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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 26822 times)

werty892

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Re: The Plane Skippers — Colonize. (5/8)
« Reply #15 on: April 28, 2012, 12:10:09 pm »

Waitlist?

Skyrunner

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Re: The Plane Skippers — Colonize. (5/8)
« Reply #16 on: April 28, 2012, 01:00:33 pm »

Eh.. Would you people (king & werty) be OK if you each got a small taskforce to go do something, compared to a venerable armada? xD

Possibly you could align yourself to one leader... or if everyone decides to stick together be there too.

The first post will come by today, I think.
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LordBucket

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Re: The Plane Skippers — Colonize. (5/8)
« Reply #17 on: April 28, 2012, 01:20:02 pm »

Seeing this, Azalyn Kementari speaks:

: Solana Malokov, and werty892 (name?), I offer you positions as my private vassals. Join me and I will allow you to partake of the greatness that my empire is to become. Refuse, and I will slaughter you like cattle and your names will be forgotten to history.

Skyrunner

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #18 on: April 28, 2012, 08:21:07 pm »

The Exodus

On the edge of the Rift stood the greatest fleet of the world, of all the ages. . .
It was a light to be flung into the future, a seed that hopefully would sprout. The heavenly lord's flag, placed on the highest tower of the city wall, slowly but surely was lowered to half mast. Every single soldier saluted it, including the officers, before the fleet started to take off and move into the Rift.

Just as the last ship took off, the aberrations entered the outer city. The screams of slaughtered people and the horrid cries of the things along with the crashes of wood and stone being broken intertwined themselves to create a macabre fugue of death.

The ships left behind the city, and shifted to the other plane.




From the top:
Spoiler (click to show/hide)




The land is a rolling plain, covered in tall, waving grass and in a depression. Hills are to the 'south' and wrap around to the 'west' and 'east'. The rift was originally oriented to exactly north-south at home, and therefore those are the directions to be used here. A river flows from the hills to the north, and patches of thick forest are here and there.



The fleet is equally divided among the eight fleet leaders:

  • 14 civilian ships, with 250 people each, for a total of 3500 people.
  • 8 scouts
  • 4 cruisers
  • 4 supply ships with 700 supplies each, for a total of 2800 supplies
  • 3 seeders, which can enact large scale terraforming to make the land suitable for farming, or mass plant seeds. Holds 300 seeds each
  • 3 lumber clippers, which can construct buildings. Holds 300 building materials.
  • 2 strafers
  • 2 ping dynamos
  • 1 steamer, with 100 fuel
  • 1 arcani, with ten mages

Taskforce(s) receive:
  • 6 scouts
  • 2 cruisers, strafers, and steamers
  • 1 supply ship, 1 civilian ship, 1 seeder and 1 lumber clipper



One supply sustains one civilian for one week. The current supplies will last just under a week. The sun is high in the sky at the moment.

Possible actions to do
> Recon, using ping dynamos and/or scouts
> Create a simple base, to unload the civilians from the tightly packed ships, and perhaps creating farming areas.
> Declare war on your comrades
> Move to another area.

The map is as far as the horizon. Considering the fact that you are quite high in the air, that is an impressive area.



For the ease of me GMing, you might want to include the following facts in your action posts:

Name
Current civilians (3500)
Supplies (2800)
Fleet (the above list, and your flagship)
(in the future) Bases, buildings, other stuff.
« Last Edit: April 28, 2012, 08:55:29 pm by Skyrunner »
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Lillipad

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Re: The Plane Skippers — Colonize.
« Reply #19 on: April 28, 2012, 09:00:54 pm »

>Send three scouts south on recon

Spoiler: character (click to show/hide)
Spoiler: ships (click to show/hide)
« Last Edit: April 28, 2012, 09:05:53 pm by Lillipad »
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agertor

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #20 on: April 28, 2012, 10:10:36 pm »

Move all east towards the water source. It would be quite pleasing if it is drinkable as we could start farming much more easily over there. As well it seems that I can see an edge to a forest there as well.

Character Sheet
Spoiler (click to show/hide)

Ships:
Spoiler (click to show/hide)
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Sinpwn

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #21 on: April 28, 2012, 10:13:20 pm »

Sinclair Atmos' fleet immediately heads north, sending the scouts ahead.
Mages and Atmos probe the magic of this world to see if there are any anomalous properties.


Spoiler (click to show/hide)
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Evil Marahadja

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #22 on: April 29, 2012, 01:48:38 am »

Jamnans Turn

Send a ping dynamo together with a cruiser to scout the the northern forest for any anomalies. If nothing strange is there, move fleet to the eastern part of that forest and set up a simple base of operations. (Aka between the river and the forest.) Start farming and build houses for the civilians. 

