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Author Topic: Pokemon Tabletop United: Wild Space  (Read 24904 times)

EdroGrimshell

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Re: Pokemon Tabletop United: Wild Space
« Reply #285 on: March 18, 2014, 10:51:05 am »

We have the fighters.

The fighter ships? Currently fried from an EMP or taken apart for study.

The people? Six heavy cruisers have enough man power and weapons to make even civilians a threat.

The Type? We have a few on our teams but the rest are with one of the factions or are civilians and thus not suited for this mission.

If anything I'd ask Hector or another researcher to make gallons of acid them fly over the thing to dump it on the ditto and dissolve it into nothingness, but then that'd rain onto the planet and cause us major problems.

We are not suited for this kind of mission. Anything this big and dangerous is out of our skill range except under extreme circumstances. This is probably one of those cases of "leave it alone until it's an immediate threat" aka Wait until it's a red alert before we do anything to it.

NOTE: This is how Velik would see things. He will not go on what he views as a suicide mission, if this Alert is selected, Velik will not join you.
« Last Edit: March 18, 2014, 10:54:32 am by EdroGrimshell »
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SerenityFrost

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Re: Pokemon Tabletop United: Wild Space
« Reply #286 on: March 18, 2014, 12:40:02 pm »

There's the issue of the six heavy cruisers as well. If I'm not mistaken, we aren't on the best terms with them. We should really try and time our involvement to when they will need us the most. That way they're less likely to give us trouble and they'll be appreciative of our help. And if they do give us a hard time they'll be weak from the ditto fight. (Not to mention the ditto will be weaker as well.) If it turns out one side is winning by a landslide, that just ends up solving one problem for us giving us only the other to have to deal with.


Also, would someone oblige me and post an updated list of alerts? I don't know which ones have already been done.
« Last Edit: March 18, 2014, 12:44:28 pm by SerenityFrost »
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Weirdsound

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Re: Pokemon Tabletop United: Wild Space
« Reply #287 on: March 18, 2014, 03:10:30 pm »

Alerts:

Orange Alert: The Giant Space Ditto has Destroyed 2 of the 6 Heavy Cruisers, but 4 more have decloaked and have joined the engagement. The Ditto is currently in an amorphous form, so it is hard to gauge its health.
Orange Alert: The BUP are repairing their teleporter. It will be ready in 5-6 Clicks.
Orange Alert: Locals, likely the same ones the BUP are badgering us with, have besieged that pilgrim dig site that was previously a Green Alert. It might make us look bad if we help the Malones, but not other factions.

Green Alert: It is possible to conduct salvage operations on the cruisers destroyed by the Space Ditto. The Military Supplies on-board will be quite valuable, but the proximity to the battle would make this task as risky as it is rewarding.
Green Alert: Mr. Walton Burke, a local landowner, has extended an invitation for the commanders to stay at his plantation and join him on a hunting trip. At least one click.
Green Alert: Aldo Rustle, the ancient lord of the deep swamps, has invited the trainers to challenge for a title. (Gym Equivalent)
Green Alert: Hector has placed several aliens from the honeycomb asteroid, that he has deemed redundant, on holding pad 3. He has sent the bridge a message saying that the commander are welcome to come and catch them. Update: Hector has announced that he will purge the spare aliens out the airlock just before the ship jumps. 1 Tick.

Blue Alert: The TDD has the fighters repaired, but they are not even going to think about letting the commanders use them until they complete the relevant training sim.
Blue Alert: Hector has placed several aliens from the honeycomb asteroid, that he has deemed redundant, on holding pad 3. He has sent the bridge a message saying that the commander are welcome to come and catch them. 1 Tick.
Blue Alert: 1st Officer Quillson requests the commanders' presence at the holo-arena so that he may test their strength in a simulated training battle. 1 Tick
Blue Alert: 1st Officer Quillsion is attempting to increase the power of the bridge by setting up a new team of combat officers and guards. If you are willing to part with one of your Pokemon, and Quillsion feels it is strong enough to make the cut, he will give you a piece of the old Captain's equipment or 5000 PC in exchange for the transfer of service. Tell Quillsion that one of your Pokemon would like to try out, and he will watch it on your next mission.

Sims:

Back to the Good 'Ol Days Part 1: Vs. Lt. Surge - Easy. Solo or Double Challenge. .5 Level Ups to Participating Pokemon. 1 TEXP to Participating Trainers
Prepare for Trouble - Medium. Double Challenge. 1 Level Up to Participating Pokemon. 2 TEXP to Participating Trainers
Basic Cloak Training - Medium. Solo Challenge. 1 Level Up to Participating Pokemon. Prism Cloak Control Edge to Participating Trainer.

Fighter Dogfight Practice - Easy. .5 Level Ups to Participating Pokemon. 1 TEXP to Participating Trainers.
The Great Bug Hunt - Easy. Competitive. .5 Level Ups to Participating Pokemon. 1 TEXP to Participating Trainers. 1 Bonus TEXP to victorious trainer.
Fun in the Sun - Easy. .5 Level Ups to Participating Pokemon. 1 TEXP to Participating Trainers.
Fighter Ground Support Practice - Medium. 1 Level Up to Participating Pokemon. 2 TEXP to Participating Trainers.
Ancient Proving Grounds - Medium. 1 Level Up to Participating Pokemon. 2 TEXP to Participating Trainers.
The Great Fire of the Grand Cathedral - Hard. 2 Level Ups to Participating Pokemon. 4 TEXP to Participating Trainers.
Last Stand of Squir 01 - Endless. .1 Level Up to Participating Pokemon Per Point Scored. 1 TEXP to Participating Trainers per 5 points scored.

