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Author Topic: Colonization: Colonist Thread  (Read 4239 times)

Icefire2314

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Re: Colonization: Colonist Thread
« Reply #30 on: May 21, 2014, 07:33:05 pm »

(Our Resources Spoiler still says that the palisade is makeshift. Didn't it get massively upgraded?)

With jetpacks out, I'm in favor of creating a hovercraft. Single-pilot, though it could carry two wingmen on the side. It would have a LMG or HMG on the front, depending on expenses. They could also be equipped with rockets, but I don't think we have those capabilities.

Idea is based on the Hornet from the Halo Series. It has a machinegun, homing rockets and two wingmen spaces. I doubt we can do homing rockets, and even rockets at all may be a long shot, but a machinegun is fairly simple.
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Worldmaster27

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Re: Colonization: Colonist Thread
« Reply #31 on: May 21, 2014, 07:39:28 pm »

(Our Resources Spoiler still says that the palisade is makeshift. Didn't it get massively upgraded?)

With jetpacks out, I'm in favor of creating a hovercraft. Single-pilot, though it could carry two wingmen on the side. It would have a LMG or HMG on the front, depending on expenses. They could also be equipped with rockets, but I don't think we have those capabilities.

Idea is based on the Hornet from the Halo Series. It has a machinegun, homing rockets and two wingmen spaces. I doubt we can do homing rockets, and even rockets at all may be a long shot, but a machinegun is fairly simple.
This sounds good too. +1 for Basic Armed Hovercraft.
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Parsely

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Re: Colonization: Colonist Thread
« Reply #32 on: May 21, 2014, 07:56:21 pm »

Sounds like the alliums are abducting people. Brain suckers? We should ask the eggheads about the possibility.

Why would we need a hovercraft? It's to my understanding that we're in a jungle or forest. There's no niche for them here, the terrain is not suitable.

We need some practice at tunnel fighting so we can design specialized gear for assaults.

Deploy hoppers along the perimeter. Make sure guards are on a state of massive alert in the morning and during the night, when we're most vulnerable. Prep multiple teams with heavy combat load to recon the forest in the afternoon, objective is to seek nearby nests on the surface. Locate, then bail ASAP.

..Are those helis? Since when did those show up?
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Elfeater

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Re: Colonization: Colonist Thread
« Reply #33 on: May 21, 2014, 09:14:07 pm »

Okay, instead of these grand ideas, lets get some basic infrastructure, so we can start to build the larger ideas.
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Icefire2314

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Re: Colonization: Colonist Thread
« Reply #34 on: May 21, 2014, 09:20:21 pm »

Sounds like the alliums are abducting people. Brain suckers? We should ask the eggheads about the possibility.

Why would we need a hovercraft? It's to my understanding that we're in a jungle or forest. There's no niche for them here, the terrain is not suitable.

We need some practice at tunnel fighting so we can design specialized gear for assaults.

Deploy hoppers along the perimeter. Make sure guards are on a state of massive alert in the morning and during the night, when we're most vulnerable. Prep multiple teams with heavy combat load to recon the forest in the afternoon, objective is to seek nearby nests on the surface. Locate, then bail ASAP.

..Are those helis? Since when did those show up?

Was unaware that we were in a forest, thought we were in a plains region of some sort. My mistake, a hovercraft would be ill-suited for the forest.
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Playergamer

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Re: Colonization: Colonist Thread
« Reply #35 on: May 21, 2014, 09:25:46 pm »

You're in a plains area on the edge of a large forest, probably should've been clearer about that.
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Parsely

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Re: Colonization: Colonist Thread
« Reply #36 on: May 21, 2014, 09:42:32 pm »

Okay, instead of these grand ideas, lets get some basic infrastructure, so we can start to build the larger ideas.
Suggest something then. I was just covering the military side of things. I just thought we really ought to set up those new mines and start feeling out our borders. I don't think the Alien players will expect aggressive action so early on anyways.

I'm really nervous about them kidnapping humes alive.. What could they be doing with them?!
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Worldmaster27

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Re: Colonization: Colonist Thread
« Reply #37 on: May 21, 2014, 10:00:10 pm »

For infrastructure: Have our engineers and scientists evaluate the land to determine what, if any, useful metals are in the local area. Build a couple more farms and some permanent housing.
For military:
Deploy hoppers along the perimeter. Make sure guards are on a state of massive alert in the morning and during the night, when we're most vulnerable. Prep multiple teams with heavy combat load to recon the forest in the afternoon, objective is to seek nearby nests on the surface. Locate, then bail ASAP.
I'll +1 this.
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Parsely

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Re: Colonization: Colonist Thread
« Reply #38 on: May 21, 2014, 10:14:23 pm »

For infrastructure: Have our engineers and scientists evaluate the land to determine what, if any, useful metals are in the local area. Build a couple more farms and some permanent housing.
+1 Let's try to keep everyone busy.
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Mr. Strange

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Re: Colonization: Colonist Thread
« Reply #39 on: May 22, 2014, 01:55:58 pm »

First thing first...
Send out search parties (read: armed patrols) to find that missing person, equip our helis with thermal scanners and use them for this. No man left behind...
Also keep an eye out for aliens while at it.

