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Author Topic: Einsteinian Roulette (Original Thread: Rules, Armory, Misson archive 1-11)  (Read 3989991 times)

renegadelobster

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Re: Einsteinian Roulette: Combat Teams
« Reply #18480 on: January 30, 2014, 05:18:45 pm »

Leave the laser rifle by the other pile of weapons. Then head over to where Teal is and assist him with helping pull up team members when needed. While waiting, use wristcomp to see how the UWM is doing agriculturally. (Are famines common? Are shortages common? How about surpluses? Whats the average life of a farmer/agriworker?)
« Last Edit: January 30, 2014, 08:59:57 pm by renegadelobster »
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Lenglon

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Re: Einsteinian Roulette: Combat Teams
« Reply #18481 on: January 30, 2014, 07:10:21 pm »

look the place over and plan out handholds and footholds, look for dangers (especially the lightning) and suchlike, and just generally mentally prepare myself to climb around in this place.
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GreatWyrmGold

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Re: Einsteinian Roulette: Combat Teams
« Reply #18482 on: January 30, 2014, 08:20:57 pm »

Do not touch the neurons to find out.
((Good clarification.))
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Tack

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Re: Einsteinian Roulette: Combat Teams
« Reply #18483 on: January 30, 2014, 08:47:14 pm »

Continue the anchor. If I am informed of the necessity of a rope in the brain chamber, fetch them one and toss it down
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Gamerlord

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Re: Einsteinian Roulette: Combat Teams
« Reply #18484 on: January 31, 2014, 01:35:04 am »

Mount up on Xantalos and get rolling.

Radio Controlled

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Re: Einsteinian Roulette: Combat Teams
« Reply #18485 on: January 31, 2014, 10:45:38 am »

Quote
Once that is done, I think we could hold a big meeting of minds, so to speak, and decide what is to be done and how.
((Since we're doing most planning in OOC anyways, I don't really see a reason to wait. Sorry for rushing things, but at this rate we won't start before March, as PW requested.
Construction of new static defenses, and reinforcement of existing ones.   ==> pending...
Establishing a planet-wide monitoring network.  ==>  automated high-altitude drones should work for that
Deciding on the rank-and-file troops that will be fielded by us to counter the UWM Sods.  ==> pending, gonna give a concrete idea here in a minute))

Quote
I'd appreciate an IC reply, but just the simple action is enough; no need for special treatment.  And I think I'm already on the list, under defense, unless you're including Steve in there.  Use 'Saint' if 'Steve' is too troublesome/confusing.
((Herp derp my brain is secretly a beach ball. You're right, fixed. Though we'll also need medics for this mission, and since we'll be having sods to help us not being combat-oriented doesn't mean your char won't be able to help out, I suspect.))

Quote from: To Saint Steve
Well, the very short version is: this was a prison ship. Inmates were used as fodder to throw at aliens and anomalies to try and get something useful out of it. But Steve, a massive distributed wetware AI that oversaw our operation and pilots our ship, decided that the UWM isn't capable of governing humanity anymore, and so us inmates are now free to join his rebellion, or walk away and live free. We took this planet, which is basically a big factory, from the UWM by surprise, and now they're coming back to retake it and execute us all.

Welcome to ARM, I hope you'll enjoy your stay.


Piecewise, could I please get a price/clarification on the following things:

-What exactly are Steve bots (apart from robots controlled by Steve, har har)? Synthflesh, regular robobodies, remote-controlled, carry their own wetware cpu (brain), ...
-How exactly would the Doc genemod sods, and do we have any say in that?
-reinforcing the outside of buildings a bit so they can be reliably used as cover against weapons fire
-a few bunkers in the places where there aren't buildings for cover
-a new anti-air laser battery
-hardening 1 laser battery so it can survive some shots from heavy weapons, or the shockwave from a near-detonation nuke. So nothing too heavy, but it shouldn't crumple from 1 gauss cannon round either
-4 heavy lasers and 2 mortars (all embedded in the hardened structure) for a laser battery
-a stationary artillery emplacement. Either gauss or conventional, kinda like the thing for the spiderbot but maybe a bit lower calibre. Should cover at least the base and the valley it sits in.
-a mobile mortar emplacement. Like previous, but smaller, and much shorter range (the previous one is for genral bombardment, this one for getting extra firepower to 1 location). Should come with computer for automatic firing (aka crew designates a spot, computer fires by itself. Maybe an AUX roll from the one who calls it in to determine how accurate it is? Could work for previous one to).
-Can sods learn to use amps and manips?
-what is/ what does/how lethal are blackshot, redshot, grav shells, AP rounds?


