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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 26847 times)

Skyrunner

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #75 on: April 30, 2012, 09:01:42 pm »

Words of genuine confusion

In most games Sky runs, the concept of space tends to be handled rather loosely. You'd probably be fine where you are now.

...Correct >.>

I know that the zero point moved, and I'm probably sticking with that one.

Meanwhile, you don't live miles away from the river.

As for the scale of the map, I think you meant 'I assumed a larger scale', because 'smaller scale' means each square covers a larger area than a 'large scale' map. Confusing @_@

A bunch of random thoughts, no coherence whatsoever:
  • If we assume that I actually had a scale in mind, we can extrapolate the scale of a map from the movement speed of a clipper. Most historical clippers had speeds from eight to twelve knots if I recall correctly. If a lumber clipper moves ten squares in an hour at a speed of ten knots, it moved 11.5 land miles, and thus a square is 1.1 miles in length...but scale went to hell from the start anyways >.>
  • Not completely excusable, but the fact that the ships are flying allows me a tiny bit of leeway in the apparent dorfstacking of the fleet.
  • The coordinates are what bothered me a lot during the past .2 turns. I'm thinking I should make the map small scale and slightly abstract stuff, but I'm undecided yet.
  • The word drift has this meaning too: To proceed or move unhurriedly and smoothly. Or to be carried along by currents of air or water. It's more of a physical description here than a description of intent... which I think doesn't make any sense at all.

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Magic as a skill is a more formalized study than natural magic. Natural magic just comes to you with little need for spells, or components, or arcane words.
But what's the difference between having "Magic" as a skill versus "Necromancy," or "Blacksmithing" versus "Crafting"?

For starters, the name itself reflects the specialization ...

and second, I haven't had to use skills yet, so nothing cooked up...yet.
If I had to, I would grant specific skills a +2 while a general skill gets +.5 or +1. On a d6, so that's quite a lot.
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #76 on: April 30, 2012, 09:44:48 pm »

I see.

Azalyn Kementari
: *hails her fleet on an encoded channel*

New orders
All combat ships to form a defensive wall with guns facing (are our guns forward or side mounted?) the imperial flagship (does this ship have a name? The Heavenly Lord is dead. Can't really call it the "Heavenly Lord's ship" anymore.)

This is a defensive posture. Nobody is to take offensive action unless offensive action is taken against us. Nobody is to move out of his way. If he rams us, that's an offensive action. Hopefully he backs down. If he shoots or hits us, all ships are to open continuous fire with intent to destroy.

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

EagleV

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #77 on: May 01, 2012, 02:33:16 am »

"Nothing interesting in sight. Just more hills. Can't move on forever. All ships, except scouts, back to the forest, set up temporary base. One more scout on each side, four down the middle."

The two scouts each get a 1-scout reinforcement, and continue heading southwest and northwest. The 4 remaining scouts head straight west. The main fleet goes back to (-13, 2) to set up a base. The Arcani also heads for that base.

To clarify:


Spoiler: Sergej Genja (click to show/hide)

Spoiler: Fleet (click to show/hide)
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kingfisher1112

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #78 on: May 01, 2012, 02:47:57 am »

Solona: Damn it, we need military crew on the ground! Scouts, unload engineers to repair the ship. Also, get medical crew to help the crew.
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Evil Marahadja

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #79 on: May 01, 2012, 05:22:16 am »

Jamanns turn

Unload two frigates with soldiers to set up a defensive perimeter around the base. Kill all hostiles on sight. Continue with the last orders, we need a base up fast. Have the mages look for ore below ground in my area. We will need it to fuel our industries.

[Civilian dwelling in progress at (4,5), farm creation in progress at (4,6) and lumbering (1,5)]


Spoiler: Fleet (click to show/hide)
Spoiler: base
(click to show/hide)
Spoiler: Character (click to show/hide)
« Last Edit: May 02, 2012, 02:13:00 am by Evil Marahadja »
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Caellath

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #80 on: May 01, 2012, 04:28:18 pm »

((And here I am...But this is not my cave.  D:

Azalyn Kementari needs a good smack to the head.

Also, excuse me, back to my cave.

Edit: What happened here? The first time I stumbled into this after someone told me the name of the thread, all flagship slots had been filled. I waited for a few hours and nothing.

I come back here only to discover new spots were created and taken.

...Ahahahahaha.))
« Last Edit: May 01, 2012, 04:38:52 pm by Caellath »
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Skyrunner

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #81 on: May 01, 2012, 06:04:06 pm »

Turn .3 3 hours after the exodus

Spoiler: player key (click to show/hide)

Spoiler: map key (click to show/hide)

Coordinates:
The horizontal axis's coordinate goes before the vertical coordinate.

