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Author Topic: Colonization: Colonist Thread  (Read 4257 times)

Parsely

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Re: Colonization: Colonist Thread
« Reply #15 on: May 20, 2014, 05:35:30 pm »

I got an idea: Automated outposts, full of traps. Surrounded by minefield. Explosive kind of traps, not the kind Kevak likes.
Now if we can arrange some air transports for quick evac...
Either way it sounds resource intensive. Let's put that in the back pocket for now.
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Elfeater

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Re: Colonization: Colonist Thread
« Reply #16 on: May 20, 2014, 05:48:56 pm »

So, we know our men got torn up at close ranges. I think a good idea would be outfitting some units with close combat weapons, maybe later creating close combat suits of some sort, strong enough to take a bite from a warrior, and equipped with say a flamer or a shotgun of some sort. Or other close weapons
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Parsely

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Re: Colonization: Colonist Thread
« Reply #17 on: May 20, 2014, 05:56:25 pm »

It'd depend on the enemy's actual jaw strength. Personal armor tough enough to increase our men's survivability to any appreciable amount would likely be expensive, or at least cost more than some faster firing rifles or some squad weapons. Giant ants probly got some serious power going on.

Investing in air units would likely give us a huge advantage here in the early game.
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griffinpup

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Re: Colonization: Colonist Thread
« Reply #18 on: May 20, 2014, 06:02:56 pm »

It'd depend on the enemy's actual jaw strength. Personal armor tough enough to increase our men's survivability to any appreciable amount would likely be expensive, or at least cost more than some faster firing rifles or some squad weapons. Giant ants probly got some serious power going on.

Investing in air units would likely give us a huge advantage here in the early game.
+1

Jetpacks would be a huge advantage right now, methinks
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Parsely

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Re: Colonization: Colonist Thread
« Reply #19 on: May 20, 2014, 06:12:34 pm »

DOHOHO flying suits!!!! Didn't even think about that I pictured helicopters buts that's a way better idea~  <3
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Elfeater

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Re: Colonization: Colonist Thread
« Reply #20 on: May 20, 2014, 06:28:50 pm »

Eh, I feel like that would be expensive, maybe later on. Also by these suits, I mean kinda like a dreadnought from 40k, so they'd be rare enough, plus useful when we have to inevitably go and raid tunnel systems.
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Parsely

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Re: Colonization: Colonist Thread
« Reply #21 on: May 20, 2014, 06:36:53 pm »

A dreadnought? :p You're nuts dood.
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griffinpup

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Re: Colonization: Colonist Thread
« Reply #22 on: May 20, 2014, 06:41:59 pm »

Eh, I feel like that would be expensive, maybe later on. Also by these suits, I mean kinda like a dreadnought from 40k, so they'd be rare enough, plus useful when we have to inevitably go and raid tunnel systems.

I disagree on your order.  I agree that dreadnoughts may eventually be useful, but a Marine with a jetpack is literally invincible right now.  I'm sure that won't last, but while it does it's super nice.  And significantly cheaper than dreadnoughts right now, I think.  Also, they'd be fairly easy to make.  let's assume that the ark has spacesuits.  They'd most assuredly have some kind of jetpack system to jet around space.  While that's not near enough power for something on a planet, the same basic control system and mounting capability could most assuredly be used.  It'd pretty much be making more of those jetpacks with a stronger energy source. (probably just a very scaled down model of whatever powers the Arc.)  So there wouldn't really be any inventing that would have to happen either.  Just start mass producing hopped-up versions of things that already exist.
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Icefire2314

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Re: Colonization: Colonist Thread
« Reply #23 on: May 20, 2014, 06:50:58 pm »

Less expensive is better, and the grounded aliens can't hit us if we are in the air. +1 to the cheapest form of air mobility suggested, seemingly jetpacks.
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Worldmaster27

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Re: Colonization: Colonist Thread
« Reply #24 on: May 20, 2014, 07:01:33 pm »

Less expensive is better, and the grounded aliens can't hit us if we are in the air. +1 to the cheapest form of air mobility suggested, seemingly jetpacks.
+1
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Parsely

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Re: Colonization: Colonist Thread
« Reply #25 on: May 20, 2014, 07:47:27 pm »