Spoiler: Fleet (click to show/hide)
Spoiler: base
(click to show/hide)
Spoiler: Character (click to show/hide)

I am not really sure what bonuses my flagship gets from being a military ship?
« Last Edit: April 30, 2012, 05:19:41 am by Evil Marahadja »
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Haspen

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #23 on: April 29, 2012, 02:57:39 am »

With the hiss and machinery, Argus himself directed the flagship north, toward the forest, and then north-east, across the river. Four scouts in front of his ships, the rest of fleet right behind him.

Spoiler: stuff (click to show/hide)
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EagleV

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #24 on: April 29, 2012, 03:22:30 am »

"Seriously? Everyone is scouting the same area to the north? This won't do. It's inefficient. To the west, lads! Let's see what secrets these hills hold!"

The fleet moves to the west, as fast as the slowest ship allows them to go. The faster scouts, cruisers, dynamos and the Mephisto gather plant and soil samples, then catch up with the fleet.

Spoiler: Sergej Genja (click to show/hide)

Spoiler: Fleet (click to show/hide)

« Last Edit: April 29, 2012, 03:27:04 am by EagleV »
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kingfisher1112

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #25 on: April 29, 2012, 06:28:56 am »

I accept your offer, Lady Avalyn.
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #26 on: April 29, 2012, 08:59:44 am »

I accept your offer, Lady Azalyn.

: Excellent, Solana Malokov. Your fealty is accepted.

LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #27 on: April 29, 2012, 09:00:18 am »

Azalyn Kementari, turn 1


Orders
I and my fleet rush to this location and claim it.



Anyone who challenges me will be fired upon.

Scouting is unnecessary. I am uninterested in what lies here. Only in what I shall cause to be here. Upon arrival, set up camp. Seeder ships will prepare the land for settlement. Combat ships shall remain airbourne in a defensive position.

If we encounter a native presence, induct them into a slave workforce. If they do not submit, destroy them.

Spoiler: Fleet and stats (click to show/hide)

kingfisher1112

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #28 on: April 29, 2012, 09:23:42 am »

M'lady, I shall send my taskforce, with your consent, to the narrow part of the river. We shall construct an outpost, to watch out for malicious scum.
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #29 on: April 29, 2012, 10:50:40 am »

M'lady, I shall send my taskforce, with your consent, to the narrow part of the river. We shall construct an outpost, to watch out for malicious scum.

: My consent is granted, Solana.


Out of Character Atten Solona:
 If I read the intro post correctly, your taskforce consists of:

 * 6 scouts
 * 2 cruisers
 * 2 strafers
 * 2 steamers
 * 1 supply ship
 * 1 civilian ship
 * 1 seeder
 * 1 lumber clipper

To make things easier for the GM, how about include your character name and fleet/stats in your posts.

Out of Character Atten Players:
Would you add your character name to the beginning of your posts? For example, if you look at mine, there's an avatar and a name in bold. It's very clear who's turn it was. Or, Sinclair. He has his name in bold. Or Sergej, he has his name incorporated to the spoiler tag so you can see it easily. Now look at Jamnan and Agetor: their name is only shown within the spoiler section, so for Skyrunner to even find out who's talking he has to click on it and look around.

Let's make things easy for the GM.

Out of Character Atten Gamemaster:
 * Several of the character colors are similar to each other. Agertor and Lillipad are hard to distinguish, for example. Could we recolor everyone to something more distinct? I claim red.
 * I assume the purple on the mapis the rift? And I assume provisions were made for it to close after we went through?
 * What is the yellowish area to the south? Sand?
 * Can we add a color key to the map?
 * Could we add coordinates to the map? I'm happy using graphics to display movement and locations, but it would be easier for everyone if we could say things like "I send my fleet to position F:12 on the map" and have everyone know exactly where that is.
 * Also...just so you know, your map grid is not uniform. Some squares are 20x20, others are 19x20, some are 19x19 and the grid borders are a mix of colors. Your life will be much easier if you redraw it in even dimensions with solid colors so you can simply use block fills to change map status. For example, open up the map in paint, grab the color of the plain and try to block fill it over the current character positions. There are color leftovers that will require extensive editing to remove. A simple solid-color grid with solid-filled colors in grids would simplify this.

Here are some templates. With the color key right on the map like that you should be able to easily grab a color from the key and block-fill it into grid spaces to change map positions. These templates aren't as pretty as your map because of the lack of gradients, but they'll probably be much easier to work with. Also, I had to guess on the player positions because some of the colors in your map are too similar to easily distinguish which character they're supposed to be. Agertor, for example, was apparently assigned two starting positions.
Spoiler: Sample Map templates (click to show/hide)
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