(-8,27) Gregorin main fleet
  The other brown dots are his scouts.
(-12,2) Sergej's main fleet
  The other three Sergej dots are scouts, from the top 2,4,2.

(-19,-9) Entren, 4 scouts
(-19,-14) Entren, 3 scouts
(-2,-10) Entren's arcani
(-7,-15) Entren's main fleet
(-7,-11) Leonard's main fleet
(-4,-17) Where the wyvern disappeared

(0,-9) Salavev's main fleet
(23,-14) Argetor's scout, which is supposed to be bright green, but Illustrator automatically dampened it to a less bright green. Anyone know how to turn this off? >.>

(0,3)~(3,5) Claimed land of Jamanan, & fleet
(7,3) Imperial ship
(10,3) Azalyn's ship et al
(12,0) Argetor's main fleet
(14,3) Solana's main fleet
(15,25) Argus's fleet et al; this coordinate is that of the flagship & main fleet




Argus Kaledos

You head towards the north-east.
You see more forest, some more hills in which large bipedal things roam, and the merest hint of blue water. A more darker blue compared to the river.


Agertor Archmagus
((Where's the icecube ? D:))

The clippers already have maximum capacity in lumber and stone. They immediately start building houses.

Civilians are still pitching their tents.

The four scouts head south. They report that the hill is a bit off, but they also have spotted tall, thin, yellow plants that look a lot like flattened wheat or reed growing in masses and waving in the wind.

You make a spirited speech about ...stuff, you don't really recall, other than the part about not taking a house until everyone is settled. The citizens seemed encouraged. ([3 + 2])

[Write : Housing in progress]


Gregorin Atmos

You ignore the natives, and the natives ignore you.

You head north-west, and spot a bend of the river, along with the continuation of the forest.


Leonard

Although the Rogue (...Wait, is it rouge or rogue?) Fleur is fast, the other ships are slower; you head south at the speed of your slowest ship.


Entren Armeni

The scouts split into two groups and quickly head off to collect samples.
As soon as one lands, the wood of its bottom rots - or perhaps is digested? - and the whole structure collapses. The crew scramble out of the hills screaming in pain as they are rapidly melted from shoe sole to last piece of hair. The other scouts don't land and request further orders.

Your flagship and the arcani head towards the rest of the fleet, skirting the forest.


Salavev

Your ships head directly south.

(Your color is hot pink.)


Azalyn Kementari

Your military ships take the appropriate position.
The imperial ship keeps drifting towards yours. A message arrives :

Repeat. This is the final chance. Commander of the red fleet, lower your stance and capitulate to the might of the Court or be destroyed.

At the very end of the hour, the ship slows down before stopping, anchoring wings deployed and arresting the motion of it.

The seeders continue their work.

(The light red is the encampment of the civilians.)


Sergej Genja

The scouts spread out accordingly. They report more hill, and more hill. The south-west-head scout also tells you that one of the scouts of the orange fleet was downed for some reason.

The civilians are unloaded, and pitch temporary tent houses while the lumber clippers start building simple cabins along with the more quicker of the civilians.


Solana

The crew are treated and replaced, while the ship is patched up. Construction on a storage building commences again.


Jamnan

[Perimeter guard is set up]. (The [] means 'write this thing on your sheet'.)

The mages of the arcani search for ores with magic. With a sudden burst of clarity, they clearly spot an amount of common ore somewhat deep below the surface.


Caellath

If you want to, you could participate as a taskforce. Smaller, less resources... the works. <.<
« Last Edit: May 01, 2012, 06:52:42 pm by Skyrunner »
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Doomblade187

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #82 on: May 01, 2012, 06:28:12 pm »

Entren Armeni

"THE SHIP MELTED!? Ok, we're not landing out there anymore! I want the group of three scouts to split up and scout to the south, but don't land except for emergencies The other group, please return to the fleet. As for the fleet, I need you to continue northwest and find a suitable spot to land. Be sure to send down a small landing party to make sure the ground won't melt you before landing, though. If all that is good, take samples and begin setting up camp. Arcani and Riftsailer, let's join up with the fleet as fast as possible, but stay on your guard- we've already had one ship MELT, and I don't want to lose another.

The group of three scouts splits up and scout out: -30,-30, -20,-30, and -10,-30. Send the fleet towards -13,-7. Should the landing party not melt, land and begin establishing a base- cabins and farms take priority. Military ships should patrol the airspace as usual, with one crew on the ground to protect from the local wildlife/etc.

