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Author Topic: [ISG] Stranded!  (Read 8407 times)

RulerOfNothing

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Re: [ISG] Stranded!
« Reply #15 on: May 12, 2014, 09:41:19 pm »

Commander Name: Captain Maeris

Ship Name: TIE Survivor NMU 'Relentless' (NMU= New Morzoquian Union)

Race: Lyrcnos
+1
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The Froggy Ninja

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Re: [ISG] Stranded!
« Reply #16 on: May 13, 2014, 08:31:21 am »

Thunder Ion Exception? Time Increment Exception? Totally Inane Event? Time's Inevitable End?

I'm just kind of tossing ideas out there.
Time's Inevitable End Survivor huh? Cool I like that one.

Cain12

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Re: [ISG] Stranded!
« Reply #17 on: May 13, 2014, 09:23:47 am »

Commander Name: Captain Maeris

Ship Name: TIE Survivor NMU 'Relentless' (NMU= New Morzoquian Union)

Race: Lyrcnos
+1
+1
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escaped lurker

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Re: [ISG] Stranded!
« Reply #18 on: May 13, 2014, 03:57:44 pm »

This Post concludes the "intro" and "starting-choices". It became a tad longer than I would have liked, but I would think that the information given is somewhat important for the last choice. Either way, next turn we start into the "real" game.

STRANDED!

Log 1.5
Galaxy Time: Don't care
Planetary Hour: Hell if I know

"Attention to all, this is Captain Maeris...”

Addressing your fellow Lyrcnosi, you bring them up to speed on, well, most of the situation. Though you do decide that the content of the communication logs should be kept with you alone for the time being. At least you don't want to spread such discouraging news in a state of emergency. Instead you and the officers organize rescue and recovery operations, sending help to the wounded, stopping fires and freeing any crew stuck behind airlocks or under debris. After these undoubtedly most chaotic hours of your life, the most life-threatening matters are dealt with, and you finally have time for further planning.


The Relentless is in a very sorry state, with about half of the people on board having perished. Most of them actually died because of defects in the cyro-system, but it still comes as a shock to most. At least the techs were by now able to bring some of the sensors back online, and after some testing you are presented with a small map of the surroundings, environmental data and the like included. Gravity is almost twice as strong, the atmosphere quite heavy and radiation levels like these you would find only underground if this were back home. Air is quite thin, slightly toxic, and the temperatures outside are halfway to the point of boiling water. The sky is a sickly green, the sun a blueish purple – or purplish blue, depending on who you ask -, and the sparse vegetation around the landing site is not only mostly on fire, but also of a rather weird coloration. Obviously it is not a Morzoquian-Type Eco-System either, but a Carbon-World. Since even the later are quite rare, that alone should count for something. Either way – it seems to be a bit nasty on here, but it could be way worse.

Another few hours later, and you are starting to form some plans – some out of sheer necessity. Food won't become a problem – you have systems for that. Same for air and water. But energy will become a problem in about 2 months, and that is not taking any constructions into account. There is also the question if or how to repair the ship, and similar. Looking at crew and equipment, you are unsure on how to proceed.



Military Mission
The NMU Relentless is a military ship, and except some spouses and children everyone on board is a soldier. You have ample weaponry, some utility and building stuff from the engineering corps, but only a handful of dedicated specialists. If there are any threats to be found, or anything to be built, you are confident that your men will make it possible.

The Survivors are grouped as 5 Soldier-Squads, 3 Construction-Crews and 1 Lab-Loonies
Added Trait: “Military Protocols” - Military Tasks and in-field effectiveness is improved
You could salvage 2 Rifle-Sets, 1 Sniper-Set, 1 Set of Hover-Bikes, 2 Construction-Mechs and 1 Basic Medbay



Industrial Undertaking
The NMU Relentless is a mining ship, and except a few guards everyone on board is a civilian. You brought a plethora of tools for mining and construction, and there are also a good number of specialists on board. Carving out a temporary home or even a new ship? Just a matter of time.

The Survivors are grouped as 1 Soldier-Squads, 6 Construction-Crews and 2 Lab-Loonies
Added Trait: “Experienced Labourers” - Technical Tasks cost less resources and time
You could salvage 1 Pistol-Sets, 3 Construction-Mechs, 2 Mining-Ordinances and 1 Field Laboratory


Research Assignment
The NMU Relentless is a scientific vessel, full of people that outshine the rest of their race. In theoretical matters, that is. For better or worse, there also is a military presence on board – seeing as a good deal of the researchers were employed by the government, not that uncommon. The survivors are filled with grim excitement, ready to make the best out of this lot.

