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Turn length?

1 hour turns (current)
- 3 (21.4%)
5 hour turns
- 5 (35.7%)
Day turns
- 4 (28.6%)
Other
- 2 (14.3%)

Total Members Voted: 12


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Author Topic: The Planeskippers — Turn .5 (10/8)  (Read 26815 times)

agertor

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #135 on: May 05, 2012, 04:24:45 pm »

Ask for any volunteers to taste test what may be wheat. It looks and smells like wheat, however being unsure is never a good thing. Offer a paid day off for testing it to all citizens. The scouts should start to head back towards base, going along the river to look for any oddities, if any. A new civilian project will be initiated, attempting to mine south of the camp site. Check on lumber from clippers and check on farming project overall to see if housing project can be initiated yet.

Character Sheet
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Ships:
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Base "New Beginning":
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I AM THE SOCK PUPPET MAN
I came back with my sandwich. That was the saddest sandwich, I had ever eaten in my entire life.
you are an evil person sock.

Skyrunner

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #136 on: May 05, 2012, 05:04:59 pm »

The defense thing, I suppose i forgot :/
Still, it had a 72% chance of failing, so ...

As for cruisers vs scouts;
  Cruiser - +5 speed, +5 short range, Large sized.
  Scout - +5 speed, +5 sight, +5 short range, Small sized (can load onto larger ships for storage.)

So, you could say scouts trade off a size bonus for more sight.
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Haspen

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #137 on: May 05, 2012, 05:55:20 pm »

'Hmmm... sea or ocean. Do we brave the waters? Civilians are propably nervous by now... On other hand, what if there's a vast land just for ourselves? A tough decision...' Argus contemplated his thoughts for a while.

Soon, two notes were given out to his assistants:

First note: The main fleet shall fly along the coast to north-west.
Second note: Two scouts shall continue north-east for six hours. If they shall find land large enough for our people, get into trouble, or six hours will pass, they shall return to main fleet at once.
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #138 on: May 05, 2012, 05:55:34 pm »

The defense thing, I suppose i forgot
Still, it had a 72% chance of failing, so

Hmm. Ok. I just don't think I'd have done it if I'd known it would be preventing both my flagship and my arcani from firing in order to give a defense bonus to only those ships instead of the entire fleet against a ship that had zero chance of destroying them because there was only one opponent and it was incapable of doing enough damage in one turn...only to have a 72% chance of failing to absorb damage anyway even if those ships were targeted.

It was my intention to provide a fleet-wide defense modifier. That was why I referred to the Daedalus as a support craft. If it's only defending itself, it's not really supporting anything.

In any case, I suppose it's good that we figure out how these things work early on in a relatively unimportant battle rather than wait until we're involved in serious combat later on.


Quote
Cruiser Large sized.
Scout Small sized

It was mentioned elsewhere that "capital ships" (other than the flagships) have 2hp. So since my cruiser wasn't destroyed, I assume they're considered capital ships? Ok. I wouldn't have guessed that.

Quote
Scout
(can load onto larger ships for storage.)

So...cruisers, strafers and flagships can store scouts? How many?

Quote
Cruiser Large sized.
Scout Small sized

scouts trade off a size bonus for more sight

But you gave both cruisers and scouts the same size bonus in that battle. Was it supposed to be:

scout +0 size bonus
cruisers +5 size bonus
strafers +10 size bonus

You gave both scouts and cruisers a zero bonus for size. If cruisers have a +5, then two more of my cruisers would have hit than you reported. Or is size and size bonus not related? For example...cruisers could have 2hp and be able to store scouts, and that would differentiate them from scouts with or without a size bonus too.

Skyrunner

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #139 on: May 05, 2012, 07:26:02 pm »

The 72% is due to 3d6 rolled with all three having to be more than 2 on a roll. Modifying the ship or training the mages should probably better that chance.

It also is fleet-wide, being magic.

I have not yet thought of a capacity, but perhaps four.

This is what happened:

Scouts = +0
Cruisers = +4
Imperial = +8
Therefore, the Imperial side had a +8 against the scout and a +4 against the cruiser. I subtracted them off.

Strafers are artillery-artillery, and have a +10 to long-range attacks. If you had a military-military ship, it would be a +10 to short-range attack.
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #140 on: May 05, 2012, 11:01:58 pm »

Ok.

Turn for Azalyn Kementari:

Quote
The enraged high noble contacts you directly this time, instead of the writing last time, and demands
to know what you are daring to do against the Heavenly Lord's ship, his son, and his nobles.

: What am I daring to do? I'm daring to shoot at him, and his ship, and his nobles. And I'll do it again if you don't surrender immediately. Here are my terms: surrender both your ship and the royal family, and I'll allow your rank and file men to live. Refuse, and everybody aboard your vessel dies.

