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Author Topic: Spaceventure! Turn 4: Slave Soldiers  (Read 4553 times)

javierpwn

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #30 on: November 27, 2012, 07:40:39 pm »

Or we can kill them the cool way, spewing oxygen all over the place, displacing the nitrogen in their bodies, asphyxiating them
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mesor

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #31 on: November 27, 2012, 07:42:42 pm »

Hah ok you don't get to make choices if we take any prisoners at some point.

Dead people have this annoying habit of not answering your questions.
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javierpwn

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #32 on: November 27, 2012, 07:47:40 pm »

But their buddies do give answers when they see dead

Unless hivemimd
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Tsuchigumo550

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #33 on: November 27, 2012, 08:30:54 pm »

To clarify:
You mine Planet 1 66/33 tin to silicon, and check prices on Hali before making anything. If it's not suitable, you make something with the resources.

With tin and silicon, you can make:
Light Battery Cell (1 Tin, 1 Silicon)
Bio-stable Implant Gel (2 Tin, 5 Silicon)
Multi-Strand Flex Cables (5 Tin, 2 Silicon)
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

javierpwn

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #34 on: November 27, 2012, 09:30:51 pm »

Those implant cables sound nice, but those flex cables...

What can those items be made into?
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Tsuchigumo550

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #35 on: November 27, 2012, 09:39:14 pm »

Bio-stable implant gel is a a new medicinal development that works like a cast or brace but works under the skin. While more complicated, they offer the best in making sure everything gets set right. It can also be used to plug holes in people, keeping wounded soldiers alive. It's very solid due to the metal mesh. There is a constant demand for this item.

Multi-strand Flex Cables are slightly above standard wiring for your ship, but they can be used in anything requiring large wiring and they are very hard to sabotage. Instead of one stream of data, they can handle 5 at once. They generally sell high but have times when there are no large-scale electronics projects, when the market falls out completely.

Light Battery Cells are used to store energy- the ones you can make have no storage area and are simply shells. They can't hold very much or highly potent energy due to the weak tin, but they can be made small. The shells can be sold to an electronics company, prices fluctuate.
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

javierpwn

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #36 on: November 27, 2012, 09:45:54 pm »

Make 5 of dem cables and den make the rest of our raw mats into the gel

And switch out major systems' wiring with the better cables, use the engineers
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Tsuchigumo550

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #37 on: November 27, 2012, 09:56:48 pm »

If the turn is stupid-ed up, I'll fix it tomorrow.

---

You land the ship on Planet 1 and begin mining operations. The engineers get the miner systems to work on auto, allowing them to mine what you're looking for quickly.

You net 200 units of Tin.
You net 100 units of Silicon.

---
Making a set of 5 MSF Cables, you wire the factory block, engine controls, and most sensors to the helm. You will know when anything happens, immediately.

You make 18 units of Biostable Implant Gel.
175 Tin / 90 Silicon left
143 Tin left
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

javierpwn

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #38 on: November 27, 2012, 10:08:51 pm »

Can we make pure tin plates/wafers?
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GreatWyrmGold

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #39 on: November 27, 2012, 10:56:52 pm »

Maybe but why risk illegal actions so early?
Because we're incurably insane?

Anyways, I suggest checking into current prices for stuff.
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Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Zako

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #40 on: November 27, 2012, 11:18:43 pm »

I agree with checking prices. Maybe we can save up enough money to buy upgrades to our hull and armor, or even make some? Also, we might be able to buy a jumpdrive from here!
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mesor

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #41 on: November 28, 2012, 02:54:03 am »

Check the prices for these items, continue mining operations.
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javierpwn

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #42 on: November 28, 2012, 03:14:08 pm »

The biogel always sells for a high price
I have the urge to make TIN CANS OF DOOM

I wonder if the aliens have seen the wonder that is tin cans
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Tsuchigumo550

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Re: Spaceventure! Turn 1: SPAAAAAAAAAACE
« Reply #43 on: November 28, 2012, 04:21:52 pm »

You can make tin cans. They're really cheap to make and really cheap to buy. 100 tin = 1000 tin cans. The money is really in filling them with stuff though.

Anyway, a short trip later and you've expended 1 fuel.

Prices for items:

Raw Tin: 20Y per unit
BioGel: 1000Y per unit
Basic Wiring Salvage: 500Y Total
 (Y=Yiho, the Hali currency.)

You then check prices for ship parts. Sans installation fees, you find:
Jump Drive: 8500Y
Added Fuel Capacity: 1000Y
Composite Armor Plating: 10000Y
Mining Unit: 7500Y
Deep Bore Mining Kit: 12000Y
UCA-S Sparrowhawk: 100000Y
(A military-grade decomissioned ship. A weapons pack is sold in a bundle with it.)
---
---
Illicit trade: You notice a shady alleyway that seems a little too busy. It isn't long before you find a less than legal marketplace.
Fuxi (950Y per unit): An illegal, psychotropic drug made mostly from plant extracts. Known to run very high prices even in the drug trade for it's relatively low damage to one's system.
Eroho (680Y per unit): A drug you've never seen before. The locals seem to like it, and it fetches a good price. You doubt it's well known outside of Hali.

Deep Pulse Wave Cannon Gamma Class : 80000Y
Very destructive, much like a ship-sized shotgun. Requires an energy source.

Yttrium Alloy Nuclear Battery 12000Y
Nuclear-tooled battery with great storage ability. Useful for high-energy consuming weapons, but otherwise not worth it.
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

mesor

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Re: Spaceventure! Turn 3: Mercantilism, Ho!
« Reply #44 on: November 28, 2012, 04:23:40 pm »

Sell all materials we have.
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