Less expensive is better, and the grounded aliens can't hit us if we are in the air. +1 to the cheapest form of air mobility suggested, seemingly jetpacks.
+1
+1 Worth a shot, but depending on how hard the science is in this actual helis might be a heck of a lot simpler.
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Elfeater

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Re: Colonization: Colonist Thread
« Reply #26 on: May 20, 2014, 10:04:23 pm »

Agreed, lets not put all our eggs in one basket, attack helicopters in addition to outfitting some units with jet packs.
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Icefire2314

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Re: Colonization: Colonist Thread
« Reply #27 on: May 21, 2014, 04:38:19 pm »

The benefit I see to helis over jetpacks is they are more useable over a long period of time. They may require fuel and maintenance, but little else. A jetpack would likely not last as long unless you have a super effecient engine and a large supply of fuel, meaning you fall down into the hordes below.
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Playergamer

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Re: Colonization: Colonist Thread
« Reply #28 on: May 21, 2014, 05:26:56 pm »

Colonization

You announced the current... dilemma to your crew, and quickly set about with your plans. First, you double the guard, making every single patrol and guard post on the perimeter about 20 armed men each, enough to deal with a decently sized attack. You also keep the APCs on standby with full troop loads. Some consider complaining, but the thought of what happened on the first was enough to make them reconsider. The survivors explained that the Aliens just used simple swarm tactics, running directly at them in huge groups, but they could learn, as shown by how, after the first few dead, the wounds stopped being on the chest and head, areas covered by standard issue armor, and started hitting the neck, specifically slipping in through gaps in the armor. The engineers and workers quickly get to work on the palisade, and, within a few days, it's less a palisade, and more a solid, concrete wall, covered with hidden turrets and firing spots. It would take no less then a horde to get over this wall, and you can rest more or less safely inside it. The farms are quickly set up, although they're just barely enough to keep the outpost fed, and aren't exactly pretty.

The scientists have some unhappy news. They studied seismic activity, looking for tunnels, and... they're everywhere. There's a catacomb of tunnels, all across the entire planet, all deliberately built. They seem to be designed for single file marching, and you appear to have actually landed in one of the only areas without any tunnels at all. They also found about 10 separate caverns, spread all over the planet, that could be alien-made. This is, of course, when the biologist from before runs over to tell you that the aliens look like they could have different castes, like ants, and if so, the workers could probably tunnel.

Meanwhile, the engineering and R&D team set to making mines make the Hopper. She's a beauty, based off of the ancient Bouncing Betty, but designed so the shrapnel flies much faster to pierce armor or chitin, and mass producible. They also made sure it was loud, too, so it could act like an early warning system in an emergency. It's one drawback is that it relies almost entirely on shrapnel for damage, and that something with much heavier armor could probably take one on the chin without even flinching. Finally, the last team of engineers comes back with their verdict on jetpacks. They had EVA suits equipped with short, burst jetpacks for repairs, but those were for space travel, where you don't need fuel to keep in the air. They say they would need an incredibly dense fuel source to make a jetpack that can stay up for longer then a minute, given their current technology.


Alien Activity

Things were mostly quiet for a day or two, then the raids started. Small, lightning raids, usually at night, but not always. The aliens usually lost these, getting out gunned by the patrols and retreating, but not always. Once, during construction, they rushed the site, attacking workers and engineers. They killed about 20 workers, but were quickly driven out by the guards, losing 5 of their own. One of the workers was never found. All of the blood stains in the site were tested, and any body parts left, but none of it belonged to him. Other workers swear they saw two aliens jump him, but, at least according to the evidence, he just ceased to exist.

Shortly after the wall was finished, a sergeant on patrol with thermal goggles saw about a hundred aliens sitting in the forest, just watching the wall. A few of them fidgeted towards it, as if something compelled them towards it, but none left the cover of the trees. He quietly sent up an alarm, but the aliens never did anything, just sat there.

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« Last Edit: May 21, 2014, 05:41:24 pm by Playergamer »
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Worldmaster27

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Re: Colonization: Colonist Thread
« Reply #29 on: May 21, 2014, 05:52:18 pm »

Run planet-wide thermal scans. Hopefully we can determine the location of the main hive, or something along those lines.
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