The Survivors are grouped as 3 Soldier-Squads, 1 Construction-Crews and 5 Lab-Loonies
Added Trait: “Bright Minds” - Scientific Tasks take less time and resources, resulting in more research options
You could salvage 2 Rifle-Sets, 1 Mining-Ordinance, and 4 Laboratory Instalments




The Resources
Materials are what you have on hand to build and produce stuff. Because of synthesizers you can make pretty much anything out of most raw materials – at the price of our other resource.
Energy is what keeps most of your machines up and running. While you are able to synthesize the specific fuels you need, not just any normal resource will cut it for this one.
Progress is not really that much of a resource on its own, but will indicate how much work a given task will take. Together with Unit modifiers you will have a clear picture of how long something will take to do.

Tasks
Military Missions are unsurprisingly just what one would expect – ordering people with weapons around to do something or the other.
Technical Tasks are mainly about producing, planning and building stuff.
Academic Analysis  lets you invest time and resources into researching stuff.
At the start, a good deal of the possible tasks will be introduced by me, but as time goes by I am sure that the player suggestions will take over, or at least have a very heavy influence.

Units
Soldier-Squads have the following basic modifiers: MM x1 - TT x0.5 - AA x0.25
Construction-Crews have the following basic modifiers: TT – x1 - AA x0.5MM x0.25
Lab-Loonies have the following basic modifiers: AA x1 - MM x0.5TT x0.25
Each Unit has a 10 People headcount. Loosing any of them not only lets the modifiers sink, but also has a good chance of lowering morale. Quint-essence? Tread carefully with your charges.

Equipment
Tools of the trade are almost always necessary to be effective, and can often enough multiply the use you can get out of a unit. Since we don't have too many of the later, or the number of units that can work on a task are limited, equipment is quite crucial. There is however something of a limit – to put it into an example: If your Unit has a hover-tank, giving them some rapid-fire rifles might still improve their effectiveness a bit. But also giving them a mortar, flame-throwers and grenade-launchers will subsequently have a much more limited effect. Well, all within reason, that is.


For those wondering, yes that the Unit and Task types can be each shortened to a doubled Initial is no coincidence. Together with the colour scheme it should make things quite intuitive, or so I hope.
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Worldmaster27

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Re: [ISG] Stranded!
« Reply #19 on: May 13, 2014, 04:15:30 pm »

We are an Industrial Undertaking. We need to repair the most useful systems, and set up a small mining operation. Evaluate what research is available.
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The Froggy Ninja

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Re: [ISG] Stranded!
« Reply #20 on: May 13, 2014, 06:49:07 pm »


Research Assignment
The NMU Relentless is a scientific vessel, full of people that outshine the rest of their race. In theoretical matters, that is. For better or worse, there also is a military presence on board – seeing as a good deal of the researchers were employed by the government, not that uncommon. The survivors are filled with grim excitement, ready to make the best out of this lot.

The Survivors are grouped as 3 Soldier-Squads, 1 Construction-Crews and 5 Lab-Loonies
Added Trait: “Bright Minds” - Scientific Tasks take less time and resources, resulting in more research options
You could salvage 2 Rifle-Sets, 1 Mining-Ordinance, and 4 Laboratory Instalments

Send a scouting Soldier-Squad north while the Lab-Loonies evaluate research options.

~Neri

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Re: [ISG] Stranded!
« Reply #21 on: May 13, 2014, 07:00:03 pm »

We are an Industrial Undertaking. We need to repair the most useful systems, and set up a small mining operation. Evaluate what research is available.
I'll +1 this, I find industrial to be fun to play as.
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RangerCado

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Re: [ISG] Stranded!
« Reply #22 on: May 13, 2014, 07:01:05 pm »

We are an Industrial Undertaking. We need to repair the most useful systems, and set up a small mining operation. Evaluate what research is available.
I'll +1 this, I find industrial to be fun to play as.
+1. I've always been a defense guy, and construction crews will help a lot with that.
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The best ship is the one where one of them is literally allergic to the other~
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RulerOfNothing

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Re: [ISG] Stranded!
« Reply #23 on: May 13, 2014, 08:43:13 pm »

I'm also going to throw my support behind Industrial Undertaking.
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escaped lurker

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Re: [ISG] Stranded!
« Reply #24 on: May 14, 2014, 08:16:54 am »

Oh boy, here we go. For now I included some basic blueprints and basic tasks. Feel free to ignore some of them, and or propose some of your own. The rest will be mostly up to you guys ;3

STRANDED!
Log 2
Galaxy Time: Unimportant
Planetary Hour: Around mid-day. Maybe.

