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Author Topic: Shallow Space III: FTL Before FTL was Cool! [1/1] - Game Over!  (Read 39028 times)

10ebbor10

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #90 on: February 20, 2014, 12:48:38 am »

But he has a significant evasion. We might be better of firing at someone else.
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Squeegy

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #91 on: February 20, 2014, 01:20:46 am »

Lt-Cmdr. Playergamer completes a trade, plays two Redshirts, and moves to the teleport chamber.
Cmdr. 10ebbor10 just uses a Redshirt.
Cpt. Remuthra uses two Redshirts and goes in for a Strafing run on the S.S. Emperor's Fire! The subsequent flurry of shots hits the Emperor's Fire in the teleport chamber, destroys its left pod, and lightly damages the front hull, despite its evasive maneuvers.
(Error correction: Cmdr. TopHat should be in Engineering.)

Turn 4: Thunderbird

                                
                                    
σ        σ        σ        σ 
               
                             


Spoiler: S.S. Juke (ship 3) (click to show/hide)
Spoiler: Thunderbird (ship 4) (click to show/hide)

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Execute/Dumbo.exe

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #92 on: February 20, 2014, 01:51:16 am »

Whenever I see that number next to the messages tab, my heart skips a beat because I think I forgot about a game and held it up, I'm glad I didn't hold this one up anyway.

I don't even have my handcuffs.
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darkpaladin109

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #93 on: February 20, 2014, 08:01:44 am »

Use Weapons Calibration and Overcharge and open fire on the S.S. Juke, then use my Jammer Pod on it afterwards.
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WhitiusOpus

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #94 on: February 20, 2014, 08:42:53 am »

Well. It appears the Emperor's Fire will be the first out of the fight...


SUICIDAL COLLISION FOR THE EMPRAH!
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Squeegy

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #95 on: February 20, 2014, 01:03:06 pm »

Well. It appears the Emperor's Fire will be the first out of the fight...


SUICIDAL COLLISION FOR THE EMPRAH!

It's crippled, but far from destroyed. It's still well within the limits of repair.

You can always get another ship. From someone else.
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10ebbor10

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #96 on: February 20, 2014, 01:09:13 pm »

That was a completely suboptimal turn. I mean, we could have damaged the Thunderbird,  crippled the Emperor's fire, and be in a much better position than we are now. ((I mean, I didn't expect our captain to play only a single card.))


Anyway, since I'm going to be hit by a sensor pod next turn, I want to know how the cards are added to someone's hand. For example, if I play cards 1 and 2, do the new cards enter those slots, or are cards 3 and four going to move up into slot 1 and 2, and the new cards added in slot 3 and 4. I assume that traded cards maintain their respective position.
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mastahcheese

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #97 on: February 20, 2014, 02:31:41 pm »

Now that I think about it, I may just stay over on this ship.
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Remuthra

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #98 on: February 20, 2014, 02:58:34 pm »

That was a completely suboptimal turn. I mean, we could have damaged the Thunderbird,  crippled the Emperor's fire, and be in a much better position than we are now. ((I mean, I didn't expect our captain to play only a single card.))


Anyway, since I'm going to be hit by a sensor pod next turn, I want to know how the cards are added to someone's hand. For example, if I play cards 1 and 2, do the new cards enter those slots, or are cards 3 and four going to move up into slot 1 and 2, and the new cards added in slot 3 and 4. I assume that traded cards maintain their respective position.
I wasn't aware I could play more than one captain card at a time, and shooting the Thunderbird wouldn't have done much past the shields.

Squeegy

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #99 on: February 20, 2014, 03:11:16 pm »

That was a completely suboptimal turn. I mean, we could have damaged the Thunderbird,  crippled the Emperor's fire, and be in a much better position than we are now. ((I mean, I didn't expect our captain to play only a single card.))