Faction Mood:

The Torterra Defense Force: 3 (-1) (Happy the the ship has been saved, and that they got free fighters out of the deal. Worried that the ship is spending too much time in this system.)
The Academy of Hector: -1 (The Pilgrims and Malones are both pinning all sorts of bad publicity about the recent incident involving Jossie on the academy. This is not sitting well with some of the professors)
The Pilgrims of the Red Oracle: 3 (Happy the ship has been saved, and that hector is looking bad)
The Malone Litter: 5 (Happy the ship has been saved, and that they are generally not being interfered with)
The Blood Unity Party: 0 (-1) (Annoyed with the commander's meddling in their plans)
« Last Edit: March 18, 2014, 03:12:41 pm by Weirdsound »
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Taricus

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Re: Pokemon Tabletop United: Wild Space
« Reply #288 on: March 18, 2014, 03:49:25 pm »

Hmm... A little torn between the salvaging op, the gym battle and the dig site.
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EdroGrimshell

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Re: Pokemon Tabletop United: Wild Space
« Reply #289 on: March 18, 2014, 04:05:34 pm »

Again, I say we start charging the engines and go to the dig site. Next Click we do the gym, and the last can be whatever because I'm gonna stay on the ship to earn some TEXP from sims so I can look into getting those edges I researched.
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Criptfeind

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Re: Pokemon Tabletop United: Wild Space
« Reply #290 on: March 18, 2014, 04:18:44 pm »

The only thing left in this system that I feel we should do for sure is the Gym. Battling with Quillson is probably a thing worth doing in this system (Simply because it looks like we will have the time). (Edit here, maybe we won't have time) As for the Ditto, I don't see the point in fighting them, both it and the cruisers likely have us outgunned. I could be up for the salvaging of the cruisers though if everyone else wants to. The engines take three point something clicks to charge right? So if we started them now it we would just barely avoid the BUP managing to get the teleporter online? That does sound quite good to me.
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SerenityFrost

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Re: Pokemon Tabletop United: Wild Space
« Reply #291 on: March 18, 2014, 04:52:59 pm »

I get the feeling that, in order for us to get a little extra funding with the BUP, they're gonna pressure Bailey to do the dig. I don't know that for sure though, I haven't roleplayed the negotiation yet. Though, depending on if he does it before or after Quill's plan to make his balls drop, he could end up completely caving to any demands they have. (Also, it couldn't hurt to get them happier with us. Them and The Academy of Hector.)


I vote for the salvage mission as well. Though let's try and hold off on that until we're less likely to get noticed.


The hunting trip one click away sounds like a blast too. I hope we don't miss our chance to do that by taking care of the important stuff first.


Bailey would have a personal interest in checking out the pokemon from the honeycomb asteroid. If they have Honey Gather it will make it much cheaper for him to make honey medicine for the party.
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KujiUn

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Re: Pokemon Tabletop United: Wild Space
« Reply #292 on: March 18, 2014, 05:20:22 pm »

I object to having the ship charged now. Perhaps next click, or the click afterwards. The FTL engine takes exactly three clicks to charge up, so even waiting until two more clicks shouldn't be a problem.

For the good of the stability of the ship, I am completely ignoring the third orange alert.

We may need to grab the TDD representative soon to offset the time penalty they're giving us.

I must recommend that as soon as the Ditto fight goes to less than five cruisers, we should move towards it.

My current vote has been checked to the Fighter Training Sim.
« Last Edit: March 18, 2014, 05:27:10 pm by KujiUn »
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SerenityFrost

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Re: Pokemon Tabletop United: Wild Space
« Reply #293 on: March 18, 2014, 05:28:22 pm »

What does charging the ship do, exactly?
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Taricus

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Re: Pokemon Tabletop United: Wild Space
« Reply #294 on: March 18, 2014, 05:29:55 pm »

Allows us to warp out into FTL towards a new system.
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KujiUn

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Re: Pokemon Tabletop United: Wild Space
« Reply #295 on: March 18, 2014, 05:30:07 pm »

Charging the ship engines would allow us to jump to the next system in three clicks. When that happens, most red and orange alerts (in this case, all of them) and all green alerts will be wiped out and changed. It looks like a blue alert will be destroyed as well.
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Criptfeind

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Re: Pokemon Tabletop United: Wild Space
« Reply #296 on: March 18, 2014, 05:52:36 pm »

I thought it took four clicks to charge, or at least three and enough of one that we had to spend a fourth click before we left last time. Potentially we could jump as soon as it's charged, but that would lock us into doing something on the ship on that last click. Since the engine can hold it's charge for two clicks and we are definitely going to jump in a max of five clicks we might as well start to charge it now.

Edit: Also the hunt does look interesting to me, but since it says it's a minimum of one click that probably means it could take longer... In which case we would have to do it first to make sure we don't get screwed, and it could stop us from doing the more important things we want to do. Personally I wouldn't mind something like Gym>Hunt>Dig site if we have time>Something else if we have time.
« Last Edit: March 18, 2014, 05:55:58 pm by Criptfeind »
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SerenityFrost

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Re: Pokemon Tabletop United: Wild Space
« Reply #297 on: March 18, 2014, 05:56:11 pm »

Other than the giant ditto, is there a reason we need to leave so quickly?
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Criptfeind

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Re: Pokemon Tabletop United: Wild Space
« Reply #298 on: March 18, 2014, 05:57:05 pm »

Well, not for you I guess. But for the rest of us it's the choice of leaving in 4-5 clicks or confronting the BUP again.
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SerenityFrost

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Re: Pokemon Tabletop United: Wild Space
« Reply #299 on: March 18, 2014, 06:07:31 pm »

With a little help (or manipulation), Bailey could be pretty useful in dealing with the BUP. That'd give us more time, it sounds like.
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