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Author Topic: You are rebuilding civilization ( Suggestion game) Suggestions Welcome.  (Read 67294 times)

Nirur Torir

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Re: You are rebuilding civilization ( Suggestion game) Snakes
« Reply #45 on: February 19, 2012, 07:54:21 am »

Water is a critical need! - we could use all our water in 1 week growing food with those numbers!
It's a four hour trip for more water. Two trips a week and we're fine. Not ideal, but it will work fine until we get a better system.

RathofSTS's turn seems fine.
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10ebbor10

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You are rebuilding civilization ( Suggestion game) Deathcount: 5
« Reply #46 on: February 19, 2012, 09:53:08 am »

Spoiler (click to show/hide)

The scouts go west, whitout problems this time. They come back near the end of the week, it seems that the Savannah stretches out for miles, whitout drinking places or any signs of civilization.

You set 15 scientists to cure the snake bites. Near the end of the week they got the men up and running again, though you can't say it's thank to their expertise or just the duration of the poison. The scientists are pretty sure they could develop an antidote given enough time and instruments. They could also inject people with small doses to heighten immunity, but they would need some snakes for that.

The salvage team is mostly succesful in their efforts and find 2 guns and some more metal scrap.

The Reparation of the gates goes well. Near the end of the week most of the work is done

The engineers have serious trouble designing a rabbit hutch, but eventually succeed.

Farming goes well, and the harvest gives 440 food. Saddly it seems some sort of micro parasite ( GMus Rebalancitus) has infected the crops, halving future food production.

The water gathering team ran into troubles. When they didn't return in time, at team was send to look for them. They found the carts and their weapons, but no signs of the soldiers, except for the blood surrounding the cart.

For much of the week, dust clouds were seen at the Northen horizon. They seem to have been coming closer lately and some people say they recognized vehicles inside the clouds. Whatever it is, it's coming your way. What do you do?


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 without permission
-Normal people: 0 attack, 0 defense
-Soldiers: 2 Attack, 4 defense
-Mutant ape: 1 Attack, 1 defense
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obolisk0430

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Re: You are rebuilding civilization ( Suggestion game) Deathcount:5
« Reply #47 on: February 19, 2012, 12:15:55 pm »

We should have the scavange team look for weapons, anything that can be used as a weapon, and anything that could be easily turned into a weapon.
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mcclay

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Re: You are rebuilding civilization ( Suggestion game) Deathcount:5
« Reply #48 on: February 19, 2012, 12:33:10 pm »

-Have Scvange team search labs more.
-Have builders fix up the gate and start on the towers.
-Engineers try to build antivehicle defenses around the base.
-Soliders take up defesnive postions.
-Farmers farm
-Medical team stands but for casuiltes.
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game) Deathcount:5
« Reply #49 on: February 19, 2012, 04:12:17 pm »

-Engineers try to build antivehicle defenses around the base.
I'll doubt they'll be able to build Anti tank turrets from scratch, so what kind of defenses would that be: ditches, sharp rocks, ...
Also, which side do you want to start working on.
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mcclay

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Re: You are rebuilding civilization ( Suggestion game) Death guards: 5
« Reply #50 on: February 19, 2012, 04:13:42 pm »

The side where the dust cloud is and world war 2 style anti tanke defesnes.
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game) Death guards: 5
« Reply #51 on: February 19, 2012, 04:15:50 pm »

The side where the dust cloud is and world war 2 style anti tanke defesnes.
Ditches, spikes and stuff like that ?
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obolisk0430

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Re: You are rebuilding civilization ( Suggestion game) Death guards: 5
« Reply #52 on: February 19, 2012, 04:19:38 pm »

We need more weapons.  Less than half of our soldiers have guns, and those are the only weapons we have.  Security> random tech from the lab.
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game) Death guards: 5
« Reply #53 on: February 19, 2012, 04:23:25 pm »

We need more weapons.  Less than half of our soldiers have guns, and those are the only weapons we have.  Security> random tech from the lab.
Where are you going to get them ?
« Last Edit: February 20, 2012, 01:59:43 am by 10ebbor10 »
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game) Deathcount:5
« Reply #54 on: February 19, 2012, 04:36:01 pm »

bah, forum ate my post
basically
1) power for even 1/2 an hour to run that fence in an emergency would be good
2) we need trading partners, more people, we must try for diplomacy first (yeah, i know a bad GM/roll could stuff us long term here if things go bad)
2a) the seeds we have could be quite rare, as they seem to have excellent growth (they would have been selected as the best possible 2070 tech for survival, where as these people could have anything. - food could be the 1 thing we have to trade.
2b) if they are nomadic people, we could grow food for them in exchange for information (gm ballancing act here, once we overcome the rust problem -- force us to trade food for stuff we need)


3) vehicles
3a) this means they have knowledge about the surroundings much farther than we can walk
3b) they have a source of fuel
3c) this might be a mad-max scenario and those with fuel are local war-lords, and used to just taking what we/they need. (hence why a show of force with a running fence might be usefull)
3ci) keep 5 soldiers (with rifles) and as many non-combatants as possible out of sight - soldiers should take hidden positions in scrap, on building roofs, etc ... so that we have a supprise force if needed.
Rememver, this place has been looted several times, this could actually be just a standard scrap gathering mission by some other group of people.
3cii) all soldiers should help with defensive preparations until vehicles are close - focus should be anti-vehicle obstacles at the gates (we are not going to have a chance of upgrading the fence to something better - either the vehicles come through it, or they don't
3ciii) make sure to send atleast soldier to specifically cover each old hole in the fence.


