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Author Topic: What if Bay12 Became a Country?  (Read 36536 times)

MaximumZero

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Re: What if Bay12 Became a Country?
« Reply #270 on: June 11, 2013, 08:19:21 am »

The main battle tank variant we have shoots flaming, explosive kittens and can fly.Xantalos help those who stand agianst us.
This okay MZ?
I would put my stamp on it with one minor adjustment.
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misko27

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Re: What if Bay12 Became a Country?
« Reply #271 on: June 11, 2013, 09:15:28 am »

People, people, all such burning kittens is well and good, but until we get a supply of kittens, explosives and fire, it is all mere  Wishful-thinking.


We need a location.
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Sheb

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Re: What if Bay12 Became a Country?
« Reply #272 on: June 11, 2013, 11:28:07 am »

Low Earth Orbit.
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tahujdt

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Re: What if Bay12 Became a Country?
« Reply #273 on: June 11, 2013, 03:42:15 pm »

Low Jupiter Orbit.
FTFY.
I've finished the great hall of the map, as well as the lava moat.

If there are no names forthcoming, I will go ahead and buy B12minecraft.net.
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Remuthra

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Re: What if Bay12 Became a Country?
« Reply #274 on: June 11, 2013, 03:43:24 pm »

Hmm... Now I just need a Bridger skin. It's a lot harder than it looks.

Loud Whispers

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Re: What if Bay12 Became a Country?
« Reply #275 on: June 11, 2013, 04:31:17 pm »

The main battle tank variant we have shoots flaming, explosive kittens and can fly.Xantalos help those who stand agianst us.
This okay MZ?
I would put my stamp on it with one minor adjustment.
We could have a non-immediate explosive variant to deter nuclear powers.

Our tanks roll up to railguns and are fired into orbit.
From orbit they launch orbital-kitten bombardments at strategic locations.
Years later, the cats multiply.
Soon after, thermonuclear catsplosion.
And it'll have been over such a long time period that little blame could be had towards the Dwarven alcoholic war machine.

ragnarok97071

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Re: What if Bay12 Became a Country?
« Reply #276 on: June 11, 2013, 11:45:27 pm »

You can never have enough bodies. NEVER. And anyway, you know the score. After we at the !!SCIENCE!! department are finished with them, you get them. Along with all the nice healthy mutagens. Nom.

Hey!

hands off my mutagens!

I need those!
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Steelmagic

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Re: What if Bay12 Became a Country?
« Reply #277 on: June 12, 2013, 01:10:52 am »

You can never have enough bodies. NEVER. And anyway, you know the score. After we at the !!SCIENCE!! department are finished with them, you get them. Along with all the nice healthy mutagens. Nom.

Hey!

hands off my mutagens!

I need those!
Don't worry with all the !!SCIENCE!! that will go on there will be plenty for everyone.
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Xantalos

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Re: What if Bay12 Became a Country?
« Reply #278 on: June 12, 2013, 01:15:16 am »

Of course!
So, anyone got a name for our version of the SCP Foundation? I call head guy. Overseer or whatever. I made most of the things in the first place anyway, so I should be managing it.
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Steelmagic

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Re: What if Bay12 Became a Country?
« Reply #279 on: June 12, 2013, 01:26:25 am »

Of course!
So, anyone got a name for our version of the SCP Foundation? I call head guy. Overseer or whatever. I made most of the things in the first place anyway, so I should be managing it.
STW? Secure, Train, Weaponize.
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PTTG??

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Re: What if Bay12 Became a Country?
« Reply #280 on: June 12, 2013, 08:42:43 am »

That country would have some REALLY crazy demographics problems. 60% teenagers, 80% male, and 30% pony.
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misko27

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Re: What if Bay12 Became a Country?
« Reply #281 on: June 12, 2013, 09:13:37 am »

Low Jupiter Orbit.
FTFY.
I've finished the great hall of the map, as well as the lava moat.

If there are no names forthcoming, I will go ahead and buy B12minecraft.net.
I don't play minecraft, so this makes me sad. Sounds damned fun.

That country would have some REALLY crazy demographics problems. 60% teenagers, 80% male, and 30% pony.
Hmm. Yes, I've encountered this problem with Bay12 projects before. Problem is we likely won't see too much immigration, being, Bay12, so we are at a disadvantage.

I've always suggested cloning as a solution, but I suppose there could be others.
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Eric Blank

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Re: What if Bay12 Became a Country?
« Reply #282 on: June 12, 2013, 09:16:52 am »

1) brainwash-able morons
2) We'll take someone else' women as necessary
3) draft animals. Make them walk on a giant treadmill-thingy to power our ships.
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tahujdt

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Re: What if Bay12 Became a Country?
« Reply #283 on: June 13, 2013, 04:48:52 pm »

Alright, who wants to help me build the server?

Act now, and you get a free 16x32x16(16 long, 16 wide, and 32 deep; in Minecraft, the y-dimension is the depth) place in the fort to carve your own house instead of using an existing bedroom.

Now accepting these positions:
Captain of the Guard (hunts/punishes griefers)(op, but only authorized to change other players' game modes to Hardcore and kill them [no TPing] if they get griefy)
x6 Fortress Guardsmen (hunts griefers)
Manager (organizes stuff, op)

Reserved positions:
Bookkeeper (Me, it makes sense for the admin to be the recorder)
Manager (Remuthra, organizing op)
Mayor (elected on a per-fort basis)
Baron and up: Probably based on this board's decisions

Also: Names, people, names! What shall I call this ☼Server☼? ☼MasterworkMinecraft☼ has a nice ring to it.
« Last Edit: June 13, 2013, 04:56:17 pm by tahujdt »
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I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
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Remuthra

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Re: What if Bay12 Became a Country?
« Reply #284 on: June 13, 2013, 04:52:19 pm »

I'll help out. Do you need to whitelist? Are there any mods that need to be installed?

I also might take the position of manager if needed.
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