You know me by history and reputation. I am Azalyn Kementari who has plundered and destroyed for the royal family for nearly 200 years. The heavenly lord is dead and the mandate of heaven died with him.  I remain. Surrender at once or everybody aboard your vessel dies.



Attempt to persuade him to surrender. Note that I have skill in persuasion. If he agrees, have him formally transfer command of the flagship to me over his intercom for his entire crew to hear. I am a well known general. The crew is reasonably likely to accept it.

If he does anything other than surrender (fire, call for help, argue, etc.) then immediately grapeshot...everybody dies.

Either way, any surviving members of the royal family are to be executed and the heads of the heavenly lord's son and his wife are to be delivered to me in a box with a pretty blue bow and scented with jasmine. Bodies are to be incinerated and the ashes spread. If it turns out that the royal family isn't on board at all and Ariterean was bluffing all along to try to assume power in the new world...sincerely compliment him on a clever ploy. Then execute him.

Whether by surrender or force, take control of the imperial flagship. (Does it have a name yet?) Then transfer command to one of my minions trusted lieutenants, and begin repairs. It will become my new flagship at a later date after repairs and refitting.

If combat ends, no ships are incoming, and the situation is secure:
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Whether or not combat ends, if any new ships approach the battlefield:
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Spoiler: Fleet (click to show/hide)
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Spoiler: general stats (click to show/hide)

Lillipad

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #141 on: May 05, 2012, 11:13:27 pm »

You know me by history and reputation.

He knows who you're a clone of by history and reputation. My character's history implies that there's been about 15 years of peace, one year shorter than your character's age. I will not dispute that who you're a clone of has accrued many of their own achievements, but you personally would not have had time to gain any.
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Skyrunner

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #142 on: May 05, 2012, 11:16:00 pm »

~shrug~
Bluff~ bluff~ bluff~ bluff the annoying noble into submission~
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #143 on: May 05, 2012, 11:32:14 pm »

He knows who you're a clone of by history and reputation.

Re-read my history. I'm a body surfer. I've been suiciding cloned host bodies whenever I get tired of them in order to transfer my psyche to the next clone.

I'm 16 because I destroyed my previous host body specifically to go into this new world with a new body.

Quote
who you're a clone of has accrued many of their own achievements,
but you personally would not have had time to gain any.

I have contiguous memory going back 200 years. The original Azalyn is not me, but I'm the same consciousness that's been swapping bodies for 7 generations since. This is why the (former) Emperor appointed me to command the third fleet. I've been serving in the royal military for generations. He wouldn't have appointed a 16 year old girl to command a fleet.


Lillipad

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #144 on: May 05, 2012, 11:52:11 pm »

Then only the person who put you into your position should know who you are.
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #145 on: May 06, 2012, 12:26:31 am »

Then only the person who put you into your position should know who you are.

I'm the one doing it, and I'm not making any secret of it.

Imagine if you were to create a clone of your own body using your own cells, then transferred your consciousness into the younger body, and destroyed the older body. That's what I'm doing.

Think Jadzia Dax. Everyone knows the Dax symbiant is switching bodies. She body swaps twice over the course of the show, everyone still calls her Dax, she keeps all the same friends, and between swaps two and three she retains her military rank and serves at the same post.

I'm basically doing the same thing except I'm manufacturing bodies to swap to using my own cells so each host body is genetically the same.

Lillipad

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #146 on: May 06, 2012, 12:36:22 am »

Then wouldn't you have to go through a lot more clones than seven? Clones that aren't naturally grown from "birth" wouldn't ever last very long.
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #147 on: May 06, 2012, 02:03:04 am »

Then wouldn't you have to go through a lot more clones than seven?

Why? Seven generations over 200 years is only 28 years on average per body. Assuming I swap into bodies that are age 16 (since it would pointless to inhabit a body much younger than that) that means on average I wear bodies from ages 16 to 44 before abandoning them. We have characters in this game in their 50s and 60s. Body swapping in my 40s for vanity's sake seems reasonable.

Actually...it would be less than that because the first body would have started at age zero rather than 16, and would probably have been kept for longer than the others since I grew up as a normal girl and didn't start swapping bodies until later in life. Call it ~24 years average per body, worn from roughly 16 to 40, with a few extremes:

Quote
Clones that aren't naturally grown from "birth" wouldn't ever last very long.

Why? Are you assuming real-life modern tech cloning technology? This is a steampunk universe with technology and magic. I don't see any reason to assume modern day technical limitations.

Lillipad

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #148 on: May 06, 2012, 02:05:19 am »

In all forms of fantasy with cloning I've seen, clones that aren't naturally grown like a person last no more than eight years.
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #149 on: May 06, 2012, 02:26:05 am »

In all forms of fantasy with cloning I've seen, clones that aren't
naturally grown like a person last no more than eight years.

Nobody ever said we were limited to doing what's been done before. But even so, if you want examples, here's a couple dozen: Body Backup Drive
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