4) we still need food - plant more seeds -- we need to have a harvest like this every 2 weeks.
4a) we have 4 weeks of food, 3 weeks of water
4b) the best cook amongst the people should check to see if properly cooked ape is better (the best cook doesn't eat it after what happened last time)
4c) keep the livestock / meat stores out of sight -- we don't know what the people here will thing about us killing / eating stuff like that (alternatvly, if it comes up that the meat could be valuable, carefully consider it before offering a sample in trade)

finally, specifying defenses on a specific side means nothing, as it would take all of an extra 2 mins to drive around to the undefended side ...
we should aim to simply prevent a drive-through (focus on both gates), but also fortify one of the buildings -- i doubt we can stop them entering the compound, but we could hold up for a week in a building, with the rifles.


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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) Death guards: 5
« Reply #55 on: February 19, 2012, 04:50:44 pm »

bah, forum ate my post
basically
1) power for even 1/2 an hour to run that fence in an emergency would be good
2) we need trading partners, more people, we must try for diplomacy first (yeah, i know a bad GM/roll could stuff us long term here if things go bad)
2a) the seeds we have could be quite rare, as they seem to have excellent growth (they would have been selected as the best possible 2070 tech for survival, where as these people could have anything. - food could be the 1 thing we have to trade.
2b) if they are nomadic people, we could grow food for them in exchange for information (gm ballancing act here, once we overcome the rust problem -- force us to trade food for stuff we need)


3) vehicles
3a) this means they have knowledge about the surroundings much farther than we can walk
3b) they have a source of fuel
3c) this might be a mad-max scenario and those with fuel are local war-lords, and used to just taking what we/they need. (hence why a show of force with a running fence might be usefull)
3ci) keep 5 soldiers (with rifles) and as many non-combatants as possible out of sight - soldiers should take hidden positions in scrap, on building roofs, etc ... so that we have a supprise force if needed.
Rememver, this place has been looted several times, this could actually be just a standard scrap gathering mission by some other group of people.
3cii) all soldiers should help with defensive preparations until vehicles are close - focus should be anti-vehicle obstacles at the gates (we are not going to have a chance of upgrading the fence to something better - either the vehicles come through it, or they don't
3ciii) make sure to send atleast soldier to specifically cover each old hole in the fence.


4) we still need food - plant more seeds -- we need to have a harvest like this every 2 weeks.
4a) we have 4 weeks of food, 3 weeks of water
4b) the best cook amongst the people should check to see if properly cooked ape is better (the best cook doesn't eat it after what happened last time)
4c) keep the livestock / meat stores out of sight -- we don't know what the people here will thing about us killing / eating stuff like that (alternatvly, if it comes up that the meat could be valuable, carefully consider it before offering a sample in trade)

finally, specifying defenses on a specific side means nothing, as it would take all of an extra 2 mins to drive around to the undefended side ...

we should aim to simply prevent a drive-through (focus on both gates), but also fortify one of the buildings -- i doubt we can stop them entering the compound, but we could hold up for a week in a building, with the rifles.
Actually you don't. You need 150 liters of water a week for the crops. And have no means to store it except for the carts.

Also note, next update will be a mini update. With means that no food/ water will be used, no plants will grow and such things. You just need to decide wherether or not you 're going to build defenses, and where/ how. ( If they don't know they are there, they can't evade them)
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obolisk0430

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Re: You are rebuilding civilization ( Suggestion game) Death guards: 5
« Reply #56 on: February 19, 2012, 05:21:22 pm »

We need more weapons.  Less than half of our soldiers have guns, and those are the only weapons we have.  Security> random tech from the lab.
We're you going to get them ?
We should have the scavange team look for weapons, anything that can be used as a weapon, and anything that could be easily turned into a weapon.
I know that we probably aren't going to be tripping over guns and ammunition, which is why we need to make our own weapons (This was why I wanted to start with a mine, instead of a tech lab).
« Last Edit: February 19, 2012, 05:22:54 pm by obolisk0430 »
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andy_t_roo

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Re: You are rebuilding civilization ( Suggestion game) Death guards: 5
« Reply #57 on: February 19, 2012, 05:55:49 pm »

with a short amount of time to get weapons for 30 people or so, see if there are some star-pickets or the like among the salvage - a good shaped bar with some type of handle could be made in 1/2 an hour.
given they have vehicles, put 2/3 of the defense at the entrance/side facing them, but place a few people and defenses at the other gate also.
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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) Death guards: 5
« Reply #58 on: February 20, 2012, 03:38:00 am »

So:
-Hide supplies/ livestock and other people
-Build defenses and weapons

That's basically it then ?
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10ebbor10

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Re: You are rebuilding civilization ( Suggestion game) Death guards: 5
« Reply #59 on: February 20, 2012, 04:16:30 am »

Spoiler (click to show/hide)

The food supply and rabbits are hidden, and anyone not needed in the following conflict takes shelter in the Bunker entrance.
The scientists look for weapons in the scrap, but sadly find nothing except for more resources. The Heaps are considerably smaller then when you started scavenging though.

The construction team makes overtime and manages to finish the gates and repair the NE tower. Meanwhile the engineering team is reinforcing the gates and placing spikes. But unfortunatelly they don't make much progress.

The guards can see things much clearer now from the top of the tower. There are 3 vehicles, all covered with improvised armor plating, coming it at high speed towards the north gate. There seems to be something else following them though. Every now and then gunshots can be heard from the direction of the vehicles. Suddenly a red flare rises from one of the vehicles, hanging in the air for a few seconds before falling back to the ground. You don't know what it means but they'll be here in an hour.
What do you do?( No building anymore, just choosing whom to place where, who to shoot, and stuff like that)




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: 0 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
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