Looking at your crew, you are relieved to know that rebuilding the ship is not a complete pipe-dream. Well, at least you tell yourself that, and on occasion will also tell that to them. For now though you plan on having them repair any useful systems that were damaged. With whole sections of the ship missing, the need to procure materials from the planet seems obvious, and is also where your planning leads you.

Further testing of the toxicity of the air has shown it to be not all that serious of a matter. Anyone who inhales it will pretty much get the brass shakes. They will curse about it at night, and maybe the next few days, but unless the exposure is prolonged for a multitude of days, it will not lead to any lasting damages. Luckily, enough space-suits survived that you can outfit two units with them, but the visibility of them would be severely hindered, making them unsuited for combat.

It is not long before all the people who had a say on board and which are still alive have gathered for a Briefing. There is much to discuss, and each department has a few needs or concerns that they voice. It is also here that the tactical map is introduced.



Thoughts and Concerns at the Briefing:

Professor Lerzo says that determining the right filters for a simple respirator could be done easily with some more testing.
The Right Filters: AA – 0/2 Progress

Security Chief Norczo requests rifles to be built. The Pistols may be enough to intimidate brawling civilians into breaking up, but their use against what possibly may lurk out there could be very limited.
Arming Up: TT – See Blueprints

It is also him who points out that the significantly higher Gravity takes its toll on the efficiency of the currently issued ammunition. Just improving the explosive power of the cartridges might work, but could put the user in jeopardy if the gun can't withstand it.
Adapting to the Environment: AA 0/2 Progress – Each Gun separately

Foreman Quoslan wants you to send out a team to analyse the small mountain at 1-5. The Professor chimes in, he also wants the go-ahead for sampling of the surroundings, especially the flora of the swamp at 1-2. Both request the suits - and protection against possibly aggressive local fauna.
Exploring a new frontier: MM 0/1 + TT 0/1 or MM 0/1 + AA 0/1

Else there are discussions about recovery and reconstruction of the ship. You could win a good deal of materials from this, especially material that needs minimal energy to be re-purposed. The chance to happen upon anything in working condition is small, but also a selling point of the idea.
Recovering from the Wreckage: Construction-Mech needed TT 0/?? Progress


Resources
79 Materials 472 Energy
Spoiler: Resource-Managment (click to show/hide)

Spoiler: Units (click to show/hide)

Spoiler: Military Blueprints (click to show/hide)

Take note that the equipments basic possibilities and modifiers are in brackets. You obviously would gain a bonus to the task if you would use the Mining-Ordinances to dig a trench around the ship, or let the Construction-Mechs stomp into a melee. Feel free to abuse the equipment for maximum enjoyment and efficiency~

For technological stuff, you may refer to http://orbitalvector.com/Index.htm . I placed the Lyrcnos at around Tech-Level 15. I may or may not decide to adopt technologies mentioned on that site regardless of that, partially depending on how they would influence the game. Basically, while maintaining realistic physics is something I prefer, having it stand in the way of fun is not my goal. Still, “Seldom I have learned so much” ;3.
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Worldmaster27

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Re: [ISG] Stranded!
« Reply #25 on: May 14, 2014, 08:33:22 am »

Research adapted rifles. Equip military squad with pistols, and send them out with a CM-equipped construction team to 1-5. Have two CM-equipped construction teams work on salvaging; the other three can build one more set of pistols, and preform any required maintenance to keep things at top efficiency. The final research team can work on the filters.
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Cain12

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Re: [ISG] Stranded!
« Reply #26 on: May 17, 2014, 03:26:52 pm »

Research adapted rifles. Equip military squad with pistols, and send them out with a CM-equipped construction team to 1-5. Have two CM-equipped construction teams work on salvaging; the other three can build one more set of pistols, and preform any required maintenance to keep things at top efficiency. The final research team can work on the filters.
+1.
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~Neri

