for NE tower (so can cover both gates), generic repair focusing on the SW one ( so that between NE and SW, we can cover all sides)
(scientists work on designing how to armor the fence and tower)
5 scientists work on how to upgrade the fence (we need electricity...)
15 farmers, 10 armed soldiers farm
5 scientists check out the Leukrocrat corpses
10 armed soldiers, 2 unarmed soldiers should do the std. double water run
5 scientists, 9 soldiers join the water group. while traveling and collecting water, these extra people should examine the wood, trees, shrubs, etc ... around them, looking for building materials. If some is found, then they should harvest some some. (working close to the water group so that they can provide mutual support)
5 scientists should think about the best way to get forge operating again - if we just need power, then they should just work on repairing it.
5 scientists design a good kitchen (next week some builders / engies should make it, can we have an estimate on how many people of each type it would take to build in 1 week?)

4 soldiers, 6 drivers, 3 civies prep food ape first, then grain.

Leaders chat, further trade "negotiations"

if the traders leave at the end of this week, we offer them a total of 700 food - 600P, 100G, with the split of theirs and ours determined by negotiations (after eating and prep, we should have 610p+115g left)

i agree with immortal's ideas. (except for moving the forge - furnaces of any type would be basically impossible to move, and inside the lab is inside our perimeter, so as safe as it gets here anyway, remember it took us a month of searching the lab with 30-50 people to just find them)

Edit: updated trade deal, food prep, and constriction priorities
10ebbor10: atm i'm just assigning types of people to tasks somewhat randomly - what is the difference between an engineer, a builder and a scientist working to upgrade the armor and repair the fence?
« Last Edit: March 01, 2012, 05:44:45 pm by andy_t_roo »
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

10ebbor10

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Re: You are rebuilding civilization ( Suggestion game)
« Reply #134 on: March 01, 2012, 11:43:54 am »

(i assume the dogs have positive defense, or are they just savage, but soft targets?). They do have a negative defense.
 
What was the total size of the dog pack -- ie, if they had of attacked the water team, how would it have fared - (10 guns) 20 dogs. And you killed 10 of them before they ran away. Can't say what would have happened if they met the water team. Depends on who got the initieative.
there was also 5 armed soldiers on guard, and 3 armed soldiers working the farms - did they help defend against the dogs? (and i may have mis-counted and had 7 armed soldiers doing nothing)
Yes, they arrived at the end, though not all of them did.
Is there 1 tower which can cover the entire perimeter, and is the range of the AT long enough to reach the fence with any accuracy from this tower?
No. Each tower can reach the fence parts it's connected to.( Ie the NE tower can shoot at the North and East fences.) The AT turret is as accurate as the guns . However, shooting near the fence may damage it.

Did the merchants mention how long a trade trip is - ie, how many lots of 10% would we be charged?At the current rate it would cost 20% to deliver to the mining colony. Then 20% to take the goods back. You can renogtiate though. (WHich was kinda what I expected)
The merchants would only be traveling somewhere if it was already profitable for them, so asking for 1/2 our goods for free seems a bit extreme (20% + 1/2 weeks out, 2/1 weeks back + 0/1 weeks there) = 20 + 3/4 weeks - 50,60% - if they just drive off and don't come back for 8 weeks or so, then we will have given them the entire contents of our trade for free, and in a "legit" manner.

make a counter offer of 20 OR 5% per week, whichever is smaller (expecting a return counter offer of whatever is bigger, if so accept it, i'd also accept 10%+5).
Include as a sweetener that they get free food when they are with us. (this "free food" is back-dated to when they arrived, so we'll include the 120 food they will have eaten )

Also, 1 person can prepare 20 units of food a week, but don't expect anything spectaculary tasty. This will increase as you built an actuall kitchen and such.

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