((Hey guys, here's a possibility for rounded infantry squad, that should still be kinda 'cheap':

« Last Edit: January 31, 2014, 12:20:16 pm by Radio Controlled »
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GreatWyrmGold

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Re: Einsteinian Roulette: Combat Teams
« Reply #18486 on: January 31, 2014, 12:25:41 pm »

((That looks fine, although I'd give everyone a sidearm, not just the Heavy.))
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PyroDesu

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Re: Einsteinian Roulette: Combat Teams
« Reply #18487 on: January 31, 2014, 12:45:16 pm »

((I would like to get resource cost quotes before I design any kind of squad that we could use.

Specifically, the costs of things from the armory (excluding amps/manips if Sods/Sod Varients can't use them), the cost of what the doctor would do for genemodded normal sods and commander sods, the cost of Substratum (normal cybersods), the cost of Armatures (commander synthflesh cybersods), etc., etc.))
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Parisbre56

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Re: Einsteinian Roulette: Combat Teams
« Reply #18488 on: January 31, 2014, 12:56:20 pm »

((@RC: I'd like to point out that sods are smart. They have a problem with situations they weren't designed for. They have a problem with situations they have no orders to account for.
They can use any tactics they have been taught.
So the only way you could improve a sod's mind is to give him imagination.))
« Last Edit: January 31, 2014, 12:58:41 pm by Parisbre56 »
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GreatWyrmGold

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Re: Einsteinian Roulette: Combat Teams
« Reply #18489 on: January 31, 2014, 12:58:41 pm »

((Would that be a good thing, or a "Syfy Original Movie" thing?))
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Sean Mirrsen

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Re: Einsteinian Roulette: Combat Teams
« Reply #18490 on: January 31, 2014, 01:03:23 pm »

((I'd like a cost estimate for an Artee as well, since its design and features are pretty much known by now. Not that I hold any serious hopes of them being mass-produced, let alone being accepted as standard. :P But I'd like to prototype one or three during the timeskip.

Non-specifically to the Artee's design, what would be the cost of developing an entirely new synthoid (i.e. like the prosthetic robobodies) frame, reusing no parts from existing designs whatsoever, roughly the same mass and complexity as a four-armed humanoid? Equipment, tentatively, is two laser rifles, two hand lasers, a kinamp, custom grenade/rockets, and a medifoam dispenser, all powered and driven by a large generator, an organic brain, and two regular CPUs.))
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Game Two, Discontinued at World 1.

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Radio Controlled

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Re: Einsteinian Roulette: Combat Teams
« Reply #18491 on: January 31, 2014, 04:14:37 pm »

Quote
((That looks fine, although I'd give everyone a sidearm, not just the Heavy.))
((Yeah, but I tried to keep the cost as low as I could, so only gave the heavy one since the others can just use their main weapon. But if sods can indeed use amps, then I'll switch one grenadier to amp user.))
Quote
((I would like to get resource cost quotes before I design any kind of squad that we could use.

Specifically, the costs of things from the armory (excluding amps/manips if Sods/Sod Varients can't use them), the cost of what the doctor would do for genemodded normal sods and commander sods, the cost of Substratum (normal cybersods), the cost of Armatures (commander synthflesh cybersods), etc., etc.))
((Then I'd advise you to ask about it yourself, because I wasn't kidding when I put next saturday as deadline. I don't think that PW will mind you posting in two threads if it speeds up the mission process.))

Quote
((@RC: I'd like to point out that sods are smart. They have a problem with situations they weren't designed for. They have a problem with situations they have no orders to account for.
They can use any tactics they have been taught.
So the only way you could improve a sod's mind is to give him imagination.))
((Are they smart though? From what I've seen, they don't have any sort of initiative or tactical insight, just mindless obedience. Their commanders usually provide any sort of plans or guidance. But if the Doc can safely make them all smart enough (without dangerous side effects) not to need a commander, then it'll still be convenient to have one sod to give orders to.))

Quote
But I'd like to prototype one or three during the timeskip.
((Would that use RU? If yes, it'll depend on what one would cost whether we can afford one.))

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21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

piecewise

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Re: Einsteinian Roulette: Combat Teams
« Reply #18492 on: January 31, 2014, 04:20:07 pm »

Continue charging shapeshifting.

Very well, cousin.

Proceed outward.
You walk out of the sphere, though the black flesh follows you as you walk back out to the shaft that the team cut it's way in with.


"I don't speak cat. But I'm assuming you mean "Wow, this is a large brain. I wonder what that glow is?" Hrmmm. Getting up there is going to be a pain."

Estimate the amount of electricity arcing around. Does it look more like "That tingled unpleasantly" or "Zap I am ded"? Do not touch the neurons to find out. Look around and see if I can find anything that looks like it might not belong in a giant brain room.

