Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 35

Author Topic: Build a Colony: The Tragic tale of Rearden's Arms  (Read 45317 times)

Playergamer

  • Bay Watcher
  • Dance dance hadoken!
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #60 on: August 16, 2013, 03:29:45 pm »

On the note of PMCs, I really like the idea of us being a mining and security company.
Logged
A troll, most likely...But I hate not feeding the animals. Let the games begin.
Ya fuckin' wanker.   

My sigtext

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #61 on: August 16, 2013, 03:31:12 pm »

On the note of PMCs, I really like the idea of us being a mining and security company.
Works for me.

As long as we don't use suicide-bots to mine.
Logged
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.

Playergamer

  • Bay Watcher
  • Dance dance hadoken!
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #62 on: August 16, 2013, 03:42:31 pm »

That just seems stupid. Why blow up the bots and waste all that money when we could just add a fuse?

I mean, wouldn't it be cheaper to get a fuse then to rebuild the robot?
« Last Edit: August 16, 2013, 03:50:21 pm by Playergamer »
Logged
A troll, most likely...But I hate not feeding the animals. Let the games begin.
Ya fuckin' wanker.   

My sigtext

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #63 on: August 16, 2013, 03:44:10 pm »

As long as we don't use suicide-bots to mine.

That depends. If we just develop HE bots then they'd be a bit useless for mining, but if we have shaped charges (for going through armour/bunkers) it's not that different from mining with explosives. But I'm going to stop going in depth as we aren't even on the planet yet.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #64 on: August 16, 2013, 03:53:30 pm »

However:
That just seems stupid. Why blow up the bots and waste all that money when we could just add a fuse?
I mean, wouldn't it be cheaper to get a fuse then to rebuild the robot?
Or remote detonation. Seriously, it's a vein of ore. It's not going to move while we clear out of the area or something.
Logged
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.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #65 on: August 16, 2013, 04:17:13 pm »

I'm just commenting on the cross compatability.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #66 on: August 16, 2013, 04:37:17 pm »

Here's my eternal question:

Why would we mount the explosives on robots?
Logged
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.

Urist Mc Dwarf

  • Bay Watcher
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #67 on: August 16, 2013, 04:39:00 pm »

I think that will destroy the robot unless it is a well set up shaped charge. Safer to set the charge and a timer and back up after it's set

NES630

  • Bay Watcher
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #68 on: August 16, 2013, 04:40:22 pm »

Here's my eternal question:

Why would we mount the explosives on robots?

Here's my eternal answer:

Why the hell not? Yes, it's impractical. But incredibly fun.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #69 on: August 16, 2013, 04:47:43 pm »

Here's my eternal question:

Why would we mount the explosives on robots?
Here's my eternal answer:
Why the hell not?
Simple.
It's impractical.
Logged
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.

NES630

  • Bay Watcher
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #70 on: August 16, 2013, 09:22:56 pm »

Here's my eternal question:

Why would we mount the explosives on robots?
Here's my eternal answer:
Why the hell not?
Simple.
It's impractical.

That's never stopped the Bay12Games community, has it?

We should also work on perpetual motion machines and infinite energy from a loop of extension cords. And space-time folding, so we deliver fastest.
Logged

evilcherry

  • Bay Watcher
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #71 on: August 17, 2013, 01:17:13 am »

Here's my eternal question:

Why would we mount the explosives on robots?
Here's my eternal answer:
Why the hell not?
Simple.
It's impractical.

That's never stopped the Bay12Games community, has it?

We should also work on perpetual motion machines and infinite energy from a loop of extension cords. And space-time folding, so we deliver fastest.
I guess there is a reason why different games are hosted so differently.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #72 on: August 17, 2013, 02:36:12 am »

This is a suggestion game, not a minimalist game. It doesn't operate on Rule of cool, amongst other things.
Logged

Evil Lincoln

  • Bay Watcher
  • Is non-inflammable
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #73 on: August 18, 2013, 07:12:16 am »

I'm just drawing all the stuff you guys bought. It's taking a while because I had things to do the past few days and today I had a massive headache.

On that note it sure would be nice if one of you modified Kaian's list to reflect ebbor's changes and reevaluate the cost.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #74 on: August 18, 2013, 07:34:24 am »

I'm just drawing all the stuff you guys bought. It's taking a while because I had things to do the past few days and today I had a massive headache.

On that note it sure would be nice if one of you modified Kaian's list to reflect ebbor's changes and reevaluate the cost.
I have 3 lists in one of my =earlierl posts. Including costs and stuff. Don't know if people were voting for those, or for my modification of Kaferians list (Which is quite flawed because I just scrapped some stuff, and didn't fill the gaps).
Logged
Pages: 1 ... 3 4 [5] 6 7 ... 35