Send the arcani ship and Riftsailer back to the fleet, at the speed of the slowest ship (arcani), via the fastest possible route. Be on the watch for possible dangers.


Spoiler: Entren Artemi (click to show/hide)

Spoiler: Fleet (click to show/hide)
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Lillipad

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Re: The Plane Skippers — Colonize.
« Reply #83 on: May 01, 2012, 06:35:20 pm »

Continue southward

Spoiler: character (click to show/hide)
Spoiler: ships (click to show/hide)

It is indeed the Rouge Fleur, which is why I "challenged" Bucket's claim of red. I didn't particularly care which is why I didn't respond to the threats
Would I be correct in assuming that we can upgrade our flagships?
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Haspen

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #84 on: May 01, 2012, 06:53:25 pm »

Argus' fleet with continue it's flight toward said water.

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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #85 on: May 01, 2012, 07:05:15 pm »

Repeat. This is the final chance. Commander of the red fleet,
lower your stance and capitulate to the might of the Court or be destroyed.

Azalyn Kementari:
Hmm. Let me think about that.

*signals her fleet to fire*

: How about no?


The intent here is that all ships fire simultaneously. Hopefully before the imperial gunners can react. As the Daedalus is a support craft, my focus will be on reducing incoming fire and casualties as much as possible.

If it's convenient to do so, I would like to target guns in such a way that the imperial flagship will be salvageable. If it's not convenient, then reducing it to cinders is acceptable too.

(Incidentally, what are our armaments? Cannons? Lasers? Mage bullets?)



Assuming I survive the battle:

Orders
 * The imperial flagship is to be salvaged if possible. All members of the royal family and court are to be executed without delay. Crewmembers and personel will be given medical attention and then given the opportunity to join my forces or to be honorably discharged into the civilian population. My vendetta is with the royal family, not them. They are to be unharmed.
 * If they can be found in the wreckage, I would like both Ariterean and his wife's heads delivered to me in a box. A nice, clean white box tied with a pretty blue ribbon and a bow on top. The box should be scented with jasmine. My concierge staff is accustomed to filling requests of this nature.
 * Signal fleet commanders to expect a situation update from me once the immediate tactical situation has been resolved
 * All mages are to meet me on the ground, where we will begin conjuring earth elementals for a construction megaproject. The elementals are to be obedient, non-combatative, and intended for the purposes of both moving and transmuting large quantities of earth and stone. I require an inverted cone of topsoil approximately a quarter mile in diameter converted into granite, as well as large quantities of quartz. More details to follow once a suitable force of elementals have been conjured to perform the necessary work.

EDIT (didn't realize clippers were the construction ships)
 * Dispatch one ship with medical facilities to rendezvous with Solana Malokov's fleet to aid their wounded.
 * Construction ships are to begin work on a ship construction and refit facility.


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

IronyOwl

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #86 on: May 01, 2012, 08:38:46 pm »

Salavev De Ravenov, Black Chrysanthemum


Both cruisers and two scouts break off and explore directly south. Main force continues moving south.


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


((How does communication with other ships/players work? Wireless telegram?

Also, how aware are we assumed to be of goings-on outside our own ships' activities and range?

Also I intend to head very far south. Is that going to be a problem?))
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Re: The Plane Skippers — Colonize. (10/8)
« Reply #87 on: May 01, 2012, 08:53:45 pm »

Gregorin Atmos' fleet continues on course.
Mages continue adjusting to new magic field, experiments only limited by need for preservation of supplies and transport.
Scouts spread out to maximum range for maintaining a full field of view.


Spoiler (click to show/hide)
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Skyrunner

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #88 on: May 01, 2012, 08:56:04 pm »

A poll is going to go up about whether you like the 1 hour turn, the 5 hour turn, or the day turn. I'm curious about how touthink the pacing is.

As for weapons, you use cannons. Communications is handled by either a ping dynamo, or your flagship if you don't have one. Basically it's a magic transmittion system that handles both audio and text.

Heading south isn't much a problem.
I might have to make multiple maps, or some other stuff.

Awareness... it's a tough question, but generally you don't know unless you saw it happen/it was reported to you. Have to trust the players to be reasonable meta-and-ic-separatists xD
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LordBucket

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Re: The Plane Skippers — Colonize. (10/8)
« Reply #89 on: May 01, 2012, 09:11:18 pm »

A poll is going to go up about whether you like the 1 hour turn, the
5 hour turn, or the day turn. I'm curious about how touthink the pacing is.

Deciding factor should be how long things take to build. I've seen orders be issued for things to be built but I haven't noticed anything be completed yet. Current pacing feels fine, but I think we'd rather not have to wait a real time week for a building to be built.
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