Anyway, since I'm going to be hit by a sensor pod next turn, I want to know how the cards are added to someone's hand. For example, if I play cards 1 and 2, do the new cards enter those slots, or are cards 3 and four going to move up into slot 1 and 2, and the new cards added in slot 3 and 4. I assume that traded cards maintain their respective position.
It really shouldn't matter, I don't think.
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GreatWyrmGold

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #100 on: February 20, 2014, 03:15:32 pm »

That was a completely suboptimal turn. I mean, we could have damaged the Thunderbird,  crippled the Emperor's fire, and be in a much better position than we are now. ((I mean, I didn't expect our captain to play only a single card.))
I don't think everyone realizes that we can play multiple cards.
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Squeegy

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #101 on: February 20, 2014, 04:22:03 pm »

Well, they've no excuse at this point, because it was in the rules and people have done it.
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10ebbor10

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #102 on: February 20, 2014, 04:26:51 pm »

Anyway, since I'm going to be hit by a sensor pod next turn, I want to know how the cards are added to someone's hand. For example, if I play cards 1 and 2, do the new cards enter those slots, or are cards 3 and four going to move up into slot 1 and 2, and the new cards added in slot 3 and 4. I assume that traded cards maintain their respective position.
It really shouldn't matter, I don't think.
It really matters a lot, actually.

I mean, the jammer pod disables all our offensive capabilities, and hides our cards. Dealing with it involves remembering our cards, but if you're not telling us how new cards are added to our deck, how are we supposed to remember it.

On a side note, the jammer pod rules seem kind-off unclear. I mean, they state that it takes effect the turn after it is attached. Does that mean that we get to see our cards during our next turn, or not? Additionally, it has to take 2 damage. Is the jammer pod an additional hull section added to our ship, to the enemy ship or is it added inside an existing section?

Edit: Since we're asking questions again, despite this being a little late. Does the strafing run make the ship fire 6 times, or 3 times. Kind off unclear.
« Last Edit: February 20, 2014, 04:28:35 pm by 10ebbor10 »
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Squeegy

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #103 on: February 20, 2014, 05:00:17 pm »

Anyway, since I'm going to be hit by a sensor pod next turn, I want to know how the cards are added to someone's hand. For example, if I play cards 1 and 2, do the new cards enter those slots, or are cards 3 and four going to move up into slot 1 and 2, and the new cards added in slot 3 and 4. I assume that traded cards maintain their respective position.
It really shouldn't matter, I don't think.
It really matters a lot, actually.

I mean, the jammer pod disables all our offensive capabilities, and hides our cards. Dealing with it involves remembering our cards, but if you're not telling us how new cards are added to our deck, how are we supposed to remember it.

On a side note, the jammer pod rules seem kind-off unclear. I mean, they state that it takes effect the turn after it is attached. Does that mean that we get to see our cards during our next turn, or not? Additionally, it has to take 2 damage. Is the jammer pod an additional hull section added to our ship, to the enemy ship or is it added inside an existing section?

Edit: Since we're asking questions again, despite this being a little late. Does the strafing run make the ship fire 6 times, or 3 times. Kind off unclear.
it still doesn't matter because you can just play the cards you remember (or check your PMs). That's why we don't play cards by number. I agree that the rules are unclear, though, and I'd like to remind everybody that I did not write them. Presumably you can shoot at the jammer pod just like an enemy combatant.

The strafing run makes your lasers fire three times, for a total of six shots.
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RoaryStar

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #104 on: February 20, 2014, 06:26:47 pm »

If possible, take the Plasma Grenade card from darkpaladin.

Teleport to the SS Emperor's Fire. If available and in range of anyone, use the phraser, preferably on the Captain. If I have the plasma grenade card and am in the Front Hull or Bridge and is possible to do so, play said card.

Edit: Unless, of course, there is objection from my own team.
Edit2: If, say, such happens and I am shot at (in turn 5 or 6) and I want to play Redshirt Dive, do I play it then or should I play it now?
« Last Edit: February 20, 2014, 06:35:53 pm by RoaryStar »
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