For infrastructure: Have our engineers and scientists evaluate the land to determine what, if any, useful metals are in the local area. Build a couple more farms and some permanent housing.
+1 Let's try to keep everyone busy.
+1, patrols I suggested earlier could be expanded to do this as well. And see if there are any fortifiable sites near any exploitable resources, since we are going to get harrased as soon as we leave the safety of our Wall. If we have any activity outside it will need heavy protection.

Deploy hoppers along the perimeter. Make sure guards are on a state of massive alert in the morning and during the night, when we're most vulnerable. Prep multiple teams with heavy combat load to recon the forest in the afternoon, objective is to seek nearby nests on the surface. Locate, then bail ASAP.
+1 with some modifications, because it seems we are under surveillance by the aliens, probably all the time. If they see us placing those mines they might try to examine them and find out how they work and how to avoid them, rendering whole thing useless.
I think we should make larger patrols outside our walls, ~60 solders with APCs (4 full APCs) for quick evack if things go ugly and use that as cover for placing the mines. If we spread our solders out a little aliens shouldn't get close enough to see where we place mines, or that we do it at all. Combine with patrols above, if possible.

Okay, instead of these grand ideas, lets get some basic infrastructure, so we can start to build the larger ideas.
+1, especially any garrage for maintenance/construction of our APCs and helis, so we have some capacity for building more of them without resorting our Arc for everything. If we can combine those two it would be even better. Barracks and training grounds for our solders would also help a lot, especially if they have quick access to man the Wall.

Other production/research suggestions in rough order of importance:
#1 Our brain people to design portable (sonic?) scanner for detecting any underground tunnels/burrowed aliens, so we don't walk into an ambush and can find entry into their tunnels if there is one nearby.
#2 Equipping our solders with thermal scanners and night vision goggles for night patrols, though it doesn't have to happen in one turn if we lack the resources/production capacity for it. As long as there are some people in every patrol with them it'll increase their chances to survive.
#3 Remote controlled gun turret that we can mount on our vehicles. Needs enough dakka to take down current aliens we have encountered with room to spare.
#4 Heavy-duty helicopter, for transporting our solders and cargo.
#5 Napalm (we have forrest full of man-eating fuckers, so the only dwarven thing to do is to deforest the planet).
#6 Variety of grenades, because we need more dakka.
#7 Designing and producing high-caliber sniper rifle to be used on stopping aliens from getting too close to our Wall and spying on us. It could also be used from helicopters, just to annoy them.
#8 Assault tank that can carry as many people as our APCs and can be mounted with turret mentioned above as well as thermal sensors. Basically light tank with crew compartment in the rear portion. Bonus points if if has shooting holes allowing solders inside to fire out.

Doesn't have to happen in one turn, but any resources we have to spare should be put into these when ever possible.

Resources are mostly the same as in the Hub thread, although I forgot to add in the Clone Hub. Cloning is an experimental technology, only used by the military. Clones are, for the most part, stupid, but they can be used for manual labor and soldiers.
We should also set up this, we'll need it later to replenish our losses, especially our solders. It isn't as high priority as other things I've suggested, yet.

Attack: Focused on defeating the enemy, not destroying, and taking the momentum.

Defense: Focused on buying time, and setting up for an Attack.
Change our Defence Doctrine to halting enemy advance and maximising their losses, since so far it's been pretty clear that if we can't prevent them from getting close we're done for. Start training our solders in new doctrine and ways our surviving solders used in battles.
« Last Edit: May 22, 2014, 02:01:24 pm by Mr. Strange »
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Elfeater

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Re: Colonization: Colonist Thread
« Reply #40 on: May 22, 2014, 03:24:12 pm »

Also, get an ammunition factory and weapons factory. We need to be more diverse in our squads than just rifles, also if we could capture a bug, or strip some of their chitin armor to test our weapons against them.
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Mr. Strange

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Re: Colonization: Colonist Thread
« Reply #41 on: May 22, 2014, 04:29:04 pm »

Not really important if we're only making few hundred of each type of weapon at once, I think our ship can do that and other small scale production (maybe not very efficiently, but...).

Late thought: Cut down trees near our Wall, so aliens can't sneak close without us spotting them. Can't believe I didn't think of that earlier...
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Icefire2314

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Re: Colonization: Colonist Thread
« Reply #42 on: May 22, 2014, 04:54:26 pm »

Well, hovercraft could have use in plains, but not in the forest. This might be a bit of a longer term goal, but what if the hovercraft and the mech (hopper?) were made into one model which could alternate between the two forms.
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Elfeater

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Re: Colonization: Colonist Thread
« Reply #43 on: May 22, 2014, 05:08:23 pm »

We still need to make ammunition, we cant mow through aliens indefinitely. Also we should out fit the helis with a weapon of some description for now, even if it is just a lmg or something along those lines.
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Baffler

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Re: Colonization: Colonist Thread
« Reply #44 on: May 25, 2014, 07:11:53 pm »

Keeping at a distance is absolutely critical for our troops' survival, so we need to remain as mobile as we can manage to keep our advantage as long as possible.

+1 to hovercraft, clearing trees close by, and expanded industrial capacity.
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