It doesn't look fatal, but it...well it looks like it's somewhere between tingling and Deadly. Not the sort of thing that will kill you instantly but...well yeah, it won't tickle.

As per stuff that doesn't belong...well that big fucking glowing thing.


Leave the laser rifle by the other pile of weapons. Then head over to where Teal is and assist him with helping pull up team members when needed. While waiting, use wristcomp to see how the UWM is doing agriculturally. (Are famines common? Are shortages common? How about surpluses? Whats the average life of a farmer/agriworker?)

You walk over to hang out with teal.

As per agriculture, that varies greatly. Remember that UWM is comprised of a loose coalition of hundreds of planets. Some are barely above 1900's levels, others are massively advanced, above even the level we enjoy on the ship in some cases. So if a low level settlement lives on a shitty, harsh planet, they're gonna have a bad time of it.

Overall though, things are pretty good; most people can at least depend on having a bed and something to eat, even if neither is very good quality.


look the place over and plan out handholds and footholds, look for dangers (especially the lightning) and suchlike, and just generally mentally prepare myself to climb around in this place.

Dynamic bonus cha-charging.


Continue the anchor. If I am informed of the necessity of a rope in the brain chamber, fetch them one and toss it down

Yay you're an anchor. Yay.


Mount up on Xantalos and get rolling.
All you need now is handlebars and a leather jacket.

Radio Controlled

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Re: Einsteinian Roulette: Combat Teams
« Reply #18493 on: January 31, 2014, 04:28:25 pm »

((Missed my action, I'm afraid:

Piecewise, could I please get a price/clarification on the following things:

-What exactly are Steve bots (apart from robots controlled by Steve, har har)? Synthflesh, regular robobodies, remote-controlled, carry their own wetware cpu (brain), ...
-How exactly would the Doc genemod sods, and do we have any say in that?
-reinforcing the outside of buildings a bit so they can be reliably used as cover against weapons fire
-a few bunkers in the places where there aren't buildings for cover (or give cost for 1 bunker if that's easier)
-a new anti-air laser battery
-hardening 1 laser battery so it can survive some shots from heavy weapons, or the shockwave from a near-detonation nuke. So nothing too heavy, but it shouldn't crumple from 1 gauss cannon round either
-4 heavy lasers and 2 mortars (all embedded in the hardened structure) for a laser battery
-a stationary artillery emplacement. Either gauss or conventional, kinda like the thing for the spiderbot but maybe a bit lower calibre. Should cover at least the base and the valley it sits in.
-a mobile mortar emplacement. Like previous, but smaller, and much shorter range (the previous one is for genral bombardment, this one for getting extra firepower to 1 location). Should come with computer for automatic firing (aka crew designates a spot, computer fires by itself. Maybe an AUX roll from the one who calls it in to determine how accurate it is? Could work for previous one to).
-Can sods learn to use amps and manips?
-what is/ what does/how lethal are blackshot, redshot, grav shells, AP rounds?

« Last Edit: February 01, 2014, 05:58:55 am by Radio Controlled »
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Einsteinian Roulette Wiki
Quote from: you know who you are
21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

Sean Mirrsen

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Re: Einsteinian Roulette: Combat Teams
« Reply #18494 on: January 31, 2014, 04:31:34 pm »

((Missed my action, I'm afraid:

Piecewise, could I please get a price/clarification on the following things:

-What exactly are Steve bots (apart from robots controlled by Steve, har har)? Synthflesh, regular robobodies, remote-controlled, carry their own wetware cpu (brain), ...
-How exactly would the Doc genemod sods, and do we have any say in that?
-reinforcing the outside of buildings a bit so they can be reliably used as cover against weapons fire
-a few bunkers in the places where there aren't buildings for cover
-a new anti-air laser battery
-hardening 1 laser battery so it can survive some shots from heavy weapons, or the shockwave from a near-detonation nuke. So nothing too heavy, but it shouldn't crumple from 1 gauss cannon round either
-4 heavy lasers and 2 mortars (all embedded in the hardened structure) for a laser battery
-a stationary artillery emplacement. Either gauss or conventional, kinda like the thing for the spiderbot but maybe a bit lower calibre. Should cover at least the base and the valley it sits in.
-a mobile mortar emplacement. Like previous, but smaller, and much shorter range (the previous one is for genral bombardment, this one for getting extra firepower to 1 location). Should come with computer for automatic firing (aka crew designates a spot, computer fires by itself. Maybe an AUX roll from the one who calls it in to determine how accurate it is? Could work for previous one to).
-Can sods learn to use amps and manips?
-what is/ what does/how lethal are blackshot, redshot, grav shells, AP rounds?

((And Pyro's request for some cost estimates. And mine.))
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
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