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Re: [ISG] Stranded!
« Reply #27 on: May 17, 2014, 05:24:42 pm »

Research adapted rifles. Equip military squad with pistols, and send them out with a CM-equipped construction team to 1-5. Have two CM-equipped construction teams work on salvaging; the other three can build one more set of pistols, and preform any required maintenance to keep things at top efficiency. The final research team can work on the filters.
+1.
+1 also.
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escaped lurker

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Re: [ISG] Stranded!
« Reply #28 on: May 17, 2014, 06:16:16 pm »

STRANDED!
Log 3
Galaxy Time: M-7855-4-9
Planetary Hour: Evening comes closer

Having reached an agreement, the men soon set out to their tasks – though it should be noted that the day on this planet is far longer than the cycles your race is used to. Night has yet to fall, with your sensors currently inadequate to give a truly satisfying prediction. Still, soon enough night will be upon you.

The Construction-Crew accompanied by the Soldier-Squad had no problems getting to 1-5, and gathered a good deal of rock samples. It seems there is iron to be had in that area, which is good given that it is one of the more basic materials in use. There is a good deal of trees around the mountain too, with the experts wagering that these should easily enough be synthesized into fuel.

You also get more knowledge of the area, as 2-11 turns out to be a plain, 2-10 a mountainous region, and 2-9 another forested swamp.

Salvaging goes rather well, with the two crews able to gather 19 Materials in total. The other crews build a set of pistols, and afterwards make sure that everything else stays up and running.

Adapting the rifles to this rather high gravity is not a real challenge for your Lab-Loonies, and after some heavy simulating and a few tests they claim to have done the task. The second team of them does their work in the commons-hall – they say that it will take another morzoquian rev till the filter-design is finished.



New Resource Discovered:
Iron Deposit – 2D10 Materials, synthesizing takes 2 Energy


Todays Briefing:

Some of Quoslans guys would like to try mining 1-5 for iron. They just want a Construction-Mech and the extra Pistol-Set. Specifically “their” Pistol-Set, the one they worked on yesterday. Chief Norczo washes his hands off the matter, if anything should happen.
Mining Rights: Needs 1 Construction-Mech, 1 Pistol-Set 0/2 Technical Task

Speaking of him, he is quite pleased to know that the rifles should be ready soon. At least he heavily presumes to get them, based on them being adapted now. For now you have left him in that belief.
Arming Up: 0/?? Technical Task - see Blueprints

Lerzo and company want a tour of the swamp. They even unsubtly try to wedge the opinion in their favour by claiming that we most probably can synthesize fuel out of the flora there.
Exploring a new Frontier Part II:  0/1 Academic Analysis, 0/1 Military Matter

There is still much of the ship that can be salvaged, especially the front was hit hard by the impact.
Recovering from the Wreckage: Needs Construction-Mech - 2/?? Technical Task

This task will be easily finished by today, or so the team claims.
The Right Filters1/2 Academic Analysis


Run-Down of this Turn:
Finished 3 Tasks, 1 Ongoing Task
Gained 19 Materials, Knowledge of Iron Source, 1 Pistol-Set, Adapted Rifles Blueprints
Used 2 Materials, 7 Energy for tools and production, 1 Materials 5 Energy for Life Support

Resources
95 Materials 460 Energy
Spoiler: Resource-Managment (click to show/hide)

Spoiler: Units (click to show/hide)

Spoiler: Tactical Map (click to show/hide)
Spoiler: Military Blueprints (click to show/hide)

Hmm.. still a bit unsure about the whole posting format. Oh well, guess I will see. Else, weekend-stress almost over - phew.

Else, I do think that the "Run-Down" is a step into the right direction... any other thoughts?
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RulerOfNothing

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Re: [ISG] Stranded!
« Reply #29 on: May 18, 2014, 06:28:29 am »

Alright then.

Have the soldier squad and the loonies with the field lab survey the swamp, have the other loonies finish work on the filters, get construction crews 1 and 6 out to 1-5 after equipping 6 with a pistol set to mine iron, get construction crews 2 and 3 to work on salvaging the wreck and the other 2 construction crews can work on making some rifle sets.

Any obvious problems with this? And I think your turn format is good.
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